diff --git a/Source/Editor/Gizmo/TransformGizmoBase.Draw.cs b/Source/Editor/Gizmo/TransformGizmoBase.Draw.cs
index 5fb5c12f2..6957a9525 100644
--- a/Source/Editor/Gizmo/TransformGizmoBase.Draw.cs
+++ b/Source/Editor/Gizmo/TransformGizmoBase.Draw.cs
@@ -54,7 +54,12 @@ namespace FlaxEditor.Gizmo
if (!_isActive || !IsActive)
return;
- Matrix m1, m2, m3;
+ //PE: As all axisMesh have the same pivot, add a little offset to the x axisMesh,
+ //PE: This way SortDrawCalls is able to sort the draw order.
+ //PE: https://github.com/FlaxEngine/FlaxEngine/issues/680
+ //PE: @Artist To fix the rotate, add new "wider" circleMesh, so direction is visible.
+
+ Matrix m1, m2, m3 , mx1;
bool isXAxis = _activeAxis == Axis.X || _activeAxis == Axis.XY || _activeAxis == Axis.ZX;
bool isYAxis = _activeAxis == Axis.Y || _activeAxis == Axis.XY || _activeAxis == Axis.YZ;
bool isZAxis = _activeAxis == Axis.Z || _activeAxis == Axis.YZ || _activeAxis == Axis.ZX;
@@ -70,6 +75,8 @@ namespace FlaxEditor.Gizmo
break;
Matrix.Scaling(gizmoModelsScale2RealGizmoSize, out m3);
Matrix.Multiply(ref m3, ref world, out m1);
+ mx1 = m1;
+ mx1.M41 += 0.05f;
var axisMesh = _modelTranslateAxis.LODs[0].Meshes[0];
var boxMesh = _modelBox.LODs[0].Meshes[0];
var boxSize = 10.0f;
@@ -90,7 +97,7 @@ namespace FlaxEditor.Gizmo
boxMesh.Draw(ref renderContext, _activeAxis == Axis.YZ ? _materialWireFocus : _materialWire, ref m3);
// X axis
- axisMesh.Draw(ref renderContext, isXAxis ? _materialAxisFocus : _materialAxisX, ref m1);
+ axisMesh.Draw(ref renderContext, isXAxis ? _materialAxisFocus : _materialAxisX, ref mx1);
// Y axis
Matrix.RotationZ(Mathf.PiOverTwo, out m2);
@@ -143,12 +150,15 @@ namespace FlaxEditor.Gizmo
break;
Matrix.Scaling(gizmoModelsScale2RealGizmoSize, out m3);
Matrix.Multiply(ref m3, ref world, out m1);
+ mx1 = m1;
+ mx1.M41 -= 0.05f;
+
var axisMesh = _modelScaleAxis.LODs[0].Meshes[0];
var boxMesh = _modelBox.LODs[0].Meshes[0];
// X axis
Matrix.RotationY(-Mathf.PiOverTwo, out m2);
- Matrix.Multiply(ref m2, ref m1, out m3);
+ Matrix.Multiply(ref m2, ref mx1, out m3);
axisMesh.Draw(ref renderContext, isXAxis ? _materialAxisFocus : _materialAxisX, ref m3);
// Y axis
diff --git a/Source/Editor/Gizmo/TransformGizmoBase.cs b/Source/Editor/Gizmo/TransformGizmoBase.cs
index 02b9c1e8f..13ebece7c 100644
--- a/Source/Editor/Gizmo/TransformGizmoBase.cs
+++ b/Source/Editor/Gizmo/TransformGizmoBase.cs
@@ -289,10 +289,29 @@ namespace FlaxEditor.Gizmo
{
float snapValue = isScaling ? ScaleSnapValue : TranslationSnapValue;
_translationScaleSnapDelta += delta;
- delta = new Vector3(
- (int)(_translationScaleSnapDelta.X / snapValue) * snapValue,
- (int)(_translationScaleSnapDelta.Y / snapValue) * snapValue,
- (int)(_translationScaleSnapDelta.Z / snapValue) * snapValue);
+ if (!isScaling && snapValue < 0.0f)
+ {
+ //PE: Snap to object bounding box
+ GetSelectedObjectsBounds(out var b, out _);
+ float X, Y, Z;
+ if (b.Minimum.X < 0.0f) X = (float) Math.Abs(b.Minimum.X) + b.Maximum.X;
+ else X = (float) b.Minimum.X - b.Maximum.X;
+ if (b.Minimum.Y < 0.0f) Y = (float) Math.Abs(b.Minimum.Y) + b.Maximum.Y;
+ else Y = (float) b.Minimum.Y - b.Maximum.Y;
