Merge remote-tracking branch 'origin/master' into 1.7

This commit is contained in:
Wojtek Figat
2023-09-02 19:02:52 +02:00
11 changed files with 678 additions and 257 deletions

View File

@@ -16,6 +16,7 @@ namespace FlaxEditor.CustomEditors.Editors
/// <inheritdoc />
protected override OptionType[] Options => new[]
{
new OptionType("null", null),
new OptionType("Texture", typeof(TextureBrush)),
new OptionType("Sprite", typeof(SpriteBrush)),
new OptionType("GPU Texture", typeof(GPUTextureBrush)),

View File

@@ -158,7 +158,9 @@ namespace FlaxEditor.CustomEditors.Editors
if (comboBox.SelectedIndex != -1)
{
var option = _options[comboBox.SelectedIndex];
value = option.Creator(option.Type);
if (option.Type != null)
value = option.Creator(option.Type);
}
SetValue(value);
RebuildLayoutOnRefresh();

View File

@@ -23,6 +23,7 @@ namespace FlaxEditor.GUI.ContextMenu
private List<ContextMenu> _menus = new List<ContextMenu>();
private List<SingleSelectGroupItem> _items = new List<SingleSelectGroupItem>();
private bool _hasSelected = false;
private SingleSelectGroupItem _selectedItem;
public T Selected
@@ -31,7 +32,7 @@ namespace FlaxEditor.GUI.ContextMenu
set
{
var index = _items.FindIndex(x => x.Value.Equals(value));
if (index != -1 && !_selectedItem.Value.Equals(value))
if (index != -1 && (!_hasSelected || !_selectedItem.Value.Equals(value)))
{
SetSelected(_items[index]);
}
@@ -70,7 +71,7 @@ namespace FlaxEditor.GUI.ContextMenu
if (item.Tooltip != null)
btn.TooltipText = item.Tooltip;
item.Buttons.Add(btn);
if (item.Equals(_selectedItem))
if (_hasSelected && item.Equals(_selectedItem))
btn.Checked = true;
}
@@ -82,6 +83,7 @@ namespace FlaxEditor.GUI.ContextMenu
btn.Checked = false;
}
_selectedItem = item;
_hasSelected = true;
SelectedChanged?.Invoke(item.Value);
item.Selected?.Invoke();

View File

@@ -12,6 +12,7 @@ enum class NetworkMessageIDs : uint8
ObjectReplicate,
ObjectReplicatePart,
ObjectSpawn,
ObjectSpawnPart,
ObjectDespawn,
ObjectRole,
ObjectRpc,
@@ -30,6 +31,7 @@ public:
static void OnNetworkMessageObjectReplicate(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectReplicatePart(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectSpawnPart(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectDespawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectRole(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectRpc(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);

View File

@@ -15,7 +15,7 @@
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Scripting/Scripting.h"
#define NETWORK_PROTOCOL_VERSION 2
#define NETWORK_PROTOCOL_VERSION 3
float NetworkManager::NetworkFPS = 60.0f;
NetworkPeer* NetworkManager::Peer = nullptr;
@@ -131,6 +131,7 @@ namespace
NetworkInternal::OnNetworkMessageObjectReplicate,
NetworkInternal::OnNetworkMessageObjectReplicatePart,
NetworkInternal::OnNetworkMessageObjectSpawn,
NetworkInternal::OnNetworkMessageObjectSpawnPart,
NetworkInternal::OnNetworkMessageObjectDespawn,
NetworkInternal::OnNetworkMessageObjectRole,
NetworkInternal::OnNetworkMessageObjectRpc,

