Merge remote-tracking branch 'origin/master' into navigation-features
# Conflicts: # Source/Editor/Content/Settings/NavigationSettings.cs # Source/Engine/Engine/PhysicalMaterial.cs # Source/Tools/Flax.Build/Bindings/BindingsGenerator.Api.cs
This commit is contained in:
BIN
Content/Editor/Camera/M_Camera.flax
(Stored with Git LFS)
BIN
Content/Editor/Camera/M_Camera.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialWire.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialWire.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/SelectionOutlineMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/SelectionOutlineMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Highlight Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Highlight Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/IconsMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/IconsMaterial.flax
(Stored with Git LFS)
Binary file not shown.
@@ -114,8 +114,7 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
@4
|
@4
|
||||||
}
|
}
|
||||||
|
|
||||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
// Fix line for errors/warnings for shader code from template
|
||||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
|
||||||
#line 1000
|
#line 1000
|
||||||
|
|
||||||
// Input macro specified by the material: DECAL_BLEND_MODE
|
// Input macro specified by the material: DECAL_BLEND_MODE
|
||||||
@@ -160,12 +159,9 @@ void PS_Decal(
|
|||||||
float3 positionWS = positionHS.xyz / positionHS.w;
|
float3 positionWS = positionHS.xyz / positionHS.w;
|
||||||
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
||||||
|
|
||||||
// Clip content outside the decal
|
|
||||||
clip(0.5 - abs(positionOS.xyz));
|
clip(0.5 - abs(positionOS.xyz));
|
||||||
|
|
||||||
// By default, map textures using the vectors perpendicular to the projection direction
|
|
||||||
float2 decalUVs = positionOS.xz + 0.5f;
|
float2 decalUVs = positionOS.xz + 0.5f;
|
||||||
|
|
||||||
// Setup material input
|
// Setup material input
|
||||||
MaterialInput materialInput = (MaterialInput)0;
|
MaterialInput materialInput = (MaterialInput)0;
|
||||||
materialInput.WorldPosition = positionWS;
|
materialInput.WorldPosition = positionWS;
|
||||||
|
|||||||
@@ -197,8 +197,7 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
@4
|
@4
|
||||||
}
|
}
|
||||||
|
|
||||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
// Fix line for errors/warnings for shader code from template
|
||||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
|
||||||
#line 1000
|
#line 1000
|
||||||
|
|
||||||
// Vertex Shader function for GUI materials rendering
|
// Vertex Shader function for GUI materials rendering
|
||||||
|
|||||||
@@ -330,8 +330,7 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
@4
|
@4
|
||||||
}
|
}
|
||||||
|
|
||||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
// Fix line for errors/warnings for shader code from template
|
||||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
|
||||||
#line 1000
|
#line 1000
|
||||||
|
|
||||||
// Calculates the transform matrix from mesh tangent space to local space
|
// Calculates the transform matrix from mesh tangent space to local space
|
||||||
@@ -834,7 +833,7 @@ float4 PS_Distortion(PixelInput input) : SV_Target0
|
|||||||
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
|
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
|
||||||
distortion *= 4.0f;
|
distortion *= 4.0f;
|
||||||
|
|
||||||
// Store positive and negative offsets separately
|
// Use separate storage for positive and negative offsets
|
||||||
float2 addOffset = max(distortion, 0);
|
float2 addOffset = max(distortion, 0);
|
||||||
float2 subOffset = abs(min(distortion, 0));
|
float2 subOffset = abs(min(distortion, 0));
|
||||||
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
|
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
|
||||||
|
|||||||
@@ -134,8 +134,7 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
@4
|
@4
|
||||||
}
|
}
|
||||||
|
|
||||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
// Fix line for errors/warnings for shader code from template
|
||||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
|
||||||
#line 1000
|
#line 1000
|
||||||
|
|
||||||
// Pixel Shader function for PostFx materials rendering
|
// Pixel Shader function for PostFx materials rendering
|
||||||
|
|||||||
@@ -340,8 +340,7 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
@4
|
@4
|
||||||
}
|
}
|
||||||
|
|
||||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
// Fix line for errors/warnings for shader code from template
|
||||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
|
||||||
#line 1000
|
#line 1000
|
||||||
|
|
||||||
// Calculates the transform matrix from mesh tangent space to local space
|
// Calculates the transform matrix from mesh tangent space to local space
