Merge remote-tracking branch 'origin/master' into navigation-features
# Conflicts: # Source/Editor/Content/Settings/NavigationSettings.cs # Source/Engine/Engine/PhysicalMaterial.cs # Source/Tools/Flax.Build/Bindings/BindingsGenerator.Api.cs
This commit is contained in:
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@@ -114,8 +114,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Input macro specified by the material: DECAL_BLEND_MODE
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@@ -160,12 +159,9 @@ void PS_Decal(
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float3 positionWS = positionHS.xyz / positionHS.w;
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float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
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// Clip content outside the decal
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clip(0.5 - abs(positionOS.xyz));
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// By default, map textures using the vectors perpendicular to the projection direction
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float2 decalUVs = positionOS.xz + 0.5f;
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// Setup material input
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MaterialInput materialInput = (MaterialInput)0;
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materialInput.WorldPosition = positionWS;
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@@ -197,8 +197,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Vertex Shader function for GUI materials rendering
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@@ -330,8 +330,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Calculates the transform matrix from mesh tangent space to local space
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@@ -834,7 +833,7 @@ float4 PS_Distortion(PixelInput input) : SV_Target0
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// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
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distortion *= 4.0f;
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// Store positive and negative offsets separately
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// Use separate storage for positive and negative offsets
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float2 addOffset = max(distortion, 0);
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float2 subOffset = abs(min(distortion, 0));
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return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
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@@ -134,8 +134,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Pixel Shader function for PostFx materials rendering
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@@ -340,8 +340,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Calculates the transform matrix from mesh tangent space to local space
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@@ -500,7 +499,7 @@ float3x4 GetBoneMatrix(int index)
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}
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// Calculates the transposed transform matrix for the given vertex (uses blending)
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float3x4 CalcBoneMatrix(ModelInput_Skinned input)
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float3x4 GetBoneMatrix(ModelInput_Skinned input)
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{
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float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
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boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
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@@ -549,7 +548,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
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// Perform skinning
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SkinningData data;
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data.BlendMatrix = CalcBoneMatrix(input);
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data.BlendMatrix = GetBoneMatrix(input);
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float3 position = SkinPosition(input, data);
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float3x3 tangentToLocal = SkinTangents(input, data);
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@@ -808,7 +807,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
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#define COPY(thing) output.thing = input[0].thing
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INTERPOLATE(Position);
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
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// Precompute squares and squares * 3
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float UU = U * U;
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float VV = V * V;
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float WW = W * W;
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@@ -337,8 +337,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Calculates the transform matrix from mesh tangent space to local space
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@@ -474,7 +473,7 @@ float3x4 GetBoneMatrix(int index)
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}
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// Calculates the transposed transform matrix for the given vertex (uses blending)
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float3x4 CalcBoneMatrix(ModelInput_Skinned input)
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float3x4 GetBoneMatrix(ModelInput_Skinned input)
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{
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float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
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boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
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@@ -521,7 +520,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
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// Perform skinning
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SkinningData data;
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data.BlendMatrix = CalcBoneMatrix(input);
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data.BlendMatrix = GetBoneMatrix(input);
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float3 position = SkinPosition(input, data);
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half3x3 tangentToLocal = SkinTangents(input, data);
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@@ -755,7 +754,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
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#define COPY(thing) output.thing = input[0].thing
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INTERPOLATE(Position);
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
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// Precompute squares and squares * 3
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float UU = U * U;
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float VV = V * V;
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float WW = W * W;
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@@ -977,8 +975,8 @@ float4 PS_Distortion(PixelInput input) : SV_Target0
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// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
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distortion *= 4.0f;
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||||
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||||
// Store positive and negative offsets separately
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// Use separate storage for positive and negative offsets
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float2 addOffset = max(distortion, 0);
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float2 subOffset = abs(min(distortion, 0));
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return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
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@@ -234,8 +234,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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||||
// Fix line for errors/warnings for shader code from template
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#line 1000
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// Calculates LOD value (with fractional part for blending)
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@@ -595,7 +594,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
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#define COPY(thing) output.thing = input[0].thing
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INTERPOLATE(Position);
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
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// Precompute squares and squares * 3
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float UU = U * U;
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float VV = V * V;
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float WW = W * W;
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+1
-1
@@ -6,7 +6,7 @@
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"Build": 6214
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},
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"Company": "Flax",
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"Copyright": "Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.",
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"Copyright": "Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.",
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"GameTarget": "FlaxGame",
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"EditorTarget": "FlaxEditor"
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}
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@@ -6,34 +6,18 @@ setlocal
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pushd
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echo Generating Flax Engine project files...
