Add Ragdoll Editor utilities for easier ragdoll setup and editing
This commit is contained in:
@@ -1,6 +1,14 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using FlaxEditor.GUI;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.SceneGraph;
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using FlaxEditor.SceneGraph.Actors;
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using FlaxEngine;
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using FlaxEngine.GUI;
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namespace FlaxEditor.CustomEditors.Dedicated
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{
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@@ -16,13 +24,295 @@ namespace FlaxEditor.CustomEditors.Dedicated
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{
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base.Initialize(layout);
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// Add info box
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if (IsSingleObject && Values[0] is Ragdoll ragdoll)
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var ragdoll = Values.Count == 1 ? Values[0] as Ragdoll : null;
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if (ragdoll == null)
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return;
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var editorGroup = layout.Group("Ragdoll Editor");
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editorGroup.Panel.Open(false);
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// Info
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var text = $"Total mass: {Utils.RoundTo1DecimalPlace(ragdoll.TotalMass)}kg";
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var label = editorGroup.Label(text);
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label.Label.AutoHeight = true;
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if (ragdoll.Parent is AnimatedModel animatedModel && animatedModel.SkinnedModel)
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{
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var text = $"Total mass: {Utils.RoundTo1DecimalPlace(ragdoll.TotalMass)}kg";
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var label = layout.Label(text);
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label.Label.AutoHeight = true;
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// Builder
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var grid = editorGroup.CustomContainer<UniformGridPanel>();
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var gridControl = grid.CustomControl;
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gridControl.ClipChildren = false;
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gridControl.Height = Button.DefaultHeight;
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gridControl.SlotsHorizontally = 3;
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gridControl.SlotsVertically = 1;
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grid.Button("Rebuild").Button.ButtonClicked += OnRebuild;
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grid.Button("Rebuild/Add bone").Button.ButtonClicked += OnRebuildBone;
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grid.Button("Remove bone").Button.ButtonClicked += OnRemoveBone;
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}
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if (Presenter.Owner is Windows.PropertiesWindow || Presenter.Owner is Windows.Assets.PrefabWindow)
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{
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// Selection
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var grid = editorGroup.CustomContainer<UniformGridPanel>();
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var gridControl = grid.CustomControl;
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gridControl.ClipChildren = false;
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gridControl.Height = Button.DefaultHeight;
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gridControl.SlotsHorizontally = 3;
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gridControl.SlotsVertically = 1;
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grid.Button("Select all joints").Button.Clicked += OnSelectAllJoints;
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grid.Button("Select all colliders").Button.Clicked += OnSelectAllColliders;
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grid.Button("Select all bodies").Button.Clicked += OnSelectAllBodies;
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}
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}
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class RebuildContextMenu : ContextMenuBase
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{
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private Action<AnimatedModelNode.RebuildOptions> _rebuild;
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private AnimatedModelNode.RebuildOptions _options = new AnimatedModelNode.RebuildOptions();
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public RebuildContextMenu(Action<AnimatedModelNode.RebuildOptions> rebuild)
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{
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_rebuild = rebuild;
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const float width = 280.0f;
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const float height = 220.0f;
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Size = new Vector2(width, height);
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// Title
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var title = new Label(2, 2, width - 4, 23.0f)
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{
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Font = new FontReference(FlaxEngine.GUI.Style.Current.FontLarge),
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Text = "Ragdoll Options",
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Parent = this
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};
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// Buttons
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var rebuildButton = new Button(2.0f, title.Bottom + 2.0f, width - 4.0f, 20.0f)
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{
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Text = "Rebuild",
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Parent = this
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};
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rebuildButton.Clicked += OnRebuild;
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// Actual panel
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var panel1 = new Panel(ScrollBars.Vertical)
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{
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Bounds = new Rectangle(0, rebuildButton.Bottom + 2.0f, width, height - rebuildButton.Bottom - 2.0f),
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Parent = this
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};
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var editor = new CustomEditorPresenter(null);
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editor.Panel.AnchorPreset = AnchorPresets.HorizontalStretchTop;
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editor.Panel.IsScrollable = true;
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editor.Panel.Parent = panel1;
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editor.Select(_options);
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}
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private void OnRebuild()
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{
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Hide();
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_rebuild(_options);
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}
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protected override void OnShow()
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{
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Focus();
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base.OnShow();
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}
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public override void Hide()
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{
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if (!Visible)
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return;
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Focus(null);
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base.Hide();
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}
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/// <inheritdoc />
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public override bool OnKeyDown(KeyboardKeys key)
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{
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if (key == KeyboardKeys.Escape)
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{
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Hide();
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return true;
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}
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return base.OnKeyDown(key);
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}
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}
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private void OnRebuild(Button button)
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{
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var cm = new RebuildContextMenu(Rebuild);
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cm.Show(button.Parent, button.BottomLeft);
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}
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private void Rebuild(AnimatedModelNode.RebuildOptions options)
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{
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var ragdoll = (Ragdoll)Values[0];
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var animatedModel = (AnimatedModel)ragdoll.Parent;
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// Remove existing bodies
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var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
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var actions = new List<IUndoAction>();
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foreach (var body in bodies)
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{
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var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(body.ID) });
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action.Do();
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actions.Add(action);
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}
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Presenter.Undo?.AddAction(new MultiUndoAction(actions));
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// Build ragdoll
