Merge branch 'Better-Actor-Toolbox' of https://github.com/Tryibion/FlaxEngine into Tryibion-Better-Actor-Toolbox

This commit is contained in:
Wojtek Figat
2022-11-23 19:02:26 +01:00
41 changed files with 186 additions and 99 deletions

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@@ -14,7 +14,7 @@ class Collider;
/// Physics simulation driven object.
/// </summary>
/// <seealso cref="Actor" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Rigid Body\")") class FLAXENGINE_API RigidBody : public Actor, public IPhysicsActor
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Rigid Body\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API RigidBody : public Actor, public IPhysicsActor
{
DECLARE_SCENE_OBJECT(RigidBody);
protected:

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@@ -9,7 +9,7 @@
/// A box-shaped primitive collider.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\")") class FLAXENGINE_API BoxCollider : public Collider
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API BoxCollider : public Collider
{
DECLARE_SCENE_OBJECT(BoxCollider);
private:

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@@ -10,7 +10,7 @@
/// </summary>
/// <remarks>Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.</remarks>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Capsule Collider\")") class FLAXENGINE_API CapsuleCollider : public Collider
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Capsule Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API CapsuleCollider : public Collider
{
DECLARE_SCENE_OBJECT(CapsuleCollider);
private:

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@@ -9,7 +9,7 @@
/// Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Character Controller\")") class FLAXENGINE_API CharacterController : public Collider, public IPhysicsActor
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Character Controller\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API CharacterController : public Collider, public IPhysicsActor
{
DECLARE_SCENE_OBJECT(CharacterController);
public:

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@@ -10,7 +10,7 @@
/// A collider represented by an arbitrary mesh.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\")") class FLAXENGINE_API MeshCollider : public Collider
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API MeshCollider : public Collider
{
DECLARE_SCENE_OBJECT(MeshCollider);
public:

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@@ -8,7 +8,7 @@
/// A sphere-shaped primitive collider.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\")") class FLAXENGINE_API SphereCollider : public Collider
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API SphereCollider : public Collider
{
DECLARE_SCENE_OBJECT(SphereCollider);
private:

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@@ -160,7 +160,7 @@ public:
/// It also allows you to constrain limits to only specific axes or completely lock specific axes.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/D6 Joint\")") class FLAXENGINE_API D6Joint : public Joint
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/D6 Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API D6Joint : public Joint
{
DECLARE_SCENE_OBJECT(D6Joint);
private:

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@@ -37,7 +37,7 @@ DECLARE_ENUM_OPERATORS(DistanceJointFlag);
/// Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Distance Joint\")") class FLAXENGINE_API DistanceJoint : public Joint
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Distance Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API DistanceJoint : public Joint
{
DECLARE_SCENE_OBJECT(DistanceJoint);
private:

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@@ -8,7 +8,7 @@
/// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Fixed Joint\")") class FLAXENGINE_API FixedJoint : public Joint
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Fixed Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API FixedJoint : public Joint
{
DECLARE_SCENE_OBJECT(FixedJoint);
public:

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@@ -67,7 +67,7 @@ public:
/// Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Hinge Joint\")") class FLAXENGINE_API HingeJoint : public Joint
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Hinge Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API HingeJoint : public Joint
{
DECLARE_SCENE_OBJECT(HingeJoint);
private:

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@@ -27,7 +27,7 @@ DECLARE_ENUM_OPERATORS(SliderJointFlag);
/// Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Slider Joint\")") class FLAXENGINE_API SliderJoint : public Joint
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Slider Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API SliderJoint : public Joint
{
DECLARE_SCENE_OBJECT(SliderJoint);
private:

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@@ -29,7 +29,7 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
/// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\")") class FLAXENGINE_API SphericalJoint : public Joint
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API SphericalJoint : public Joint
{
DECLARE_SCENE_OBJECT(SphericalJoint);
private: