Esempio n. 1
0
        public override void OnPostTargetMembersGUI()
        {
            if (NumTargets != 1)
            {
                return;
            }

            using (new GUI.EnabledBlock(!EditorApplication.isPlayingOrWillChangePlaymode)) {
                Undo.RecordObject(Sink, "Sink template");

                var sinkAll = InspectorGUI.Toggle(GUI.MakeLabel("Sink All"), Sink.SinkAll);
                if (sinkAll != Sink.SinkAll)
                {
                    Sink.SinkAll = sinkAll;
                }

                if (!Sink.SinkAll)
                {
                    InspectorGUI.ToolListGUI(this,
                                             Sink.Templates,
                                             "Sink Templates",
                                             m_availableTemplates,
                                             OnTemplateAdd,
                                             OnTemplateRemove);
                }
            }
        }
Esempio n. 2
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 private Action <ContactMaterial, int> PreContactMaterialEditor(ContactMaterialEntry[] entries)
 {
     return((cm, index) =>
     {
         using (InspectorGUI.IndentScope.Single) {
             entries[index].IsOriented = InspectorGUI.Toggle(GUI.MakeLabel("Is Oriented",
                                                                           false,
                                                                           "Enable/disable oriented friction models."),
                                                             entries[index].IsOriented);
             if (entries[index].IsOriented)
             {
                 using (InspectorGUI.IndentScope.Single) {
                     entries[index].ReferenceObject = (GameObject)EditorGUILayout.ObjectField(GUI.MakeLabel("Reference Object"),
                                                                                              entries[index].ReferenceObject,
                                                                                              typeof(GameObject),
                                                                                              true);
                     entries[index].PrimaryDirection = (FrictionModel.PrimaryDirection)EditorGUILayout.EnumPopup(GUI.MakeLabel("Primary Direction",
                                                                                                                               false,
                                                                                                                               "Primary direction in object local frame."),
                                                                                                                 entries[index].PrimaryDirection,
                                                                                                                 InspectorEditor.Skin.Popup);
                 }
             }
         }
     });
 }
Esempio n. 3
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 private void OnShapeConfigGUI(bool hasRadius)
 {
     using (InspectorGUI.IndentScope.Create(2)) {
         State.ShapeAsParent = InspectorGUI.Toggle(GUI.MakeLabel("Shape as parent"),
                                                   State.ShapeAsParent);
         if (hasRadius)
         {
             State.ExpandRadius = InspectorGUI.Toggle(GUI.MakeLabel("Expand radius"),
                                                      State.ExpandRadius);
         }
     }
 }
Esempio n. 4
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        public override void OnPostTargetMembersGUI()
        {
            if (FrictionModel.Type != FrictionModel.EType.ConstantNormalForceBoxFriction)
            {
                return;
            }

            EditorGUI.showMixedValue = ShowMixed((fm1, fm2) => !AGXUnity.Utils.Math.Approximately(fm1.NormalForceMagnitude,
                                                                                                  fm2.NormalForceMagnitude));
            var normalForce = Mathf.Max(EditorGUILayout.FloatField(GUI.MakeLabel("Normal Force Magnitude"),
                                                                   FrictionModel.NormalForceMagnitude),
                                        0.0f);

            if (UnityEngine.GUI.changed)
            {
                foreach (var fm in GetTargets <FrictionModel>())
                {
                    fm.NormalForceMagnitude = normalForce;
                }
            }
            UnityEngine.GUI.changed = false;

            EditorGUI.showMixedValue = ShowMixed((fm1, fm2) => fm1.ScaleNormalForceWithDepth != fm2.ScaleNormalForceWithDepth);

            var scaleNormalForceWithDepth = InspectorGUI.Toggle(GUI.MakeLabel("Scale Normal Force With Depth"),
                                                                FrictionModel.ScaleNormalForceWithDepth);

            if (UnityEngine.GUI.changed)
            {
                foreach (var fm in GetTargets <FrictionModel>())
                {
                    fm.ScaleNormalForceWithDepth = scaleNormalForceWithDepth;
                }
            }

            EditorGUI.showMixedValue = false;
            UnityEngine.GUI.changed  = false;
        }
Esempio n. 5
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        public override void OnPreTargetMembersGUI()
        {
            var skin = InspectorEditor.Skin;

