Files
FlaxEngine/Source/Editor/SceneGraph/Actors/StaticModelNode.cs
2022-12-12 11:22:15 +01:00

101 lines
3.5 KiB
C#

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
using System;
using FlaxEditor.Content;
using FlaxEditor.GUI.ContextMenu;
using FlaxEngine;
namespace FlaxEditor.SceneGraph.Actors
{
/// <summary>
/// Scene tree node for <see cref="StaticModel"/> actor type.
/// </summary>
/// <seealso cref="ActorNode" />
[HideInEditor]
public sealed class StaticModelNode : ActorNode
{
/// <inheritdoc />
public StaticModelNode(Actor actor)
: base(actor)
{
}
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu)
{
base.OnContextMenu(contextMenu);
contextMenu.AddButton("Add collider", OnAddMeshCollider).Enabled = ((StaticModel)Actor).Model != null;
}
private void OnAddMeshCollider()
{
var model = ((StaticModel)Actor).Model;
if (!model)
return;
// Special case for in-built Editor models that can use analytical collision
var modelPath = model.Path;
if (modelPath.EndsWith("/Primitives/Cube.flax", StringComparison.Ordinal))
{
var actor = new BoxCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
return;
}
if (modelPath.EndsWith("/Primitives/Sphere.flax", StringComparison.Ordinal))
{
var actor = new SphereCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
return;
}
if (modelPath.EndsWith("/Primitives/Plane.flax", StringComparison.Ordinal))
{
var actor = new BoxCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
Size = new Float3(100.0f, 100.0f, 1.0f),
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
return;
}
if (modelPath.EndsWith("/Primitives/Capsule.flax", StringComparison.Ordinal))
{
var actor = new CapsuleCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
Radius = 25.0f,
Height = 50.0f,
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
actor.LocalPosition = new Vector3(0, 50.0f, 0);
actor.LocalOrientation = Quaternion.Euler(0, 0, 90.0f);
return;
}
// Create collision data (or reuse) and add collision actor
Action<CollisionData> created = collisionData =>
{
var actor = new MeshCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
CollisionData = collisionData,
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
};
var collisionDataProxy = (CollisionDataProxy)Editor.Instance.ContentDatabase.GetProxy<CollisionData>();
collisionDataProxy.CreateCollisionDataFromModel(model, created);
}
}
}