Add option to quickly create box, sphere, convex or triangle mesh collider for the selected static model

This commit is contained in:
Wojtek Figat
2025-04-08 12:47:27 +02:00
parent 938d23ce0d
commit 46f842a555
3 changed files with 116 additions and 58 deletions

View File

@@ -75,13 +75,34 @@ namespace FlaxEditor.Content
throw new Exception("Failed to create new asset.");
}
private bool TryUseCollisionData(Model model, BinaryAssetItem assetItem, Action<CollisionData> created, bool alwaysDeferCallback, CollisionDataType type)
{
var collisionData = FlaxEngine.Content.Load<CollisionData>(assetItem.ID);
if (collisionData)
{
var options = collisionData.Options;
if ((options.Model == model.ID || options.Model == Guid.Empty) && options.Type == type)
{
Editor.Instance.Windows.ContentWin.Select(assetItem);
if (created != null && alwaysDeferCallback)
FlaxEngine.Scripting.InvokeOnUpdate(() => created(collisionData));
else if (created != null)
created(collisionData);
return true;
}
}
return false;
}
/// <summary>
/// Create collision data from model.
/// </summary>
/// <param name="model">The associated model.</param>
/// <param name="created">The action to call once the collision data gets created (or reused from existing).</param>
/// <param name="withRenaming">True if start initial item renaming by user, or tru to skip it.</param>
public void CreateCollisionDataFromModel(Model model, Action<CollisionData> created = null, bool withRenaming = true)
/// <param name="alwaysDeferCallback">True if always call <paramref name="created"/> callback on the next engine update, otherwise callback might be called within this function if collision data already exists.</param>
/// <param name="type">Type of the collider to create.</param>
public void CreateCollisionDataFromModel(Model model, Action<CollisionData> created = null, bool withRenaming = true, bool alwaysDeferCallback = true, CollisionDataType type = CollisionDataType.ConvexMesh)
{
// Check if there already is collision data for that model to reuse
var modelItem = (AssetItem)Editor.Instance.ContentDatabase.Find(model.ID);
@@ -92,31 +113,19 @@ namespace FlaxEditor.Content
// Check if there is collision that was made with this model
if (child is BinaryAssetItem b && b.IsOfType<CollisionData>())
{
var collisionData = FlaxEngine.Content.Load<CollisionData>(b.ID);
if (collisionData && collisionData.Options.Model == model.ID)
{
Editor.Instance.Windows.ContentWin.Select(b);
if (created != null)
FlaxEngine.Scripting.InvokeOnUpdate(() => created(collisionData));
if (TryUseCollisionData(model, b, created, alwaysDeferCallback, type))
return;
}
}
// Check if there is a auto-imported collision
// Check if there is an auto-imported collision
if (child is ContentFolder childFolder && childFolder.ShortName == modelItem.ShortName)
{
foreach (var childFolderChild in childFolder.Children)
{
if (childFolderChild is BinaryAssetItem c && c.IsOfType<CollisionData>())
{
var collisionData = FlaxEngine.Content.Load<CollisionData>(c.ID);
if (collisionData && (collisionData.Options.Model == model.ID || collisionData.Options.Model == Guid.Empty))
{
Editor.Instance.Windows.ContentWin.Select(c);
if (created != null)
FlaxEngine.Scripting.InvokeOnUpdate(() => created(collisionData));
if (TryUseCollisionData(model, c, created, alwaysDeferCallback, type))
return;
}
}
}
}
@@ -135,7 +144,7 @@ namespace FlaxEditor.Content
}
Task.Run(() =>
{
Editor.CookMeshCollision(assetItem.Path, CollisionDataType.ConvexMesh, model);
Editor.CookMeshCollision(assetItem.Path, type, model);
if (created != null)
FlaxEngine.Scripting.InvokeOnUpdate(() => created(collisionData));
});