View File

@@ -66,8 +66,17 @@ PACK_STRUCT(struct NetworkMessageObjectSpawn
{
NetworkMessageIDs ID = NetworkMessageIDs::ObjectSpawn;
uint32 OwnerClientId;
uint32 OwnerSpawnId; // Unique for peer who spawned it and matches OwnerSpawnId inside following part messages
Guid PrefabId;
uint16 ItemsCount;
uint16 ItemsCount; // Total items count
uint8 UseParts : 1; // True if spawn message is header-only and all items come in the separate parts
});
PACK_STRUCT(struct NetworkMessageObjectSpawnPart
{
NetworkMessageIDs ID = NetworkMessageIDs::ObjectSpawnPart;
uint32 OwnerClientId;
uint32 OwnerSpawnId;
});
PACK_STRUCT(struct NetworkMessageObjectSpawnItem
@@ -173,6 +182,12 @@ struct SpawnItem
NetworkObjectRole Role;
};
struct SpawnItemParts
{
NetworkMessageObjectSpawn MsgData;
Array<NetworkMessageObjectSpawnItem> Items;
};
struct SpawnGroup
{
Array<SpawnItem*, InlinedAllocation<8>> Items;
@@ -198,6 +213,7 @@ namespace
CriticalSection ObjectsLock;
HashSet<NetworkReplicatedObject> Objects;
Array<ReplicateItem> ReplicationParts;
Array<SpawnItemParts> SpawnParts;
Array<SpawnItem> SpawnQueue;
Array<DespawnItem> DespawnQueue;
Array<RpcItem> RpcQueue;
@@ -213,6 +229,7 @@ namespace
Dictionary<StringAnsiView, StringAnsi*> CSharpCachedNames;
#endif
Array<Guid> DespawnedObjects;
uint32 SpawnId = 0;
}
class NetworkReplicationService : public EngineService
@@ -258,7 +275,7 @@ NetworkReplicatedObject* ResolveObject(Guid objectId)
return it != Objects.End() ? &it->Item : nullptr;
}
NetworkReplicatedObject* ResolveObject(Guid objectId, Guid parentId, char objectTypeName[128])
NetworkReplicatedObject* ResolveObject(Guid objectId, Guid parentId, const char objectTypeName[128])
{
// Lookup object
NetworkReplicatedObject* obj = ResolveObject(objectId);
@@ -398,8 +415,33 @@ FORCE_INLINE void GetNetworkName(char buffer[128], const StringAnsiView& name)
buffer[name.Length()] = 0;
}
void SetupObjectSpawnMessageItem(SpawnItem* e, NetworkMessage& msg)
{
ScriptingObject* obj = e->Object.Get();
auto it = Objects.Find(obj->GetID());
const auto& item = it->Item;
// Add object into spawn message
NetworkMessageObjectSpawnItem msgDataItem;
msgDataItem.ObjectId = item.ObjectId;
msgDataItem.ParentId = item.ParentId;
if (NetworkManager::IsClient())
{
// Remap local client object ids into server ids
IdsRemappingTable.KeyOf(msgDataItem.ObjectId, &msgDataItem.ObjectId);
IdsRemappingTable.KeyOf(msgDataItem.ParentId, &msgDataItem.ParentId);
}
msgDataItem.PrefabObjectID = Guid::Empty;
auto* objScene = ScriptingObject::Cast<SceneObject>(obj);
if (objScene && objScene->HasPrefabLink())
msgDataItem.PrefabObjectID = objScene->GetPrefabObjectID();
GetNetworkName(msgDataItem.ObjectTypeName, obj->GetType().Fullname);
msg.WriteStructure(msgDataItem);
}
void SendObjectSpawnMessage(const SpawnGroup& group, const Array<NetworkClient*>& clients)
{
PROFILE_CPU();
const bool isClient = NetworkManager::IsClient();
auto* peer = NetworkManager::Peer;
NetworkMessage msg = peer->BeginSendMessage();
@@ -415,37 +457,56 @@ void SendObjectSpawnMessage(const SpawnGroup& group, const Array<NetworkClient*>
// Setup clients that should receive this spawn message
auto it = Objects.Find(obj->GetID());
auto& item = it->Item;
const auto& item = it->Item;
BuildCachedTargets(clients, item.TargetClientIds);
}
msg.WriteStructure(msgData);
for (SpawnItem* e : group.Items)
{
ScriptingObject* obj = e->Object.Get();
auto it = Objects.Find(obj->GetID());
auto& item = it->Item;
// Add object into spawn message
NetworkMessageObjectSpawnItem msgDataItem;
msgDataItem.ObjectId = item.ObjectId;
msgDataItem.ParentId = item.ParentId;
// Network Peer has fixed size of messages so split spawn message into parts if there are too many objects to fit at once
msgData.OwnerSpawnId = ++SpawnId;
msgData.UseParts = msg.BufferSize - msg.Position < group.Items.Count() * sizeof(NetworkMessageObjectSpawnItem);
msg.WriteStructure(msgData);
if (msgData.UseParts)
{
if (isClient)
peer->EndSendMessage(NetworkChannelType::Reliable, msg);
else
peer->EndSendMessage(NetworkChannelType::Reliable, msg, CachedTargets);
// Send spawn items in separate parts
NetworkMessageObjectSpawnPart msgDataPart;
msgDataPart.OwnerClientId = msgData.OwnerClientId;
msgDataPart.OwnerSpawnId = msgData.OwnerSpawnId;
uint16 itemIndex = 0;
constexpr uint32 spawnItemMaxSize = sizeof(uint16) + sizeof(NetworkMessageObjectSpawnItem); // Index + Data
while (itemIndex < msgData.ItemsCount)
{
// Remap local client object ids into server ids
IdsRemappingTable.KeyOf(msgDataItem.ObjectId, &msgDataItem.ObjectId);
IdsRemappingTable.KeyOf(msgDataItem.ParentId, &msgDataItem.ParentId);
msg = peer->BeginSendMessage();
msg.WriteStructure(msgDataPart);
// Write as many items as possible into this message
while (msg.Position + spawnItemMaxSize <= msg.BufferSize && itemIndex < msgData.ItemsCount)
{
msg.WriteUInt16(itemIndex);
SetupObjectSpawnMessageItem(group.Items[itemIndex], msg);
itemIndex++;
}
if (isClient)
peer->EndSendMessage(NetworkChannelType::Reliable, msg);
else
peer->EndSendMessage(NetworkChannelType::Reliable, msg, CachedTargets);
}
msgDataItem.PrefabObjectID = Guid::Empty;
auto* objScene = ScriptingObject::Cast<SceneObject>(obj);
if (objScene && objScene->HasPrefabLink())
msgDataItem.PrefabObjectID = objScene->GetPrefabObjectID();
GetNetworkName(msgDataItem.ObjectTypeName, obj->GetType().Fullname);
msg.WriteStructure(msgDataItem);
}
if (isClient)
peer->EndSendMessage(NetworkChannelType::Reliable, msg);
else
peer->EndSendMessage(NetworkChannelType::Reliable, msg, CachedTargets);
{
// Send all spawn items within the spawn message
for (SpawnItem* e : group.Items)
SetupObjectSpawnMessageItem(e, msg);
if (isClient)
peer->EndSendMessage(NetworkChannelType::Reliable, msg);
else
peer->EndSendMessage(NetworkChannelType::Reliable, msg, CachedTargets);