|
||||||
@@ -500,7 +499,7 @@ float3x4 GetBoneMatrix(int index)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Calculates the transposed transform matrix for the given vertex (uses blending)
|
// Calculates the transposed transform matrix for the given vertex (uses blending)
|
||||||
float3x4 CalcBoneMatrix(ModelInput_Skinned input)
|
float3x4 GetBoneMatrix(ModelInput_Skinned input)
|
||||||
{
|
{
|
||||||
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
|
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
|
||||||
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
|
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
|
||||||
@@ -549,7 +548,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
|||||||
|
|
||||||
// Perform skinning
|
// Perform skinning
|
||||||
SkinningData data;
|
SkinningData data;
|
||||||
data.BlendMatrix = CalcBoneMatrix(input);
|
data.BlendMatrix = GetBoneMatrix(input);
|
||||||
float3 position = SkinPosition(input, data);
|
float3 position = SkinPosition(input, data);
|
||||||
float3x3 tangentToLocal = SkinTangents(input, data);
|
float3x3 tangentToLocal = SkinTangents(input, data);
|
||||||
|
|
||||||
@@ -808,7 +807,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
|
|||||||
#define COPY(thing) output.thing = input[0].thing
|
#define COPY(thing) output.thing = input[0].thing
|
||||||
INTERPOLATE(Position);
|
INTERPOLATE(Position);
|
||||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||||
// Precompute squares and squares * 3
|
|
||||||
float UU = U * U;
|
float UU = U * U;
|
||||||
float VV = V * V;
|
float VV = V * V;
|
||||||
float WW = W * W;
|
float WW = W * W;
|
||||||
|
|||||||
@@ -337,8 +337,7 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
@4
|
@4
|
||||||
}
|
}
|
||||||
|
|
||||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
// Fix line for errors/warnings for shader code from template
|
||||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
|
||||||
#line 1000
|
#line 1000
|
||||||
|
|
||||||
// Calculates the transform matrix from mesh tangent space to local space
|
// Calculates the transform matrix from mesh tangent space to local space
|
||||||
@@ -474,7 +473,7 @@ float3x4 GetBoneMatrix(int index)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Calculates the transposed transform matrix for the given vertex (uses blending)
|
// Calculates the transposed transform matrix for the given vertex (uses blending)
|
||||||
float3x4 CalcBoneMatrix(ModelInput_Skinned input)
|
float3x4 GetBoneMatrix(ModelInput_Skinned input)
|
||||||
{
|
{
|
||||||
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
|
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
|
||||||
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
|
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
|
||||||
@@ -521,7 +520,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
|||||||
|
|
||||||
// Perform skinning
|
// Perform skinning
|
||||||
SkinningData data;
|
SkinningData data;
|
||||||
data.BlendMatrix = CalcBoneMatrix(input);
|
data.BlendMatrix = GetBoneMatrix(input);
|
||||||
float3 position = SkinPosition(input, data);
|
float3 position = SkinPosition(input, data);
|
||||||
half3x3 tangentToLocal = SkinTangents(input, data);
|
half3x3 tangentToLocal = SkinTangents(input, data);
|
||||||
|
|
||||||
@@ -755,7 +754,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
|
|||||||
#define COPY(thing) output.thing = input[0].thing
|
#define COPY(thing) output.thing = input[0].thing
|
||||||
INTERPOLATE(Position);
|
INTERPOLATE(Position);
|
||||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||||
// Precompute squares and squares * 3
|
|
||||||
float UU = U * U;
|
float UU = U * U;
|
||||||
float VV = V * V;
|
float VV = V * V;
|
||||||
float WW = W * W;
|
float WW = W * W;
|
||||||
@@ -977,8 +975,8 @@ float4 PS_Distortion(PixelInput input) : SV_Target0
|
|||||||
|
|
||||||
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
|
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
|
||||||
distortion *= 4.0f;
|
distortion *= 4.0f;
|
||||||
|
|
||||||
// Store positive and negative offsets separately
|
// Use separate storage for positive and negative offsets
|
||||||
float2 addOffset = max(distortion, 0);
|
float2 addOffset = max(distortion, 0);
|
||||||
float2 subOffset = abs(min(distortion, 0));
|
float2 subOffset = abs(min(distortion, 0));
|
||||||
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
|
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
|
||||||
|
|||||||
@@ -234,8 +234,7 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
@4
|
@4
|
||||||
}
|
}
|
||||||
|
|
||||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
// Fix line for errors/warnings for shader code from template
|
||||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
|
||||||
#line 1000
|
#line 1000
|
||||||
|
|