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SceneGraph.Actors.AnimatedModelNode.BuildRagdoll(animatedModel, options, ragdoll);
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}
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private void OnRebuildBone(Button button)
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{
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PickBone(button, RebuildBone, false);
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}
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private void RebuildBone(string name)
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{
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var ragdoll = (Ragdoll)Values[0];
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var animatedModel = (AnimatedModel)ragdoll.Parent;
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// Remove existing body
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var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
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var body = bodies.FirstOrDefault(x => x.Name == name);
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if (body != null)
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{
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var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(body.ID) });
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action.Do();
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Presenter.Undo?.AddAction(action);
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}
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// Build ragdoll
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SceneGraph.Actors.AnimatedModelNode.BuildRagdoll(animatedModel, new AnimatedModelNode.RebuildOptions(), ragdoll, name);
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}
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private void OnRemoveBone(Button button)
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{
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PickBone(button, RemoveBone, true);
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}
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private void RemoveBone(string name)
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{
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var ragdoll = (Ragdoll)Values[0];
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var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
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var joints = bodies.SelectMany(y => y.Children).Where(z => z is Joint && z.IsActive).Cast<Joint>();
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var body = bodies.First(x => x.Name == name);
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var replacementJoint = joints.FirstOrDefault(x => x.Parent == body && x.Target != null);
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// Fix joints using this bone
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foreach (var joint in joints)
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{
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if (joint.Target == body)
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{
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if (replacementJoint != null)
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{
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// Swap the joint target to the parent of the removed body to keep ragdoll connected
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using (new UndoBlock(Presenter.Undo, joint, "Fix joint"))
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{
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joint.Target = replacementJoint.Target;
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joint.EnableAutoAnchor = true;
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}
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}
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else
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{
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// Remove joint that will no longer be valid
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var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(joint.ID) });
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action.Do();
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Presenter.Undo?.AddAction(action);
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}
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}
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}
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// Remove body
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{
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var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(body.ID) });
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action.Do();
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Presenter.Undo?.AddAction(action);
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}
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}
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private void PickBone(Button button, Action<string> action, bool showOnlyExisting)
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{
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// Show context menu with list of bones to pick
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var cm = new ItemsListContextMenu(280);
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var ragdoll = (Ragdoll)Values[0];
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var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
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var animatedModel = (AnimatedModel)ragdoll.Parent;
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animatedModel.SkinnedModel.WaitForLoaded();
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var nodes = animatedModel.SkinnedModel.Nodes;
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var bones = animatedModel.SkinnedModel.Bones;
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foreach (var bone in bones)
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{
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var node = nodes[bone.NodeIndex];
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if (showOnlyExisting && !bodies.Any(x => x.Name == node.Name))
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continue;
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string prefix = string.Empty, tooltip = node.Name;
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var boneParentIndex = bone.ParentIndex;
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while (boneParentIndex != -1)
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{
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prefix += " ";
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tooltip = nodes[bones[boneParentIndex].NodeIndex].Name + " > " + tooltip;
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boneParentIndex = bones[boneParentIndex].ParentIndex;
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}
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var item = new ItemsListContextMenu.Item
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{
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Name = prefix + node.Name,
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TooltipText = tooltip,
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Tag = node.Name,
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};
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if (!showOnlyExisting && !bodies.Any(x => x.Name == node.Name))
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item.TintColor = new Color(1, 0.8f, 0.8f, 0.6f);
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cm.AddItem(item);
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}
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cm.ItemClicked += item => action((string)item.Tag);
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cm.SortChildren();
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cm.Show(button.Parent, button.BottomLeft);
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}
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private void OnSelectAllJoints()
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{
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var ragdoll = (Ragdoll)Values[0];
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var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
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var joints = bodies.SelectMany(y => y.Children).Where(z => z is Joint && z.IsActive);
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Select(joints);
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}
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private void OnSelectAllColliders()
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{
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var ragdoll = (Ragdoll)Values[0];
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var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
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var colliders = bodies.SelectMany(y => y.Children).Where(z => z is Collider && z.IsActive);
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Select(colliders);
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}
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private void OnSelectAllBodies()
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{
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var ragdoll = (Ragdoll)Values[0];
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var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
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Select(bodies);
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}
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private void Select(IEnumerable<Actor> list)
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{
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var selection = new List<SceneGraphNode>();
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foreach (var e in list)
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{
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var node = SceneGraphFactory.FindNode(e.ID);
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if (node != null)
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selection.Add(node);
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}
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if (Presenter.Owner is Windows.PropertiesWindow propertiesWindow)
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propertiesWindow.Editor.SceneEditing.Select(selection);
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else if (Presenter.Owner is Windows.Assets.PrefabWindow prefabWindow)
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prefabWindow.Select(selection);
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}
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}
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}
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