View File

@@ -320,6 +320,10 @@ namespace FlaxEditor.Modules
SpawnBegin?.Invoke();
// During play in editor mode spawned actors should be dynamic (user can move them)
if (isPlayMode)
actor.StaticFlags = StaticFlags.None;
// Add it
Level.SpawnActor(actor, parent);
@@ -328,10 +332,6 @@ namespace FlaxEditor.Modules
if (actorNode == null)
throw new InvalidOperationException("Failed to create scene node for the spawned actor.");
// During play in editor mode spawned actors should be dynamic (user can move them)
if (isPlayMode)
actor.StaticFlags = StaticFlags.None;
// Call post spawn action (can possibly setup custom default values)
actorNode.PostSpawn();

View File

@@ -101,7 +101,12 @@ namespace FlaxEditor.SceneGraph.Actors
{
base.OnContextMenu(contextMenu, window);
contextMenu.AddButton("Add collider", () => OnAddMeshCollider(window)).Enabled = ((StaticModel)Actor).Model != null;
var menu = contextMenu.AddChildMenu("Add collider");
menu.Enabled = ((StaticModel)Actor).Model != null;
menu.ContextMenu.AddButton("Box", () => OnAddCollider(window, CreateBox));
menu.ContextMenu.AddButton("Sphere", () => OnAddCollider(window, CreateSphere));
menu.ContextMenu.AddButton("Convex", () => OnAddCollider(window, CreateConvex));
menu.ContextMenu.AddButton("Triangle Mesh", () => OnAddCollider(window, CreateTriangle));
}
/// <inheritdoc />
@@ -143,7 +148,60 @@ namespace FlaxEditor.SceneGraph.Actors
return base.GetActorSelectionPoints();
}
private void OnAddMeshCollider(EditorWindow window)
private delegate void Spawner(Collider collider);
private delegate void CreateCollider(StaticModel actor, Spawner spawner, bool singleNode);
private void CreateBox(StaticModel actor, Spawner spawner, bool singleNode)
{
var collider = new BoxCollider
{
Transform = actor.Transform,
};
spawner(collider);
// BoxColliderNode fits the box collider automatically on spawn
}
private void CreateSphere(StaticModel actor, Spawner spawner, bool singleNode)
{
var bounds = actor.Sphere;
var collider = new SphereCollider
{
Transform = actor.Transform,
// Refit into the sphere bounds that are usually calculated from mesh box bounds
Position = bounds.Center,
Radius = bounds.Radius / Mathf.Max(actor.Scale.MaxValue, 0.0001f) * 0.707f,
};
spawner(collider);
}
private void CreateConvex(StaticModel actor, Spawner spawner, bool singleNode)
{
CreateMeshCollider(actor, spawner, singleNode, CollisionDataType.ConvexMesh);
}
private void CreateTriangle(StaticModel actor, Spawner spawner, bool singleNode)
{
CreateMeshCollider(actor, spawner, singleNode, CollisionDataType.TriangleMesh);
}
private void CreateMeshCollider(StaticModel actor, Spawner spawner, bool singleNode, CollisionDataType type)
{
// Create collision data (or reuse) and add collision actor
var created = (CollisionData collisionData) =>
{
var collider = new MeshCollider
{
Transform = actor.Transform,
CollisionData = collisionData,
};
spawner(collider);
};
var collisionDataProxy = (CollisionDataProxy)Editor.Instance.ContentDatabase.GetProxy<CollisionData>();
collisionDataProxy.CreateCollisionDataFromModel(actor.Model, created, singleNode, false, type);
}
private void OnAddCollider(EditorWindow window, CreateCollider createCollider)
{
// Allow collider to be added to evey static model selection
var selection = Array.Empty<SceneGraphNode>();
@@ -157,72 +215,63 @@ namespace FlaxEditor.SceneGraph.Actors
{
if (node is not StaticModelNode staticModelNode)
continue;
var actor = (StaticModel)staticModelNode.Actor;
var model = ((StaticModel)staticModelNode.Actor).Model;