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rem Make sure the batch file exists in the root folder.
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if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
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if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
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rem Run Flax.Build to generate Visual Studio solution and project files (also pass the arguments)
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call "Development\Scripts\Windows\CallBuildTool.bat" -genproject %*
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if errorlevel 1 goto Error_BuildToolFailed
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if errorlevel 1 goto BuildToolFailed
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rem Done.
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popd
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echo Done!
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exit /B 0
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||||
:Error_BatchFileInWrongLocation
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echo.
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echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
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echo.
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pause
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goto Exit
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:Error_BuildToolFailed
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echo.
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:BuildToolFailed
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echo Flax.Build tool failed.
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echo.
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pause
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goto Exit
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:Exit
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rem Restore original directory before exit.
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popd
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exit /B 1
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+2
-16
@@ -6,32 +6,18 @@ setlocal
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pushd
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echo Performing the full package...
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rem Make sure the batch file exists in the root folder.
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if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
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if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
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rem Run the build tool.
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call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployEditor -deployPlatforms -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
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if errorlevel 1 goto Error_BuildToolFailed
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if errorlevel 1 goto BuildToolFailed
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rem Done.
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||||
popd
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echo Done!
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||||
exit /B 0
|
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||||
:Error_BatchFileInWrongLocation
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echo.
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||||
echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
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||||
echo.
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||||
goto Exit
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||||
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||||
:Error_BuildToolFailed
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echo.
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||||
:BuildToolFailed
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echo Flax.Build tool failed.
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||||
echo.
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||||
goto Exit
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||||
:Exit
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rem Restore original directory before exit.
|
||||
popd
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||||
exit /B 1
|
||||
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||||
+3
-17
@@ -6,32 +6,18 @@ setlocal
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||||
pushd
|
||||
echo Building and packaging Flax Editor...
|
||||
|
||||
rem Make sure the batch file exists in the root folder.
|
||||
if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
|
||||
if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
|
||||
|
||||
rem Run Flax.Build to generate Visual Studio solution and project files (also pass the arguments)
|
||||
rem Run the build tool.
|
||||
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployEditor -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
||||
if errorlevel 1 goto Error_BuildToolFailed
|
||||
if errorlevel 1 goto BuildToolFailed
|
||||
|
||||
rem Done.
|
||||
popd
|
||||
echo Done!
|
||||
exit /B 0
|
||||
|
||||
:Error_BatchFileInWrongLocation
|
||||
echo.
|
||||
echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
|
||||
echo.
|
||||
goto Exit
|
||||
|
||||
:Error_BuildToolFailed
|
||||
echo.
|
||||
:BuildToolFailed
|
||||
echo Flax.Build tool failed.
|
||||
echo.
|
||||
goto Exit
|
||||
|
||||
:Exit
|
||||
rem Restore original directory before exit.
|
||||
popd
|
||||
exit /B 1
|
||||
|
||||
+3
-17
@@ -6,32 +6,18 @@ setlocal
|
||||
pushd
|
||||
echo Building and packaging platforms data...
|
||||
|
||||
rem Make sure the batch file exists in the root folder.
|
||||
if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
|
||||
if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
|
||||
|
||||
rem Run Flax.Build to generate Visual Studio solution and project files (also pass the arguments)
|
||||
rem Run the build tool.
|
||||
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployPlatforms -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
||||
if errorlevel 1 goto Error_BuildToolFailed
|
||||
if errorlevel 1 goto BuildToolFailed
|
||||
|
||||
rem Done.
|
||||
popd
|
||||
echo Done!
|
||||
exit /B 0
|
||||
|
||||
:Error_BatchFileInWrongLocation
|
||||
echo.