+ if (b.Minimum.Z < 0.0f) Z = (float) Math.Abs(b.Minimum.Z) + b.Maximum.Z;
+ else Z = (float) b.Minimum.Z - b.Maximum.Z;
+ delta = new Vector3(
+ (int)(_translationScaleSnapDelta.X / X) * X,
+ (int)(_translationScaleSnapDelta.Y / Y) * Y,
+ (int)(_translationScaleSnapDelta.Z / Z) * Z);
+ }
+ else
+ {
+ delta = new Vector3(
+ (int)(_translationScaleSnapDelta.X / snapValue) * snapValue,
+ (int)(_translationScaleSnapDelta.Y / snapValue) * snapValue,
+ (int)(_translationScaleSnapDelta.Z / snapValue) * snapValue);
+ }
_translationScaleSnapDelta -= delta;
}
@@ -446,7 +465,7 @@ namespace FlaxEditor.Gizmo
}
// Apply transformation (but to the parents, not whole selection pool)
- if (anyValid)
+ if (anyValid || (!_isTransforming && Owner.UseDuplicate) )
{
StartTransforming();
diff --git a/Source/Editor/Options/InputOptions.cs b/Source/Editor/Options/InputOptions.cs
index 0a1a78cab..f02d91da4 100644
--- a/Source/Editor/Options/InputOptions.cs
+++ b/Source/Editor/Options/InputOptions.cs
@@ -68,6 +68,10 @@ namespace FlaxEditor.Options
[EditorDisplay("Common"), EditorOrder(220)]
public InputBinding ContentFinder = new InputBinding(KeyboardKeys.O, KeyboardKeys.Control);
+ [DefaultValue(typeof(InputBinding), "R")]
+ [EditorDisplay("Common"), EditorOrder(230)]
+ public InputBinding RotateSelection = new InputBinding(KeyboardKeys.R);
+
#endregion
#region Scene
diff --git a/Source/Editor/Viewport/MainEditorGizmoViewport.cs b/Source/Editor/Viewport/MainEditorGizmoViewport.cs
index a375bdd60..066ab1c00 100644
--- a/Source/Editor/Viewport/MainEditorGizmoViewport.cs
+++ b/Source/Editor/Viewport/MainEditorGizmoViewport.cs
@@ -326,6 +326,10 @@ namespace FlaxEditor.Viewport
var button = translateSnappingCM.AddButton(v.ToString());
button.Tag = v;
}
+ var buttonBB = translateSnappingCM.AddButton("Bounding Box");
+ buttonBB.Tag = -1.0f;
+
+
translateSnappingCM.ButtonClicked += OnWidgetTranslateSnapClick;
translateSnappingCM.VisibleChanged += OnWidgetTranslateSnapShowHide;
_translateSnapping.Parent = translateSnappingWidget;
@@ -378,6 +382,7 @@ namespace FlaxEditor.Viewport
InputActions.Add(options => options.RotateMode, () => TransformGizmo.ActiveMode = TransformGizmoBase.Mode.Rotate);
InputActions.Add(options => options.ScaleMode, () => TransformGizmo.ActiveMode = TransformGizmoBase.Mode.Scale);
InputActions.Add(options => options.FocusSelection, FocusSelection);
+ InputActions.Add(options => options.RotateSelection, RotateSelection);
InputActions.Add(options => options.Delete, _editor.SceneEditing.Delete);
}
@@ -667,7 +672,10 @@ namespace FlaxEditor.Viewport
{
var v = (float)button.Tag;
TransformGizmo.TranslationSnapValue = v;
- _translateSnapping.Text = v.ToString();
+ if (v < 0.0f)
+ _translateSnapping.Text = "Bounding Box";
+ else
+ _translateSnapping.Text = v.ToString();
// cache value
_editor.ProjectCache.SetCustomData("TranslateSnapValue", TransformGizmo.TranslationSnapValue.ToString("N"));
}
@@ -696,6 +704,49 @@ namespace FlaxEditor.Viewport
Gizmos.ForEach(x => x.OnSelectionChanged(selection));
}
+ ///
+ /// Press "R" to rotate the selected gizmo objects 45 degrees.