if (!model)
continue;
Spawner spawner = collider =>
{
collider.StaticFlags = staticModelNode.Actor.StaticFlags;
staticModelNode.Root.Spawn(collider, staticModelNode.Actor);
var colliderNode = window is PrefabWindow prefabWindow ? prefabWindow.Graph.Root.Find(collider) : Editor.Instance.Scene.GetActorNode(collider);
createdNodes.Add(colliderNode);
};
// Special case for in-built Editor models that can use analytical collision
var modelPath = model.Path;
if (modelPath.EndsWith("/Primitives/Cube.flax", StringComparison.Ordinal))
{
var actor = new BoxCollider
var collider = new BoxCollider
{
StaticFlags = staticModelNode.Actor.StaticFlags,
Transform = actor.Transform,
};
staticModelNode.Root.Spawn(actor, staticModelNode.Actor);
createdNodes.Add(window is PrefabWindow pWindow ? pWindow.Graph.Root.Find(actor) : Editor.Instance.Scene.GetActorNode(actor));
spawner(collider);
continue;
}
if (modelPath.EndsWith("/Primitives/Sphere.flax", StringComparison.Ordinal))
{
var actor = new SphereCollider
var collider = new SphereCollider
{
StaticFlags = staticModelNode.Actor.StaticFlags,
Transform = actor.Transform,
};
staticModelNode.Root.Spawn(actor, staticModelNode.Actor);
createdNodes.Add(window is PrefabWindow pWindow ? pWindow.Graph.Root.Find(actor) : Editor.Instance.Scene.GetActorNode(actor));
spawner(collider);
collider.LocalTransform = Transform.Identity;
continue;
}
if (modelPath.EndsWith("/Primitives/Plane.flax", StringComparison.Ordinal))
{
var actor = new BoxCollider
spawner(new BoxCollider
{
StaticFlags = staticModelNode.Actor.StaticFlags,
Transform = actor.Transform,
Size = new Float3(100.0f, 100.0f, 1.0f),
};
staticModelNode.Root.Spawn(actor, staticModelNode.Actor);
createdNodes.Add(window is PrefabWindow pWindow ? pWindow.Graph.Root.Find(actor) : Editor.Instance.Scene.GetActorNode(actor));
});
continue;
}
if (modelPath.EndsWith("/Primitives/Capsule.flax", StringComparison.Ordinal))
{
var actor = new CapsuleCollider
var collider = new CapsuleCollider
{
StaticFlags = staticModelNode.Actor.StaticFlags,
Transform = actor.Transform,
Radius = 25.0f,
Height = 50.0f,
};
Editor.Instance.SceneEditing.Spawn(actor, staticModelNode.Actor);
actor.LocalPosition = new Vector3(0, 50.0f, 0);
actor.LocalOrientation = Quaternion.Euler(0, 0, 90.0f);
createdNodes.Add(window is PrefabWindow pWindow ? pWindow.Graph.Root.Find(actor) : Editor.Instance.Scene.GetActorNode(actor));
spawner(collider);
collider.LocalPosition = new Vector3(0, 50.0f, 0);
collider.LocalOrientation = Quaternion.Euler(0, 0, 90.0f);
continue;
}
// Create collision data (or reuse) and add collision actor
Action<CollisionData> created = collisionData =>
{
var actor = new MeshCollider
{
StaticFlags = staticModelNode.Actor.StaticFlags,
CollisionData = collisionData,
};
staticModelNode.Root.Spawn(actor, staticModelNode.Actor);
createdNodes.Add(window is PrefabWindow pWindow ? pWindow.Graph.Root.Find(actor) : Editor.Instance.Scene.GetActorNode(actor));
};
var collisionDataProxy = (CollisionDataProxy)Editor.Instance.ContentDatabase.GetProxy<CollisionData>();
collisionDataProxy.CreateCollisionDataFromModel(model, created, selection.Length == 1);
createCollider(actor, spawner, selection.Length == 1);
}
// Select all created nodes
@@ -230,9 +279,9 @@ namespace FlaxEditor.SceneGraph.Actors
{
Editor.Instance.SceneEditing.Select(createdNodes);
}
else if (window is PrefabWindow pWindow)
else if (window is PrefabWindow prefabWindow)
{
pWindow.Select(createdNodes);
prefabWindow.Select(createdNodes);
}
}
}