            GUILayout.Label(GUI.MakeLabel("Debug render manager", 16, true),
                            skin.LabelMiddleCenter);

            var newRenderState = InspectorGUI.Toggle(GUI.MakeLabel("Debug render shapes"), Manager.RenderShapes);

            if (newRenderState != Manager.RenderShapes)
            {
                Manager.RenderShapes = newRenderState;
                EditorUtility.SetDirty(Manager);
            }
            InspectorGUI.UnityMaterial(GUI.MakeLabel("Shape material"),
                                       Manager.ShapeRenderMaterial,
                                       newMaterial => Manager.ShapeRenderMaterial = newMaterial);

            using (new GUILayout.HorizontalScope()) {
                Manager.RenderContacts = InspectorGUI.Toggle(GUI.MakeLabel("Render contacts"), Manager.RenderContacts);
                Manager.ContactColor   = EditorGUILayout.ColorField(Manager.ContactColor);
            }

            Manager.ContactScale = EditorGUILayout.Slider(GUI.MakeLabel("Scale"), Manager.ContactScale, 0.0f, 1.0f);

            Manager.ColorizeBodies = InspectorGUI.Toggle(GUI.MakeLabel("Colorize bodies",
                                                                       false,
                                                                       "Every rigid body instance will be rendered with a unique color (wire framed)."),
                                                         Manager.ColorizeBodies);
            Manager.HighlightMouseOverObject = InspectorGUI.Toggle(GUI.MakeLabel("Highlight mouse over object",
                                                                                 false,
                                                                                 "Highlight mouse over object in scene view."),
                                                                   Manager.HighlightMouseOverObject);
            Manager.IncludeInBuild = InspectorGUI.Toggle(GUI.MakeLabel("Include in build",
                                                                       false,
                                                                       "Include debug rendering when building the project."),
                                                         Manager.IncludeInBuild);
        }
Esempio n. 6
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 public static bool ConstraintConnectedFrameSyncGUI(bool enabled)
 {
     enabled = InspectorGUI.Toggle(GUI.MakeLabel("Connected Frame Animated", true),
                                   !EditorGUI.showMixedValue && enabled);
     return(enabled);
 }
Esempio n. 7
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        public void OnInspectorGUI()
        {
            if (AttachmentFrameTool == null || AttachmentFrameTool.AttachmentPairs[0] == null)
            {
                PerformRemoveFromParent();
                return;
            }

            InspectorGUI.OnDropdownToolBegin("Create constraint given type and use additional tools to " +
                                             "configure the constraint frames.");

            var skin = InspectorEditor.Skin;

            m_createConstraintData.Name = EditorGUILayout.TextField(GUI.MakeLabel("Name", true),
                                                                    m_createConstraintData.Name,
                                                                    skin.TextField);


#if UNITY_2018_1_OR_NEWER
            m_createConstraintData.ConstraintType = (ConstraintType)EditorGUILayout.EnumPopup(GUI.MakeLabel("Type", true),
                                                                                              m_createConstraintData.ConstraintType,
                                                                                              val => (ConstraintType)val != ConstraintType.Unknown,
                                                                                              false,
                                                                                              skin.Popup);
#else
            m_createConstraintData.ConstraintType = (ConstraintType)EditorGUILayout.EnumPopup(GUI.MakeLabel("Type", true),
                                                                                              m_createConstraintData.ConstraintType,
                                                                                              skin.Popup);
#endif

            AttachmentFrameTool.OnPreTargetMembersGUI();
            AttachmentFrameTool.AttachmentPairs[0].Synchronize();

            m_createConstraintData.CollisionState = ConstraintTool.ConstraintCollisionsStateGUI(m_createConstraintData.CollisionState);
            m_createConstraintData.SolveType      = ConstraintTool.ConstraintSolveTypeGUI(m_createConstraintData.SolveType);

            if (Parent != null)
            {
                MakeConstraintChildToParent = InspectorGUI.Toggle(GUI.MakeLabel($"Create as child",
                                                                                true,
                                                                                $"Add the created constraint game object as child " +
                                                                                $"to \"{Parent.name}\". If false, the game object is " +
                                                                                $"created without a parent or under the prefab root if " +
                                                                                $"created inside a prefab stage."),
                                                                  MakeConstraintChildToParent);
            }