}
}
void SendObjectRoleMessage(const NetworkReplicatedObject& item, const NetworkClient* excludedClient = nullptr)
@@ -655,6 +716,235 @@ void InvokeObjectReplication(NetworkReplicatedObject& item, uint32 ownerFrame, b
DirtyObjectImpl(item, obj);
}
void InvokeObjectSpawn(const NetworkMessageObjectSpawn& msgData, const NetworkMessageObjectSpawnItem* msgDataItems)
{
ScopeLock lock(ObjectsLock);
// Check if that object has been already spawned
auto& rootItem = msgDataItems[0];
NetworkReplicatedObject* root = ResolveObject(rootItem.ObjectId, rootItem.ParentId, rootItem.ObjectTypeName);
if (root)
{
// Object already exists locally so just synchronize the ownership (and mark as spawned)
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
NetworkReplicatedObject* e = ResolveObject(msgDataItem.ObjectId, msgDataItem.ParentId, msgDataItem.ObjectTypeName);
auto& item = *e;
item.Spawned = true;
if (NetworkManager::IsClient())
{
// Server always knows the best so update ownership of the existing object
item.OwnerClientId = msgData.OwnerClientId;
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
{
if (Hierarchy)
Hierarchy->AddObject(item.Object);
item.Role = NetworkObjectRole::Replicated;
}
}
else if (item.OwnerClientId != msgData.OwnerClientId)
{
// Other client spawned object with a different owner
// TODO: send reply message to inform about proper object ownership that client
}
}
return;
}
// Recreate object locally (spawn only root)
Actor* prefabInstance = nullptr;
Array<ScriptingObject*> objects;
if (msgData.PrefabId.IsValid())
{
const NetworkReplicatedObject* parent = ResolveObject(rootItem.ParentId);
Actor* parentActor = parent && parent->Object && parent->Object->Is<Actor>() ? parent->Object.As<Actor>() : nullptr;
if (parentActor && parentActor->GetPrefabID() == msgData.PrefabId)
{
// Reuse parent object as prefab instance
prefabInstance = parentActor;
}
else if ((parentActor = Scripting::TryFindObject<Actor>(rootItem.ParentId)))
{
// Try to find that spawned prefab (eg. prefab with networked script was spawned before so now we need to link it)
for (Actor* child : parentActor->Children)
{
if (child->GetPrefabID() == msgData.PrefabId)
{
if (Objects.Contains(child->GetID()))
{
ScriptingObject* obj = FindPrefabObject(child, rootItem.PrefabObjectID);
if (Objects.Contains(obj->GetID()))
{
// Other instance with already spawned network object
obj = nullptr;
}
else
{
// Reuse already spawned object within a parent
prefabInstance = child;
break;
}
}
}
}
}
if (!prefabInstance)
{
// Spawn prefab
auto prefab = (Prefab*)LoadAsset(msgData.PrefabId, Prefab::TypeInitializer);
if (!prefab)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find prefab {}", msgData.PrefabId.ToString());
return;
}
prefabInstance = PrefabManager::SpawnPrefab(prefab, nullptr, nullptr);
if (!prefabInstance)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", msgData.PrefabId.ToString());
return;
}
}
// Resolve objects from prefab instance
objects.Resize(msgData.ItemsCount);
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
ScriptingObject* obj = FindPrefabObject(prefabInstance, msgDataItem.PrefabObjectID);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} in prefab {}", msgDataItem.PrefabObjectID.ToString(), msgData.PrefabId.ToString());
Delete(prefabInstance);
return;
}
objects[i] = obj;
}
}
else if (msgData.ItemsCount == 1)
{
// Spawn object
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(rootItem.ObjectTypeName);
ScriptingObject* obj = ScriptingObject::NewObject(objectType);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(rootItem.ObjectTypeName));
return;
}
objects.Add(obj);
}
else
{
// Spawn objects
objects.Resize(msgData.ItemsCount);
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(msgDataItem.ObjectTypeName);
ScriptingObject* obj = ScriptingObject::NewObject(objectType);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(msgDataItem.ObjectTypeName));
for (ScriptingObject* e : objects)
Delete(e);
return;
}
objects[i] = obj;
if (i != 0)
{
// Link hierarchy of spawned objects before calling any networking code for them
if (auto sceneObject = ScriptingObject::Cast<SceneObject>(obj))
{
Actor* parent = nullptr;
for (int32 j = 0; j < i; j++)
{
if (msgDataItems[j].ObjectId == msgDataItem.ParentId)
{
parent = ScriptingObject::Cast<Actor>(objects[j]);
break;
}
}
if (parent)
sceneObject->SetParent(parent);
}
}
}
}
// Add all newly spawned objects
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
ScriptingObject* obj = objects[i];
if (!obj->IsRegistered())
obj->RegisterObject();
const NetworkReplicatedObject* parent = ResolveObject(msgDataItem.ParentId);
// Add object to the list
NetworkReplicatedObject item;
item.Object = obj;
item.AsNetworkObject = ScriptingObject::ToInterface<INetworkObject>(obj);
item.ObjectId = obj->GetID();
item.ParentId = parent ? parent->ObjectId : Guid::Empty;
item.OwnerClientId = msgData.OwnerClientId;
item.Role = NetworkObjectRole::Replicated;
if (item.OwnerClientId == NetworkManager::LocalClientId)
{
// Upgrade ownership automatically (eg. server spawned object that local client should own)
item.Role = NetworkObjectRole::OwnedAuthoritative;
}
item.Spawned = true;
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Add new object {}:{}, parent {}:{}", item.ToString(), obj->GetType().ToString(), item.ParentId.ToString(), parent ? parent->Object->GetType().ToString() : String::Empty);
Objects.Add(MoveTemp(item));
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->AddObject(obj);
// Boost future lookups by using indirection
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remap object ID={} into object {}:{}", msgDataItem.ObjectId, item.ToString(), obj->GetType().ToString());
