Add Editor input bindings for Tools menu items

This commit is contained in:
2023-09-17 00:14:18 +03:00
parent efbc757369
commit 8ed57863b8
4 changed files with 134 additions and 67 deletions

View File

@@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.InteropServices.Marshalling;
@@ -13,6 +14,7 @@ using FlaxEditor.Content.Thumbnails;
using FlaxEditor.Modules;
using FlaxEditor.Modules.SourceCodeEditing;
using FlaxEditor.Options;
using FlaxEditor.SceneGraph.Actors;
using FlaxEditor.States;
using FlaxEditor.Windows;
using FlaxEditor.Windows.Assets;
@@ -1274,6 +1276,69 @@ namespace FlaxEditor
Scene.MarkSceneEdited(scenes);
}
/// <summary>
/// Bakes all environmental probes in the scene.
/// </summary>
public void BakeAllEnvProbes()
{
Scene.ExecuteOnGraph(node =>
{
if (node is EnvironmentProbeNode envProbeNode && envProbeNode.IsActive)
{
((EnvironmentProbe)envProbeNode.Actor).Bake();
node.ParentScene.IsEdited = true;
}
else if (node is SkyLightNode skyLightNode && skyLightNode.IsActive && skyLightNode.Actor is SkyLight skyLight && skyLight.Mode == SkyLight.Modes.CaptureScene)
{
skyLight.Bake();
node.ParentScene.IsEdited = true;
}
return node.IsActive;
});
}
/// <summary>
/// Builds CSG for all open scenes.
/// </summary>
public void BuildCSG()
{
var scenes = Level.Scenes;
scenes.ToList().ForEach(x => x.BuildCSG(0));
Scene.MarkSceneEdited(scenes);
}
/// <summary>
/// Builds Nav mesh for all open scenes.
/// </summary>
public void BuildNavMesh()
{
var scenes = Level.Scenes;
scenes.ToList().ForEach(x => Navigation.BuildNavMesh(x, 0));
Scene.MarkSceneEdited(scenes);
}
/// <summary>
/// Builds SDF for all static models in the scene.
/// </summary>
public void BuildAllMeshesSDF()
{
// TODO: async maybe with progress reporting?
Scene.ExecuteOnGraph(node =>
{
if (node is StaticModelNode staticModelNode && staticModelNode.Actor is StaticModel staticModel)
{
if (staticModel.DrawModes.HasFlag(DrawPass.GlobalSDF) && staticModel.Model != null && !staticModel.Model.IsVirtual && staticModel.Model.SDF.Texture == null)
{
Log("Generating SDF for " + staticModel.Model);
if (!staticModel.Model.GenerateSDF())
staticModel.Model.Save();
}
}
return true;
});
}
#endregion
#region Internal Calls