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