IdsRemappingTable.Add(msgDataItem.ObjectId, item.ObjectId);
}
// Spawn all newly spawned objects (ensure to have valid ownership hierarchy set before spawning object)
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
ScriptingObject* obj = objects[i];
auto it = Objects.Find(obj->GetID());
auto& item = it->Item;
const NetworkReplicatedObject* parent = ResolveObject(msgDataItem.ParentId);
// Automatic parenting for scene objects
auto sceneObject = ScriptingObject::Cast<SceneObject>(obj);
if (sceneObject)
{
if (parent && parent->Object.Get() && parent->Object->Is<Actor>())
sceneObject->SetParent(parent->Object.As<Actor>());
else if (auto* parentActor = Scripting::TryFindObject<Actor>(msgDataItem.ParentId))
sceneObject->SetParent(parentActor);
else if (msgDataItem.ParentId.IsValid())
{
#if USE_NETWORK_REPLICATOR_LOG
// Ignore case when parent object in a message was a scene (eg. that is already unloaded on a client)
AssetInfo assetInfo;
if (!Content::GetAssetInfo(msgDataItem.ParentId, assetInfo) || assetInfo.TypeName != TEXT("FlaxEngine.SceneAsset"))
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} as parent to spawned object", msgDataItem.ParentId.ToString());
}
#endif
}
}
else if (!parent && msgDataItem.ParentId.IsValid())
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} as parent to spawned object", msgDataItem.ParentId.ToString());
}
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkSpawn();
}
// TODO: if we're server then spawn this object further on other clients (use TargetClientIds for that object - eg. object spawned by client on client for certain set of other clients only)
}
NetworkRpcParams::NetworkRpcParams(const NetworkStream* stream)
: SenderId(stream->SenderId)
{
@@ -1388,7 +1678,7 @@ void NetworkInternal::NetworkReplicatorUpdate()
auto& e = ReplicationParts[i];
if (e.PartsLeft > 0)
{
// TODO: remove replication items after some TTL to prevent memory leaks
// TODO: remove replication items after some TTL to reduce memory usage
continue;
}
ScriptingObject* obj = e.Object.Get();
@@ -1408,6 +1698,8 @@ void NetworkInternal::NetworkReplicatorUpdate()
}
}
// TODO: remove items from SpawnParts after some TTL to reduce memory usage
// Replicate all owned networked objects with other clients or server
if (!CachedReplicationResult)
CachedReplicationResult = New<NetworkReplicationHierarchyUpdateResult>();
@@ -1655,234 +1947,60 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
PROFILE_CPU();
NetworkMessageObjectSpawn msgData;
event.Message.ReadStructure(msgData);
auto* msgDataItems = (NetworkMessageObjectSpawnItem*)event.Message.SkipBytes(msgData.ItemsCount * sizeof(NetworkMessageObjectSpawnItem));
if (msgData.ItemsCount == 0)
return;
ScopeLock lock(ObjectsLock);
// Check if that object has been already spawned
auto& rootItem = msgDataItems[0];
NetworkReplicatedObject* root = ResolveObject(rootItem.ObjectId, rootItem.ParentId, rootItem.ObjectTypeName);
if (root)
if (msgData.UseParts)
{
// Object already exists locally so just synchronize the ownership (and mark as spawned)
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
NetworkReplicatedObject* e = ResolveObject(msgDataItem.ObjectId, msgDataItem.ParentId, msgDataItem.ObjectTypeName);
auto& item = *e;
item.Spawned = true;
if (NetworkManager::IsClient())
{
// Server always knows the best so update ownership of the existing object
item.OwnerClientId = msgData.OwnerClientId;
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
{
if (Hierarchy)
Hierarchy->AddObject(item.Object);
item.Role = NetworkObjectRole::Replicated;
}
}
else if (item.OwnerClientId != msgData.OwnerClientId)
{
// Other client spawned object with a different owner
// TODO: send reply message to inform about proper object ownership that client
}
}
return;
}
// Recreate object locally (spawn only root)
Actor* prefabInstance = nullptr;
Array<ScriptingObject*> objects;
if (msgData.PrefabId.IsValid())
{
const NetworkReplicatedObject* parent = ResolveObject(rootItem.ParentId);
Actor* parentActor = parent && parent->Object && parent->Object->Is<Actor>() ? parent->Object.As<Actor>() : nullptr;
if (parentActor && parentActor->GetPrefabID() == msgData.PrefabId)
{
// Reuse parent object as prefab instance
prefabInstance = parentActor;
}
else if ((parentActor = Scripting::TryFindObject<Actor>(rootItem.ParentId)))
{
// Try to find that spawned prefab (eg. prefab with networked script was spawned before so now we need to link it)
for (Actor* child : parentActor->Children)
{
if (child->GetPrefabID() == msgData.PrefabId)
{
if (Objects.Contains(child->GetID()))
{
ScriptingObject* obj = FindPrefabObject(child, rootItem.PrefabObjectID);
if (Objects.Contains(obj->GetID()))
{
// Other instance with already spawned network object
obj = nullptr;
}
else
{
// Reuse already spawned object within a parent
prefabInstance = child;
break;
}
}
}
}
}
if (!prefabInstance)
{
// Spawn prefab
auto prefab = (Prefab*)LoadAsset(msgData.PrefabId, Prefab::TypeInitializer);
if (!prefab)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find prefab {}", msgData.PrefabId.ToString());
return;
}
prefabInstance = PrefabManager::SpawnPrefab(prefab, nullptr, nullptr);
if (!prefabInstance)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", msgData.PrefabId.ToString());
return;
}
}
// Resolve objects from prefab instance
objects.Resize(msgData.ItemsCount);
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
ScriptingObject* obj = FindPrefabObject(prefabInstance, msgDataItem.PrefabObjectID);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} in prefab {}", msgDataItem.PrefabObjectID.ToString(), msgData.PrefabId.ToString());
Delete(prefabInstance);
return;
}
objects[i] = obj;
}
}
else if (msgData.ItemsCount == 1)
{
// Spawn object
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(rootItem.ObjectTypeName);