|
||||
echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
|
||||
echo.
|
||||
goto Exit
|
||||
|
||||
:Error_BuildToolFailed
|
||||
echo.
|
||||
:BuildToolFailed
|
||||
echo Flax.Build tool failed.
|
||||
echo.
|
||||
goto Exit
|
||||
|
||||
:Exit
|
||||
rem Restore original directory before exit.
|
||||
popd
|
||||
exit /B 1
|
||||
|
||||
@@ -14,12 +14,12 @@ if not exist "%appdata%\Flax\Versions.txt" (
|
||||
)
|
||||
set EngineLocation=%cd%
|
||||
find /c "%EngineLocation%" "%appdata%\Flax\Versions.txt"
|
||||
if %errorlevel% equ 1 goto notfound
|
||||
if %errorlevel% equ 1 goto NotFound
|
||||
echo Already registered.
|
||||
goto Done
|
||||
|
||||
rem Register the location (append to the end)
|
||||
:notfound
|
||||
:NotFound
|
||||
echo Location '%EngineLocation%' is not registered. Adding it to the list of engine versions.
|
||||
echo %EngineLocation%>>"%appdata%\Flax\Versions.txt"
|
||||
goto Done
|
||||
@@ -31,6 +31,5 @@ echo Done!
|
||||
exit /B 0
|
||||
|
||||
:Exit
|
||||
rem Restore original directory before exit.
|
||||
popd
|
||||
exit /B 1
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
#include "EditorAnalytics.h"
|
||||
#include "EditorAnalyticsController.h"
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
#include "EditorAnalyticsController.h"
|
||||
#include "Editor/Cooker/GameCooker.h"
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
namespace FlaxEditor.Content.Create
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEditor.Content.Settings;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEngine;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEditor.GUI;
|
||||
using FlaxEditor.GUI.Drag;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEditor.GUI.Drag;
|
||||
using FlaxEditor.SceneGraph;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
namespace FlaxEditor.Content
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
namespace FlaxEditor.Content.Import
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System.ComponentModel;
|
||||
using System.Reflection;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System.IO;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System.ComponentModel;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEngine;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
@@ -58,7 +58,7 @@ namespace FlaxEditor.Content
|
||||
|
||||
public override bool OnMouseDoubleClick(Vector2 location, MouseButton button)
|
||||
{
|
||||
return Item.OnMouseDoubleClick(Item.ScreenToClient(ClientToScreen(location)), button);
|
||||
return Item.OnMouseDoubleClick(Item.PointFromScreen(PointToScreen(location)), button);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Text;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEngine;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEngine;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEngine;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEngine;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEngine;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEngine;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEngine;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System.Text;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEngine;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
#include "PreviewsCache.h"
|
||||
#include "Engine/Core/Log.h"
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using FlaxEngine;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEditor.Windows;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEditor.Windows;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEditor.Content.Thumbnails;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using FlaxEngine;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using FlaxEditor.Windows;
|
||||
using FlaxEditor.Windows.Assets;
|
||||
using FlaxEngine;
|
||||
@@ -40,5 +41,29 @@ namespace FlaxEditor.Content
|
||||
if (Editor.CreateAsset(Editor.NewAssetType.CollisionData, outputPath))
|
||||
throw new Exception("Failed to create new asset.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create collision data from model.
|
||||
/// </summary>
|
||||
/// <param name="model">The associated model.</param>
|
||||
public void CreateCollisionDataFromModel(Model model)
|
||||
{
|
||||
Action<ContentItem> created = contentItem =>
|
||||
{
|
||||
var ai = (AssetItem)contentItem;
|
||||
var cd = FlaxEngine.Content.LoadAsync<CollisionData>(ai.ID);
|
||||
if (cd == null || cd.WaitForLoaded())
|
||||
{
|
||||
Editor.LogError("Failed to load created collision data.");
|
||||
return;
|
||||
}
|
||||
|
||||
Task.Run(() =>
|
||||
{
|
||||
Editor.CookMeshCollision(ai.Path, CollisionDataType.TriangleMesh, model);
|
||||
});
|
||||
};
|
||||
Editor.Instance.Windows.ContentWin.NewItem(this, null, created);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user