||||||
// Calculates LOD value (with fractional part for blending)
|
// Calculates LOD value (with fractional part for blending)
|
||||||
@@ -595,7 +594,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
|
|||||||
#define COPY(thing) output.thing = input[0].thing
|
#define COPY(thing) output.thing = input[0].thing
|
||||||
INTERPOLATE(Position);
|
INTERPOLATE(Position);
|
||||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||||
// Precompute squares and squares * 3
|
|
||||||
float UU = U * U;
|
float UU = U * U;
|
||||||
float VV = V * V;
|
float VV = V * V;
|
||||||
float WW = W * W;
|
float WW = W * W;
|
||||||
|
|||||||
BIN
Content/Editor/Particles/Smoke Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Particles/Smoke Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Wires Debug Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Wires Debug Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Engine/DefaultMaterial.flax
(Stored with Git LFS)
BIN
Content/Engine/DefaultMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Engine/DefaultTerrainMaterial.flax
(Stored with Git LFS)
BIN
Content/Engine/DefaultTerrainMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/AtmospherePreCompute.flax
(Stored with Git LFS)
BIN
Content/Shaders/AtmospherePreCompute.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/BakeLightmap.flax
(Stored with Git LFS)
BIN
Content/Shaders/BakeLightmap.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/BitonicSort.flax
(Stored with Git LFS)
BIN
Content/Shaders/BitonicSort.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/ColorGrading.flax
(Stored with Git LFS)
BIN
Content/Shaders/ColorGrading.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/DebugDraw.flax
(Stored with Git LFS)
BIN
Content/Shaders/DebugDraw.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/DepthOfField.flax
(Stored with Git LFS)
BIN
Content/Shaders/DepthOfField.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Editor/LightmapUVsDensity.flax
(Stored with Git LFS)
BIN
Content/Shaders/Editor/LightmapUVsDensity.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Editor/VertexColors.flax
(Stored with Git LFS)
BIN
Content/Shaders/Editor/VertexColors.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/EyeAdaptation.flax
(Stored with Git LFS)
BIN
Content/Shaders/EyeAdaptation.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/FXAA.flax
(Stored with Git LFS)
BIN
Content/Shaders/FXAA.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Fog.flax
(Stored with Git LFS)
BIN
Content/Shaders/Fog.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Forward.flax
(Stored with Git LFS)
BIN
Content/Shaders/Forward.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/GBuffer.flax
(Stored with Git LFS)
BIN
Content/Shaders/GBuffer.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/GPUParticlesSorting.flax
(Stored with Git LFS)
BIN
Content/Shaders/GPUParticlesSorting.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/GUI.flax
(Stored with Git LFS)
BIN
Content/Shaders/GUI.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Histogram.flax
(Stored with Git LFS)
BIN
Content/Shaders/Histogram.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Lights.flax
(Stored with Git LFS)
BIN
Content/Shaders/Lights.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/MotionBlur.flax
(Stored with Git LFS)
BIN
Content/Shaders/MotionBlur.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/MultiScaler.flax
(Stored with Git LFS)
BIN
Content/Shaders/MultiScaler.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/PostProcessing.flax
(Stored with Git LFS)
BIN
Content/Shaders/PostProcessing.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/ProbesFilter.flax
(Stored with Git LFS)
BIN
Content/Shaders/ProbesFilter.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Quad.flax
(Stored with Git LFS)
BIN
Content/Shaders/Quad.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Reflections.flax
(Stored with Git LFS)
BIN
Content/Shaders/Reflections.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/SMAA.flax
(Stored with Git LFS)
BIN
Content/Shaders/SMAA.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/SSAO.flax
(Stored with Git LFS)
BIN
Content/Shaders/SSAO.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/SSR.flax
(Stored with Git LFS)
BIN
Content/Shaders/SSR.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Shadows.flax
(Stored with Git LFS)
BIN
Content/Shaders/Shadows.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/Sky.flax
(Stored with Git LFS)
BIN
Content/Shaders/Sky.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/TAA.flax
(Stored with Git LFS)
BIN
Content/Shaders/TAA.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Shaders/VolumetricFog.flax
(Stored with Git LFS)
BIN
Content/Shaders/VolumetricFog.flax
(Stored with Git LFS)
Binary file not shown.