ScriptingObject* obj = ScriptingObject::NewObject(objectType);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(rootItem.ObjectTypeName));
return;
}
objects.Add(obj);
// Allocate spawn message parts collecting
auto& parts = SpawnParts.AddOne();
parts.MsgData = msgData;
parts.Items.Resize(msgData.ItemsCount);
for (auto& item : parts.Items)
item.ObjectId = Guid::Empty; // Mark as not yet received
}
else
{
// Spawn objects
objects.Resize(msgData.ItemsCount);
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(msgDataItem.ObjectTypeName);
ScriptingObject* obj = ScriptingObject::NewObject(objectType);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(msgDataItem.ObjectTypeName));
for (ScriptingObject* e : objects)
Delete(e);
return;
}
objects[i] = obj;
if (i != 0)
{
// Link hierarchy of spawned objects before calling any networking code for them
if (auto sceneObject = ScriptingObject::Cast<SceneObject>(obj))
{
Actor* parent = nullptr;
for (int32 j = 0; j < i; j++)
{
if (msgDataItems[j].ObjectId == msgDataItem.ParentId)
{
parent = ScriptingObject::Cast<Actor>(objects[j]);
break;
}
}
if (parent)
sceneObject->SetParent(parent);
}
}
}
const auto* msgDataItems = (NetworkMessageObjectSpawnItem*)event.Message.SkipBytes(msgData.ItemsCount * sizeof(NetworkMessageObjectSpawnItem));
InvokeObjectSpawn(msgData, msgDataItems);
}
}
// Add all newly spawned objects
for (int32 i = 0; i < msgData.ItemsCount; i++)
void NetworkInternal::OnNetworkMessageObjectSpawnPart(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)
{
PROFILE_CPU();
NetworkMessageObjectSpawnPart msgData;
event.Message.ReadStructure(msgData);
int32 spawnPartsIndex;
for (spawnPartsIndex = 0; spawnPartsIndex < SpawnParts.Count(); spawnPartsIndex++)
{
auto& msgDataItem = msgDataItems[i];
ScriptingObject* obj = objects[i];
if (!obj->IsRegistered())
obj->RegisterObject();
const NetworkReplicatedObject* parent = ResolveObject(msgDataItem.ParentId);
// Add object to the list
NetworkReplicatedObject item;
item.Object = obj;
item.AsNetworkObject = ScriptingObject::ToInterface<INetworkObject>(obj);
item.ObjectId = obj->GetID();
item.ParentId = parent ? parent->ObjectId : Guid::Empty;
item.OwnerClientId = msgData.OwnerClientId;
item.Role = NetworkObjectRole::Replicated;
if (item.OwnerClientId == NetworkManager::LocalClientId)
{
// Upgrade ownership automatically (eg. server spawned object that local client should own)
item.Role = NetworkObjectRole::OwnedAuthoritative;
}
item.Spawned = true;
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Add new object {}:{}, parent {}:{}", item.ToString(), obj->GetType().ToString(), item.ParentId.ToString(), parent ? parent->Object->GetType().ToString() : String::Empty);
Objects.Add(MoveTemp(item));
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->AddObject(obj);
// Boost future lookups by using indirection
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remap object ID={} into object {}:{}", msgDataItem.ObjectId, item.ToString(), obj->GetType().ToString());
IdsRemappingTable.Add(msgDataItem.ObjectId, item.ObjectId);
// Find spawn parts container that matches this spawn message (unique pair of sender and id assigned by sender)
const auto& e = SpawnParts.Get()[spawnPartsIndex];
if (e.MsgData.OwnerClientId == msgData.OwnerClientId && e.MsgData.OwnerSpawnId == msgData.OwnerSpawnId)
break;
}
// Spawn all newly spawned objects (ensure to have valid ownership hierarchy set before spawning object)
for (int32 i = 0; i < msgData.ItemsCount; i++)
if (spawnPartsIndex >= SpawnParts.Count())
{
auto& msgDataItem = msgDataItems[i];
ScriptingObject* obj = objects[i];
auto it = Objects.Find(obj->GetID());
auto& item = it->Item;
const NetworkReplicatedObject* parent = ResolveObject(msgDataItem.ParentId);
// Invalid part or data, ignore it
return;
}
auto& spawnParts = SpawnParts.Get()[spawnPartsIndex];
// Automatic parenting for scene objects
auto sceneObject = ScriptingObject::Cast<SceneObject>(obj);
if (sceneObject)
{
if (parent && parent->Object.Get() && parent->Object->Is<Actor>())
sceneObject->SetParent(parent->Object.As<Actor>());
else if (auto* parentActor = Scripting::TryFindObject<Actor>(msgDataItem.ParentId))
sceneObject->SetParent(parentActor);
else if (msgDataItem.ParentId.IsValid())
{
#if USE_NETWORK_REPLICATOR_LOG
// Ignore case when parent object in a message was a scene (eg. that is already unloaded on a client)
AssetInfo assetInfo;
if (!Content::GetAssetInfo(msgDataItem.ParentId, assetInfo) || assetInfo.TypeName != TEXT("FlaxEngine.SceneAsset"))
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} as parent to spawned object", msgDataItem.ParentId.ToString());
}
#endif
}
}
else if (!parent && msgDataItem.ParentId.IsValid())
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} as parent to spawned object", msgDataItem.ParentId.ToString());
}
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkSpawn();
// Read all items from this part
constexpr uint32 spawnItemMaxSize = sizeof(uint16) + sizeof(NetworkMessageObjectSpawnItem); // Index + Data
while (event.Message.Position + spawnItemMaxSize <= event.Message.BufferSize)
{
const uint16 itemIndex = event.Message.ReadUInt16();
event.Message.ReadStructure(spawnParts.Items[itemIndex]);
}
// TODO: if we're server then spawn this object further on other clients (use TargetClientIds for that object - eg. object spawned by client on client for certain set of other clients only)
// Invoke spawning if we've got all items
for (auto& e : spawnParts.Items)
{
if (!e.ObjectId.IsValid())
return;
}
InvokeObjectSpawn(spawnParts.MsgData, spawnParts.Items.Get());
SpawnParts.RemoveAt(spawnPartsIndex);
}
void NetworkInternal::OnNetworkMessageObjectDespawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)

View File

@@ -40,6 +40,31 @@ const Array<WheeledVehicle::Wheel>& WheeledVehicle::GetWheels() const
void WheeledVehicle::SetWheels(const Array<Wheel>& value)
{
#if WITH_VEHICLE
// Don't recreate whole vehicle when some wheel properties are only changed (eg. suspension)
if (_actor && _vehicle && _wheels.Count() == value.Count() && _wheelsData.Count() == value.Count())
{
bool softUpdate = true;
for (int32 wheelIndex = 0; wheelIndex < value.Count(); wheelIndex++)
{
auto& oldWheel = _wheels.Get()[wheelIndex];
auto& newWheel = value.Get()[wheelIndex];
if (oldWheel.Type != newWheel.Type ||
Math::NotNearEqual(oldWheel.SuspensionForceOffset, newWheel.SuspensionForceOffset) ||
oldWheel.Collider != newWheel.Collider)
{
softUpdate = false;
break;
}
}
if (softUpdate)
{
_wheels = value;
PhysicsBackend::UpdateVehicleWheels(this);
return;
}
}
#endif
_wheels = value;
Setup();
}
@@ -51,6 +76,10 @@ WheeledVehicle::EngineSettings WheeledVehicle::GetEngine() const
void WheeledVehicle::SetEngine(const EngineSettings& value)
{
#if WITH_VEHICLE
if (_vehicle)
PhysicsBackend::SetVehicleEngine(_vehicle, &value);
#endif
_engine = value;
}
@@ -61,6 +90,10 @@ WheeledVehicle::DifferentialSettings WheeledVehicle::GetDifferential() const
void WheeledVehicle::SetDifferential(const DifferentialSettings& value)
{
#if WITH_VEHICLE
if (_vehicle)
PhysicsBackend::SetVehicleDifferential(_vehicle, &value);
#endif
_differential = value;
}