+ ///
+ public void RotateSelection()
+ {
+ var win = (WindowRootControl)Root;
+ var selection = _editor.SceneEditing.Selection;
+ var IsShiftDown = win.GetKey(KeyboardKeys.Shift);
+
+ Quaternion rotationDelta;
+ if(IsShiftDown)
+ rotationDelta = Quaternion.Euler(0.0f, -45.0f, 0.0f);
+ else
+ rotationDelta = Quaternion.Euler(0.0f, 45.0f, 0.0f);
+
+ bool useObjCenter = TransformGizmo.ActivePivot == TransformGizmoBase.PivotType.ObjectCenter;
+ Vector3 gizmoPosition = TransformGizmo.Position;
+
+ //PE: Rotate selected objects.
+ bool isPlayMode = Editor.Instance.StateMachine.IsPlayMode;
+ for (int i = 0; i < selection.Count; i++)
+ {
+ var obj = selection[i];
+ if (isPlayMode && obj.CanTransform == false)
+ continue;
+ var trans = obj.Transform;
+ Vector3 pivotOffset = trans.Translation - gizmoPosition;
+ if (useObjCenter || pivotOffset.IsZero)
+ {
+ trans.Orientation *= Quaternion.Invert(trans.Orientation) * rotationDelta * trans.Orientation;
+ }
+ else
+ {
+ Matrix.RotationQuaternion(ref trans.Orientation, out var transWorld);
+ Matrix.RotationQuaternion(ref rotationDelta, out var deltaWorld);
+ Matrix world = transWorld * Matrix.Translation(pivotOffset) * deltaWorld * Matrix.Translation(-pivotOffset);
+ trans.SetRotation(ref world);
+ trans.Translation += world.TranslationVector;
+ }
+ obj.Transform = trans;
+ }
+ }
+
///
/// Focuses the viewport on the current selection of the gizmo.
///
diff --git a/Source/Engine/Audio/AudioSource.cpp b/Source/Engine/Audio/AudioSource.cpp
index 870a1f41a..c01e20692 100644
--- a/Source/Engine/Audio/AudioSource.cpp
+++ b/Source/Engine/Audio/AudioSource.cpp
@@ -130,6 +130,10 @@ void AudioSource::Play()
{
// Request faster streaming update
Clip->RequestStreamingUpdate();
+
+ // PE: If we are looping and streaming also update streaming buffers.
+ if(_loop)
+ RequestStreamingBuffersUpdate();
}
}
else
diff --git a/Source/Engine/Content/Cache/AssetsCache.cpp b/Source/Engine/Content/Cache/AssetsCache.cpp
index 459a9f31f..44461a68b 100644
--- a/Source/Engine/Content/Cache/AssetsCache.cpp
+++ b/Source/Engine/Content/Cache/AssetsCache.cpp
@@ -379,8 +379,27 @@ void AssetsCache::RegisterAssets(FlaxStorage* storage)
// Check if storage contains ID which has been already registered
if (FindAsset(e.ID, info))
{
+ #if PLATFORM_WINDOWS
+ //PE: Windows - if you start your project using a shortcut/VS commandline -project , and using a upper/lower drive letter, it could ruin your scene.
+ //PE: On windows case do not matter so...
+ if (storagePath.ToLower() != info.Path.ToLower())
+ {
+ LOG(Warning, "Founded duplicated asset \'{0}\'. Locations: \'{1}\' and \'{2}\'", e.ID, storagePath, info.Path);
+ duplicatedEntries.Add(i);
+ }
+ else
+ {
+ //PE: Remove from _registry so we can add it again later with the original ID, so we dont loose relations.