@@ -6,7 +6,7 @@
|
|||||||
"Build": 6214
|
"Build": 6214
|
||||||
},
|
},
|
||||||
"Company": "Flax",
|
"Company": "Flax",
|
||||||
"Copyright": "Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.",
|
"Copyright": "Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.",
|
||||||
"GameTarget": "FlaxGame",
|
"GameTarget": "FlaxGame",
|
||||||
"EditorTarget": "FlaxEditor"
|
"EditorTarget": "FlaxEditor"
|
||||||
}
|
}
|
||||||
@@ -6,34 +6,18 @@ setlocal
|
|||||||
pushd
|
pushd
|
||||||
echo Generating Flax Engine project files...
|
echo Generating Flax Engine project files...
|
||||||
|
|
||||||
rem Make sure the batch file exists in the root folder.
|
|
||||||
if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
|
|
||||||
if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
|
|
||||||
|
|
||||||
rem Run Flax.Build to generate Visual Studio solution and project files (also pass the arguments)
|
rem Run Flax.Build to generate Visual Studio solution and project files (also pass the arguments)
|
||||||
call "Development\Scripts\Windows\CallBuildTool.bat" -genproject %*
|
call "Development\Scripts\Windows\CallBuildTool.bat" -genproject %*
|
||||||
if errorlevel 1 goto Error_BuildToolFailed
|
if errorlevel 1 goto BuildToolFailed
|
||||||
|
|
||||||
rem Done.
|
|
||||||
popd
|
popd
|
||||||
echo Done!
|
echo Done!
|
||||||
exit /B 0
|
exit /B 0
|
||||||
|
|
||||||
:Error_BatchFileInWrongLocation
|
:BuildToolFailed
|
||||||
echo.
|
|
||||||
echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
|
|
||||||
echo.
|
|
||||||
pause
|
|
||||||
goto Exit
|
|
||||||
|
|
||||||
:Error_BuildToolFailed
|
|
||||||
echo.
|
|
||||||
echo Flax.Build tool failed.
|
echo Flax.Build tool failed.
|
||||||
echo.
|
|
||||||
pause
|
|
||||||
goto Exit
|
goto Exit
|
||||||
|
|
||||||
:Exit
|
:Exit
|
||||||
rem Restore original directory before exit.
|
|
||||||
popd
|
popd
|
||||||
exit /B 1
|
exit /B 1
|
||||||
|
|||||||
@@ -6,32 +6,18 @@ setlocal
|
|||||||
pushd
|
pushd
|
||||||
echo Performing the full package...
|
echo Performing the full package...
|
||||||
|
|
||||||
rem Make sure the batch file exists in the root folder.
|
|
||||||
if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
|
|
||||||
if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
|
|
||||||
|
|
||||||
rem Run the build tool.
|
rem Run the build tool.
|
||||||
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployEditor -deployPlatforms -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployEditor -deployPlatforms -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
||||||
if errorlevel 1 goto Error_BuildToolFailed
|
if errorlevel 1 goto BuildToolFailed
|
||||||
|
|
||||||
rem Done.
|
|
||||||
popd
|
popd
|
||||||
echo Done!
|
echo Done!
|
||||||
exit /B 0
|
exit /B 0
|
||||||
|
|
||||||
:Error_BatchFileInWrongLocation
|
:BuildToolFailed
|
||||||
echo.
|
|
||||||
echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
|
|
||||||
echo.
|
|
||||||
goto Exit
|
|
||||||
|
|
||||||
:Error_BuildToolFailed
|
|
||||||
echo.
|
|
||||||
echo Flax.Build tool failed.
|
echo Flax.Build tool failed.
|
||||||
echo.
|
|
||||||
goto Exit
|
goto Exit
|
||||||
|
|
||||||
:Exit
|
:Exit
|
||||||
rem Restore original directory before exit.
|
|
||||||
popd
|
popd
|
||||||
exit /B 1
|
exit /B 1
|
||||||
|
|||||||
@@ -6,32 +6,18 @@ setlocal
|
|||||||
pushd
|
pushd
|
||||||
echo Building and packaging Flax Editor...
|
echo Building and packaging Flax Editor...
|
||||||
|
|
||||||
rem Make sure the batch file exists in the root folder.
|
rem Run the build tool.