View File

@@ -29,6 +29,7 @@
#include <ThirdParty/PhysX/extensions/PxFixedJoint.h>
#include <ThirdParty/PhysX/extensions/PxSphericalJoint.h>
#if WITH_VEHICLE
#include "Engine/Core/Collections/Sorting.h"
#include "Engine/Physics/Actors/WheeledVehicle.h"
#include <ThirdParty/PhysX/vehicle/PxVehicleSDK.h>
#include <ThirdParty/PhysX/vehicle/PxVehicleUpdate.h>
@@ -1351,7 +1352,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
int32 wheelsCount = 0;
for (auto wheelVehicle : scenePhysX->WheelVehicles)
{
if (!wheelVehicle->IsActiveInHierarchy())
if (!wheelVehicle->IsActiveInHierarchy() || !wheelVehicle->GetEnableSimulation())
continue;
auto drive = (PxVehicleWheels*)wheelVehicle->_vehicle;
ASSERT(drive);
@@ -1566,7 +1567,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
for (int32 i = 0, ii = 0; i < scenePhysX->WheelVehicles.Count(); i++)
{
auto wheelVehicle = scenePhysX->WheelVehicles[i];
if (!wheelVehicle->IsActiveInHierarchy())
if (!wheelVehicle->IsActiveInHierarchy() || !wheelVehicle->GetEnableSimulation())
continue;
auto drive = (PxVehicleWheels*)scenePhysX->WheelVehicles[ii]->_vehicle;
auto& perVehicle = WheelVehiclesResultsPerVehicle[ii];
@@ -1587,7 +1588,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
for (int32 i = 0, ii = 0; i < scenePhysX->WheelVehicles.Count(); i++)
{
auto wheelVehicle = scenePhysX->WheelVehicles[i];
if (!wheelVehicle->IsActiveInHierarchy())
if (!wheelVehicle->IsActiveInHierarchy() || !wheelVehicle->GetEnableSimulation())
continue;
auto drive = WheelVehiclesCache[ii];
auto& perVehicle = WheelVehiclesResultsPerVehicle[ii];
@@ -3058,8 +3059,20 @@ int32 PhysicsBackend::MoveController(void* controller, void* shape, const Vector
#if WITH_VEHICLE
bool SortWheels(WheeledVehicle::Wheel const& a, WheeledVehicle::Wheel const& b)
{
return (int32)a.Type < (int32)b.Type;
}
void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
{
// TODO: handle PxVehicleDrive4WWheelOrder internally rather than sorting wheels directly on the vehicle
if (actor->_driveType == WheeledVehicle::DriveTypes::Drive4W)
{
// Drive4W requires wheels to match order from PxVehicleDrive4WWheelOrder enum
Sorting::QuickSort(actor->_wheels.Get(), actor->_wheels.Count(), SortWheels);
}
// Get wheels
Array<WheeledVehicle::Wheel*, FixedAllocation<PX_MAX_NB_WHEELS>> wheels;
for (auto& wheel : actor->_wheels)
@@ -3104,10 +3117,7 @@ void* PhysicsBackend::CreateVehicle(WheeledVehicle* actor)
// Initialize wheels simulation data
PxVec3 offsets[PX_MAX_NB_WHEELS];
for (int32 i = 0; i < wheels.Count(); i++)
{
auto& wheel = *wheels[i];
offsets[i] = C2P(wheel.Collider->GetLocalPosition());
}
offsets[i] = C2P(wheels[i]->Collider->GetLocalPosition());
PxF32 sprungMasses[PX_MAX_NB_WHEELS];
const float mass = actorPhysX->getMass();
// TODO: get gravityDirection from scenePhysX->Scene->getGravity()
@@ -3351,12 +3361,163 @@ void PhysicsBackend::DestroyVehicle(void* vehicle, int32 driveType)
}
}
void PhysicsBackend::UpdateVehicleWheels(WheeledVehicle* actor)
{
auto drive = (PxVehicleWheels*)actor->_vehicle;
PxVehicleWheelsSimData* wheelsSimData = &drive->mWheelsSimData;
for (uint32 i = 0; i < wheelsSimData->getNbWheels(); i++)
{
auto& wheel = actor->_wheels[i];
// Update suspension data
PxVehicleSuspensionData suspensionData = wheelsSimData->getSuspensionData(i);
const float suspensionFrequency = 7.0f;
suspensionData.mMaxCompression = wheel.SuspensionMaxRaise;
suspensionData.mMaxDroop = wheel.SuspensionMaxDrop;
suspensionData.mSpringStrength = Math::Square(suspensionFrequency) * suspensionData.mSprungMass;
suspensionData.mSpringDamperRate = wheel.SuspensionDampingRate * 2.0f * Math::Sqrt(suspensionData.mSpringStrength * suspensionData.mSprungMass);
wheelsSimData->setSuspensionData(i, suspensionData);
// Update tire data
PxVehicleTireData tire;
int32 tireIndex = WheelTireTypes.Find(wheel.TireFrictionScale);
if (tireIndex == -1)
{
// New tire type
tireIndex = WheelTireTypes.Count();
WheelTireTypes.Add(wheel.TireFrictionScale);
WheelTireFrictionsDirty = true;
}
tire.mType = tireIndex;
tire.mLatStiffX = wheel.TireLateralMax;
tire.mLatStiffY = wheel.TireLateralStiffness;
tire.mLongitudinalStiffnessPerUnitGravity = wheel.TireLongitudinalStiffness;
wheelsSimData->setTireData(i, tire);
// Update wheel data
PxVehicleWheelData wheelData;
wheelData.mMass = wheel.Mass;
wheelData.mRadius = wheel.Radius;
wheelData.mWidth = wheel.Width;
wheelData.mMOI = 0.5f * wheelData.mMass * Math::Square(wheelData.mRadius);
wheelData.mDampingRate = M2ToCm2(wheel.DampingRate);
wheelData.mMaxSteer = wheel.MaxSteerAngle * DegreesToRadians;
wheelData.mMaxBrakeTorque = M2ToCm2(wheel.MaxBrakeTorque);
wheelData.mMaxHandBrakeTorque = M2ToCm2(wheel.MaxHandBrakeTorque);
wheelsSimData->setWheelData(i, wheelData);
}
}
void PhysicsBackend::SetVehicleEngine(void* vehicle, const void* value)
{
auto drive = (PxVehicleDrive*)vehicle;
auto& engine = *(const WheeledVehicle::EngineSettings*)value;
switch (drive->getVehicleType())
{
case PxVehicleTypes::eDRIVE4W:
{
auto drive4W = (PxVehicleDrive4W*)drive;
PxVehicleDriveSimData4W& driveSimData = drive4W->mDriveSimData;
PxVehicleEngineData engineData;
engineData.mMOI = M2ToCm2(engine.MOI);
engineData.mPeakTorque = M2ToCm2(engine.MaxTorque);
engineData.mMaxOmega = RpmToRadPerS(engine.MaxRotationSpeed);
engineData.mDampingRateFullThrottle = M2ToCm2(0.15f);
engineData.mDampingRateZeroThrottleClutchEngaged = M2ToCm2(2.0f);
engineData.mDampingRateZeroThrottleClutchDisengaged = M2ToCm2(0.35f);
driveSimData.setEngineData(engineData);
break;
}
case PxVehicleTypes::eDRIVENW:
{
auto drive4W = (PxVehicleDriveNW*)drive;
PxVehicleDriveSimDataNW& driveSimData = drive4W->mDriveSimData;
PxVehicleEngineData engineData;
engineData.mMOI = M2ToCm2(engine.MOI);
engineData.mPeakTorque = M2ToCm2(engine.MaxTorque);
engineData.mMaxOmega = RpmToRadPerS(engine.MaxRotationSpeed);
engineData.mDampingRateFullThrottle = M2ToCm2(0.15f);
engineData.mDampingRateZeroThrottleClutchEngaged = M2ToCm2(2.0f);
engineData.mDampingRateZeroThrottleClutchDisengaged = M2ToCm2(0.35f);
driveSimData.setEngineData(engineData);
break;
}
}
}
void PhysicsBackend::SetVehicleDifferential(void* vehicle, const void* value)
{
auto drive = (PxVehicleDrive*)vehicle;
auto& differential = *(const WheeledVehicle::DifferentialSettings*)value;
switch (drive->getVehicleType())
{
case PxVehicleTypes::eDRIVE4W:
{
auto drive4W = (PxVehicleDrive4W*)drive;
PxVehicleDriveSimData4W& driveSimData = drive4W->mDriveSimData;
PxVehicleDifferential4WData differential4WData;
differential4WData.mType = (PxVehicleDifferential4WData::Enum)differential.Type;
differential4WData.mFrontRearSplit = differential.FrontRearSplit;
differential4WData.mFrontLeftRightSplit = differential.FrontLeftRightSplit;
differential4WData.mRearLeftRightSplit = differential.RearLeftRightSplit;
differential4WData.mCentreBias = differential.CentreBias;
differential4WData.mFrontBias = differential.FrontBias;
differential4WData.mRearBias = differential.RearBias;
driveSimData.setDiffData(differential4WData);
break;
}
}
}
void PhysicsBackend::SetVehicleGearbox(void* vehicle, const void* value)
{
auto drive = (PxVehicleDrive*)vehicle;
auto& gearbox = *(const WheeledVehicle::GearboxSettings*)value;
drive->mDriveDynData.setUseAutoGears(gearbox.AutoGear);
drive->mDriveDynData.setAutoBoxSwitchTime(Math::Max(gearbox.SwitchTime, 0.0f));
switch (drive->getVehicleType())
{
case PxVehicleTypes::eDRIVE4W:
{
auto drive4W = (PxVehicleDrive4W*)drive;
PxVehicleDriveSimData4W& driveSimData = drive4W->mDriveSimData;
// Gears
PxVehicleGearsData gears;
gears.mSwitchTime = Math::Max(gearbox.SwitchTime, 0.0f);
driveSimData.setGearsData(gears);
// Auto Box
PxVehicleAutoBoxData autoBox;
driveSimData.setAutoBoxData(autoBox);
// Clutch
PxVehicleClutchData clutch;
clutch.mStrength = M2ToCm2(gearbox.ClutchStrength);
driveSimData.setClutchData(clutch);
break;
}
case PxVehicleTypes::eDRIVENW:
{
auto drive4W = (PxVehicleDriveNW*)drive;
PxVehicleDriveSimDataNW& driveSimData = drive4W->mDriveSimData;
// Gears
PxVehicleGearsData gears;
gears.mSwitchTime = Math::Max(gearbox.SwitchTime, 0.0f);
driveSimData.setGearsData(gears);
// Auto Box
PxVehicleAutoBoxData autoBox;
driveSimData.setAutoBoxData(autoBox);
// Clutch
PxVehicleClutchData clutch;
clutch.mStrength = M2ToCm2(gearbox.ClutchStrength);
driveSimData.setClutchData(clutch);
break;
}
}
}
int32 PhysicsBackend::GetVehicleTargetGear(void* vehicle)