+ for (auto i = _registry.Begin(); i.IsNotEnd(); ++i)
+ {
+ if (i->Value.Info.Path.ToLower() == storagePath.ToLower())
+ _registry.Remove(i);
+ }
+ }
+ #else
LOG(Warning, "Founded duplicated asset \'{0}\'. Locations: \'{1}\' and \'{2}\'", e.ID, storagePath, info.Path);
duplicatedEntries.Add(i);
+ #endif
}
}
diff --git a/Source/Engine/Core/Types/String.cpp b/Source/Engine/Core/Types/String.cpp
index 43fbcf051..7a8f1b1ed 100644
--- a/Source/Engine/Core/Types/String.cpp
+++ b/Source/Engine/Core/Types/String.cpp
@@ -215,7 +215,8 @@ bool String::IsANSI() const
bool result = true;
for (int32 i = 0; i < _length; i++)
{
- if (_data[i] > 255)
+ //PE: Ansi is max 7 bit so...
+ if (_data[i] > 127)
{
result = false;
break;
diff --git a/Source/Engine/Scripting/Scripting.cpp b/Source/Engine/Scripting/Scripting.cpp
index cc128c548..5af41502a 100644
--- a/Source/Engine/Scripting/Scripting.cpp
+++ b/Source/Engine/Scripting/Scripting.cpp
@@ -868,6 +868,23 @@ ScriptingObject* Scripting::TryFindObject(Guid id, MClass* type)
return result;
}
+ScriptingObject* Scripting::TryFindObject(MClass* mclass)
+{
+ if (mclass == nullptr)
+ return nullptr;
+
+ ScopeLock lock(_objectsLocker);
+
+ for (auto i = _objectsDictionary.Begin(); i.IsNotEnd(); ++i)
+ {
+ const auto obj = i->Value;
+ if(obj->GetClass() == mclass)
+ return obj;
+ }
+ return nullptr;
+
+}
+
ScriptingObject* Scripting::FindObject(const MObject* managedInstance)
{
if (managedInstance == nullptr)
diff --git a/Source/Engine/Scripting/Scripting.h b/Source/Engine/Scripting/Scripting.h
index 81739e1c8..41e5d7119 100644
--- a/Source/Engine/Scripting/Scripting.h
+++ b/Source/Engine/Scripting/Scripting.h
@@ -144,6 +144,14 @@ public:
/// The found object or null if missing.
static ScriptingObject* FindObject(Guid id, MClass* type = nullptr);
+
+ ///
+ /// Tries to find the object by the given class.
+ ///
+ /// The found object or null if missing.
+ static ScriptingObject* TryFindObject(MClass* type = nullptr);
+
+
///
/// Tries to find the object by the given identifier.
///
diff --git a/Source/Engine/Tools/ModelTool/ModelTool.Assimp.cpp b/Source/Engine/Tools/ModelTool/ModelTool.Assimp.cpp
index 26d79cfc4..cc0c68d79 100644
--- a/Source/Engine/Tools/ModelTool/ModelTool.Assimp.cpp
+++ b/Source/Engine/Tools/ModelTool/ModelTool.Assimp.cpp
@@ -641,6 +641,7 @@ bool ModelTool::ImportDataAssimp(const char* path, ImportedModelData& data, Opti
aiProcess_JoinIdenticalVertices |
aiProcess_LimitBoneWeights |
aiProcess_Triangulate |
+ aiProcess_SortByPType | //PE: Added aiProcess_SortByPType so we can ignore meshes with non triangle faces.
aiProcess_GenUVCoords |
aiProcess_FindDegenerates |
aiProcess_FindInvalidData |
diff --git a/Source/Engine/Tools/ModelTool/ModelTool.cpp b/Source/Engine/Tools/ModelTool/ModelTool.cpp
index b5a4282c2..571c9a7bd 100644
--- a/Source/Engine/Tools/ModelTool/ModelTool.cpp
+++ b/Source/Engine/Tools/ModelTool/ModelTool.cpp
@@ -1552,10 +1552,14 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
int32 ModelTool::DetectLodIndex(const String& nodeName)
{
- const int32 index = nodeName.FindLast(TEXT("LOD"));
+ int32 index = nodeName.FindLast(TEXT("LOD"));
if (index != -1)
{
int32 num;
+ //PE: Many models use LOD_0... to indentify LOD levels.
+ if (nodeName.Length() > 4 && nodeName[3] == '_')
+ index++;
+
if (!StringUtils::Parse(nodeName.Get() + index + 3, &num))
{
if (num >= 0 && num < MODEL_MAX_LODS)