|
||||||
if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
|
|
||||||
if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
|
|
||||||
|
|
||||||
rem Run Flax.Build to generate Visual Studio solution and project files (also pass the arguments)
|
|
||||||
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployEditor -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployEditor -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
||||||
if errorlevel 1 goto Error_BuildToolFailed
|
if errorlevel 1 goto BuildToolFailed
|
||||||
|
|
||||||
rem Done.
|
|
||||||
popd
|
popd
|
||||||
echo Done!
|
echo Done!
|
||||||
exit /B 0
|
exit /B 0
|
||||||
|
|
||||||
:Error_BatchFileInWrongLocation
|
:BuildToolFailed
|
||||||
echo.
|
|
||||||
echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
|
|
||||||
echo.
|
|
||||||
goto Exit
|
|
||||||
|
|
||||||
:Error_BuildToolFailed
|
|
||||||
echo.
|
|
||||||
echo Flax.Build tool failed.
|
echo Flax.Build tool failed.
|
||||||
echo.
|
|
||||||
goto Exit
|
goto Exit
|
||||||
|
|
||||||
:Exit
|
:Exit
|
||||||
rem Restore original directory before exit.
|
|
||||||
popd
|
popd
|
||||||
exit /B 1
|
exit /B 1
|
||||||
|
|||||||
@@ -6,32 +6,18 @@ setlocal
|
|||||||
pushd
|
pushd
|
||||||
echo Building and packaging platforms data...
|
echo Building and packaging platforms data...
|
||||||
|
|
||||||
rem Make sure the batch file exists in the root folder.
|
rem Run the build tool.
|
||||||
if not exist "%~dp0\Source" goto Error_BatchFileInWrongLocation
|
|
||||||
if not exist "Development\Scripts\Windows\CallBuildTool.bat" goto Error_BatchFileInWrongLocation
|
|
||||||
|
|
||||||
rem Run Flax.Build to generate Visual Studio solution and project files (also pass the arguments)
|
|
||||||
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployPlatforms -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
call "Development\Scripts\Windows\CallBuildTool.bat" -deploy -deployPlatforms -verbose -log -logFile="Cache\Intermediate\PackageLog.txt" %*
|
||||||
if errorlevel 1 goto Error_BuildToolFailed
|
if errorlevel 1 goto BuildToolFailed
|
||||||
|
|
||||||
rem Done.
|
|
||||||
popd
|
popd
|
||||||
echo Done!
|
echo Done!
|
||||||
exit /B 0
|
exit /B 0
|
||||||
|
|
||||||
:Error_BatchFileInWrongLocation
|
:BuildToolFailed
|
||||||
echo.
|
|
||||||
echo The batch file does not appear to be located in the root directory. This script must be run from within that directory.
|
|
||||||
echo.
|
|
||||||
goto Exit
|
|
||||||
|
|
||||||
:Error_BuildToolFailed
|
|
||||||
echo.
|
|
||||||
echo Flax.Build tool failed.
|
echo Flax.Build tool failed.
|
||||||
echo.
|
|
||||||
goto Exit
|
goto Exit
|
||||||
|
|
||||||
:Exit
|
:Exit
|
||||||
rem Restore original directory before exit.
|
|
||||||
popd
|
popd
|
||||||
exit /B 1
|
exit /B 1
|
||||||
|
|||||||
@@ -14,12 +14,12 @@ if not exist "%appdata%\Flax\Versions.txt" (
|
|||||||
)
|
)
|
||||||
set EngineLocation=%cd%
|
set EngineLocation=%cd%
|
||||||
find /c "%EngineLocation%" "%appdata%\Flax\Versions.txt"
|
find /c "%EngineLocation%" "%appdata%\Flax\Versions.txt"
|
||||||
if %errorlevel% equ 1 goto notfound
|
if %errorlevel% equ 1 goto NotFound
|
||||||
echo Already registered.
|
echo Already registered.
|
||||||
goto Done
|
goto Done
|
||||||
|
|
||||||
rem Register the location (append to the end)
|
rem Register the location (append to the end)
|
||||||
:notfound
|
:NotFound
|
||||||
echo Location '%EngineLocation%' is not registered. Adding it to the list of engine versions.
|
echo Location '%EngineLocation%' is not registered. Adding it to the list of engine versions.
|
||||||
echo %EngineLocation%>>"%appdata%\Flax\Versions.txt"
|
echo %EngineLocation%>>"%appdata%\Flax\Versions.txt"
|
||||||
goto Done
|
goto Done
|
||||||
@@ -31,6 +31,5 @@ echo Done!