            var createCancelState = InspectorGUI.PositiveNegativeButtons(m_createConstraintData.AttachmentPair.ReferenceObject != null &&
                                                                         m_createConstraintData.AttachmentPair.ReferenceObject.GetComponentInParent <RigidBody>() != null,
                                                                         "Create",
                                                                         "Create the constraint",
                                                                         "Cancel");
            if (createCancelState == InspectorGUI.PositiveNegativeResult.Positive)
            {
                GameObject constraintGameObject = Factory.Create(m_createConstraintData.ConstraintType,
                                                                 m_createConstraintData.AttachmentPair);
                Constraint constraint = constraintGameObject.GetComponent <Constraint>();
                constraintGameObject.name  = m_createConstraintData.Name;
                constraint.CollisionsState = m_createConstraintData.CollisionState;

                if (MakeConstraintChildToParent)
                {
                    constraintGameObject.transform.SetParent(Parent.transform);
                }
                else
                {
                    // If we're in the Prefab Stage this call will add the constraint
                    // game object as child of the root prefab.
                    UnityEditor.SceneManagement.StageUtility.PlaceGameObjectInCurrentStage(constraintGameObject);
                }

                Undo.RegisterCreatedObjectUndo(constraintGameObject, "New constraint '" + constraintGameObject.name + "' created");

                m_onCreate?.Invoke(constraint);

                m_createConstraintData.Reset();
            }

            if (createCancelState != InspectorGUI.PositiveNegativeResult.Neutral)
            {
                PerformRemoveFromParent();
            }

            InspectorGUI.OnDropdownToolEnd();
        }
Esempio n. 8
0
        public override void OnPostTargetMembersGUI()
        {
            var skin = InspectorEditor.Skin;

            Simulation.DisplayStatistics = InspectorGUI.Toggle(GUI.MakeLabel("Display Statistics"), Simulation.DisplayStatistics);
            if (Simulation.DisplayStatistics)
            {
                using (InspectorGUI.IndentScope.Single)
                    Simulation.DisplayMemoryAllocations = InspectorGUI.Toggle(GUI.MakeLabel("Display Memory Allocations"), Simulation.DisplayMemoryAllocations);
            }

            InspectorGUI.Separator(1, 4);

            using (new GUI.EnabledBlock(Application.isPlaying)) {
#if AGXUNITY_DEV_BUILD
                if (GUILayout.Button(GUI.MakeLabel("Save current step as (.agx)...",
                                                   false,
                                                   "Save scene in native file format when the editor is in play mode."),
                                     skin.Button))
                {
                    saveCurrentState();
                }

                if (GUILayout.Button(GUI.MakeLabel("Open in AGX native viewer",
                                                   false,
                                                   "Creates Lua file, saves current scene to an .agx file and executes luaagx.exe."), skin.Button))
                {
                    Simulation.OpenInNativeViewer();
                }
#endif

                var rect     = EditorGUILayout.GetControlRect();
                var orgWidth = rect.width;
                rect.width = EditorGUIUtility.labelWidth;
                EditorGUI.PrefixLabel(rect, GUI.MakeLabel("Save current step as (.agx)"), skin.Label);
                rect.x    += EditorGUIUtility.labelWidth;
                rect.width = orgWidth - EditorGUIUtility.labelWidth;
                if (UnityEngine.GUI.Button(rect, GUI.MakeLabel("Output file..."), skin.Button))
                {
                    string result = EditorUtility.SaveFilePanel("Save scene as .agx",
                                                                "Assets",
                                                                UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name,
                                                                "agx");
                    if (result != string.Empty)
                    {
                        var success = Simulation.SaveToNativeFile(result);
                        if (success)
                        {
                            Debug.Log(GUI.AddColorTag("Successfully wrote simulation to file: ", Color.green) + result);
                        }
                    }
                }
            }

            Simulation.SavePreFirstStepPath = InspectorGUI.ToggleSaveFile(GUI.MakeLabel("Dump initial (.agx)"),
                                                                          Simulation.SavePreFirstStep,
                                                                          enabled => Simulation.SavePreFirstStep = enabled,
                                                                          Simulation.SavePreFirstStepPath,
                                                                          UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name,
                                                                          "agx",
                                                                          "Path to initial dump (including file name and extension)",
                                                                          fileExtension => fileExtension == ".agx" || fileExtension == ".aagx");

#if AGXUNITY_DEV_ENV
            using (new GUI.EnabledBlock(EditorApplication.isPlaying)) {
                var rect = EditorGUILayout.GetControlRect();
                rect.x     += EditorGUIUtility.labelWidth;
                rect.width -= EditorGUIUtility.labelWidth;
                if (UnityEngine.GUI.Button(rect, GUI.MakeLabel("Open in native viewer..."), skin.Button))
                {
                    ;
                }
            }
#endif
        }