View File

@@ -261,6 +261,9 @@ public:
// Vehicles
static void* CreateVehicle(class WheeledVehicle* actor);
static void DestroyVehicle(void* vehicle, int32 driveType);
static void UpdateVehicleWheels(WheeledVehicle* actor);
static void SetVehicleEngine(void* vehicle, const void* value);
static void SetVehicleDifferential(void* vehicle, const void* value);
static void SetVehicleGearbox(void* vehicle, const void* value);
static int32 GetVehicleTargetGear(void* vehicle);
static void SetVehicleTargetGear(void* vehicle, int32 value);

View File

@@ -732,6 +732,18 @@ void PhysicsBackend::DestroyVehicle(void* vehicle, int32 driveType)
{
}
void PhysicsBackend::UpdateVehicleWheels(WheeledVehicle* actor)
{
}
void PhysicsBackend::SetVehicleEngine(void* vehicle, const void* value)
{
}
void PhysicsBackend::SetVehicleDifferential(void* vehicle, const void* value)
{
}
void PhysicsBackend::SetVehicleGearbox(void* vehicle, const void* value)
{
}

View File

@@ -10,6 +10,48 @@ namespace FlaxEngine.GUI
/// <seealso cref="FlaxEngine.GUI.Control" />
public class ProgressBar : ContainerControl
{
/// <summary>
/// The method used to effect the bar.
/// </summary>
public enum BarMethod
{
/// <summary>
/// Stretch the bar.
/// </summary>
Stretch,
/// <summary>
/// Clip the bar.
/// </summary>
Clip,
}
/// <summary>
/// The origin to move the progress bar to.
/// </summary>
public enum BarOrigin
{
/// <summary>
/// Move the bar horizontally to the left.
/// </summary>
HorizontalLeft,
/// <summary>
/// Move the bar horizontally to the right.
/// </summary>
HorizontalRight,
/// <summary>
/// Move the bar vertically up.
/// </summary>
VerticalTop,
/// <summary>
/// Move the bar vertically down.
/// </summary>
VerticalBottom,
}
/// <summary>
/// The value.
/// </summary>
@@ -41,6 +83,18 @@ namespace FlaxEngine.GUI
/// </summary>
public bool UseSmoothing => !Mathf.IsZero(SmoothingScale);
/// <summary>
/// The method used to effect the bar.
/// </summary>
[EditorOrder(41), Tooltip("The method used to effect the bar.")]
public BarMethod Method = BarMethod.Stretch;
/// <summary>
/// The origin or where the bar decreases to.
/// </summary>
[EditorOrder(42), Tooltip("The origin or where the bar decreases to.")]
public BarOrigin Origin = BarOrigin.HorizontalLeft;
/// <summary>
/// Gets or sets the minimum value.
/// </summary>
@@ -168,12 +222,44 @@ namespace FlaxEngine.GUI
float progressNormalized = (_current - _minimum) / _maximum;
if (progressNormalized > 0.001f)
{
var barRect = new Rectangle(0, 0, Width * progressNormalized, Height);
BarMargin.ShrinkRectangle(ref barRect);
if (BarBrush != null)
BarBrush.Draw(barRect, BarColor);
else
Render2D.FillRectangle(barRect, BarColor);
Rectangle barRect = new Rectangle(0, 0, Width * progressNormalized, Height);
switch (Origin)
{
case BarOrigin.HorizontalLeft:
break;
case BarOrigin.HorizontalRight:
barRect = new Rectangle(Width - Width * progressNormalized, 0, Width * progressNormalized, Height);
break;
case BarOrigin.VerticalTop:
barRect = new Rectangle(0, 0, Width, Height * progressNormalized);
break;
case BarOrigin.VerticalBottom:
barRect = new Rectangle(0, Height - Height * progressNormalized, Width, Height * progressNormalized);
break;
default: break;
}
switch (Method)
{
case BarMethod.Stretch:
BarMargin.ShrinkRectangle(ref barRect);
if (BarBrush != null)
BarBrush.Draw(barRect, BarColor);
else
Render2D.FillRectangle(barRect, BarColor);
break;
case BarMethod.Clip:
var rect = new Rectangle(0, 0, Width, Height);
BarMargin.ShrinkRectangle(ref rect);
Render2D.PushClip(ref barRect);
if (BarBrush != null)
BarBrush.Draw(rect, BarColor);
else
Render2D.FillRectangle(rect, BarColor);
Render2D.PopClip();
break;
default: break;
}
}
}
}