|
|||||||
exit /B 0
|
exit /B 0
|
||||||
|
|
||||||
:Exit
|
:Exit
|
||||||
rem Restore original directory before exit.
|
|
||||||
popd
|
popd
|
||||||
exit /B 1
|
exit /B 1
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
#include "EditorAnalytics.h"
|
#include "EditorAnalytics.h"
|
||||||
#include "EditorAnalyticsController.h"
|
#include "EditorAnalyticsController.h"
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
#include "EditorAnalyticsController.h"
|
#include "EditorAnalyticsController.h"
|
||||||
#include "Editor/Cooker/GameCooker.h"
|
#include "Editor/Cooker/GameCooker.h"
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
namespace FlaxEditor.Content.Create
|
namespace FlaxEditor.Content.Create
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEditor.Content.Settings;
|
using FlaxEditor.Content.Settings;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEditor.GUI;
|
using FlaxEditor.GUI;
|
||||||
using FlaxEditor.GUI.Drag;
|
using FlaxEditor.GUI.Drag;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEditor.GUI.Drag;
|
using FlaxEditor.GUI.Drag;
|
||||||
using FlaxEditor.SceneGraph;
|
using FlaxEditor.SceneGraph;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
namespace FlaxEditor.Content
|
namespace FlaxEditor.Content
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
namespace FlaxEditor.Content.Import
|
namespace FlaxEditor.Content.Import
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System.ComponentModel;
|
using System.ComponentModel;
|
||||||
using System.Reflection;
|
using System.Reflection;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System.ComponentModel;
|
using System.ComponentModel;
|
||||||
using System.Runtime.CompilerServices;
|
using System.Runtime.CompilerServices;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.ComponentModel;
|
using System.ComponentModel;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
@@ -58,7 +58,7 @@ namespace FlaxEditor.Content
|
|||||||
|
|
||||||
public override bool OnMouseDoubleClick(Vector2 location, MouseButton button)
|
public override bool OnMouseDoubleClick(Vector2 location, MouseButton button)
|
||||||
{
|
{
|
||||||
return Item.OnMouseDoubleClick(Item.ScreenToClient(ClientToScreen(location)), button);
|
return Item.OnMouseDoubleClick(Item.PointFromScreen(PointToScreen(location)), button);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
#include "PreviewsCache.h"
|
#include "PreviewsCache.h"
|
||||||
#include "Engine/Core/Log.h"
|
#include "Engine/Core/Log.h"
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEditor.Windows;
|
using FlaxEditor.Windows;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEditor.Windows;
|
using FlaxEditor.Windows;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEditor.Content.Thumbnails;
|
using FlaxEditor.Content.Thumbnails;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
|
using System.Threading.Tasks;
|
||||||
using FlaxEditor.Windows;
|
using FlaxEditor.Windows;
|
||||||
using FlaxEditor.Windows.Assets;
|
using FlaxEditor.Windows.Assets;
|
||||||
using FlaxEngine;
|
using FlaxEngine;
|
||||||
@@ -40,5 +41,29 @@ namespace FlaxEditor.Content
|
|||||||
if (Editor.CreateAsset(Editor.NewAssetType.CollisionData, outputPath))
|
if (Editor.CreateAsset(Editor.NewAssetType.CollisionData, outputPath))
|
||||||
throw new Exception("Failed to create new asset.");
|
throw new Exception("Failed to create new asset.");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create collision data from model.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="model">The associated model.</param>
|
||||||
|
public void CreateCollisionDataFromModel(Model model)
|
||||||
|
{
|
||||||
|
Action<ContentItem> created = contentItem =>
|
||||||
|
{
|
||||||
|
var ai = (AssetItem)contentItem;
|
||||||
|
var cd = FlaxEngine.Content.LoadAsync<CollisionData>(ai.ID);
|
||||||
|
if (cd == null || cd.WaitForLoaded())
|
||||||
|
{
|
||||||
|
Editor.LogError("Failed to load created collision data.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Task.Run(() =>
|
||||||
|
{
|
||||||
|
Editor.CookMeshCollision(ai.Path, CollisionDataType.TriangleMesh, model);
|
||||||
|
});
|
||||||
|
};
|
||||||
|
Editor.Instance.Windows.ContentWin.NewItem(this, null, created);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user