void AddPhysXComponentsRecursive(ShapeComponentCollection list, ShapeCollection entityList, ShapeBase parent) { if (parent.ShapeVirtualCounter > 0 || !parent.Modifiable) { return; } if (parent.ComponentCount > 0) { foreach (ShapeComponent comp in parent.Components) { if (!comp.Missing) { continue; } if (comp.DisplayName == "vPhysXRigidBody" || comp.DisplayName == "vPhysXCharacterController") { // Catch invalid casts try { UInt32 iValue = System.Convert.ToUInt32(comp.GetPropertyValue("m_iCollisionBitmask", false)); if (iValue != 0) { list.Add(comp); } } catch (InvalidCastException) {} } } } EntityShape entity = parent as EntityShape; if (entity != null && (entity.EntityClass == "vPhysXEntity" || entity.EntityClass == "LineFollowerEntity_cl")) { entityList.Add(entity); } if (parent.HasChildren()) { foreach (ShapeBase shape in parent.ChildCollection) { AddPhysXComponentsRecursive(list, entityList, shape); } } }
void SynchronizeOwnComponents() { if (Components == null) Components = new ShapeComponentCollection(); EngineEntity.SynchronizeOwnComponents(this, Components); if (ComponentCount == 0) Components = null; }
/// <summary> /// Constructor /// </summary> /// <param name="_v3dLayer"></param> /// <param name="_newConfig"></param> public PostProcessorsChangedAction(V3DLayer v3dLayer, ShapeComponentCollection oldConfig, ShapeComponentCollection newConfig) { _v3dLayer = v3dLayer; _oldConfig = oldConfig; _newConfig = newConfig; }
/// <summary> /// This function converts all physX related entities/components to new Havok plugin /// </summary> void MigrateToHavokComponents() { // PhysX plugin is still loaded? Then don't do anything IEditorPluginModule physXPlugin = EditorManager.GetPluginByName("PhysXEditorPlugin.EditorPlugin"); if (physXPlugin != null && physXPlugin.Initialized) return; // collect all physX specific components ShapeComponentCollection physXComponents = new ShapeComponentCollection(); ShapeCollection physXEntities = new ShapeCollection(); foreach (Layer layer in EditorManager.Scene.Layers) if (layer.Modifiable && layer.Loaded) AddPhysXComponentsRecursive(physXComponents, physXEntities, layer.Root); if (physXComponents.Count == 0 && physXEntities.Count == 0) return; // prompt a dialog DialogResult res = EditorManager.ShowMessageBox("nVidia PhysX binding specific components/entities have been found in loaded layers.\n\nShould these be permanently converted to Havok components?", "nVidia PhysX plugin not loaded", MessageBoxButtons.YesNo, MessageBoxIcon.Question); if (res != DialogResult.Yes) return; int iConvertedCount = 0; // build a list of actions for the component replacement if (physXComponents.Count > 0) { GroupAction actions = new GroupAction("Migrate to Havok components"); foreach (ShapeComponent oldComp in physXComponents) { ShapeComponent newComp = null; if (oldComp.DisplayName == "vPhysXRigidBody") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "vHavokRigidBody"); MigrateRigidBodyProperties(oldComp, newComp); } else if (oldComp.DisplayName == "vPhysXCharacterController") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "vHavokCharacterController"); MigrateCharacterControllerProperties(oldComp, newComp); } if (newComp == null) continue; // action to remove the old component and add the new one actions.Add(new RemoveShapeComponentAction((ShapeBase)oldComp.Owner, oldComp)); actions.Add(new AddShapeComponentAction((ShapeBase)oldComp.Owner, newComp)); iConvertedCount++; } // trigger the conversion action EditorManager.Actions.Add(actions); } if (physXEntities.Count > 0) { GroupAction actions = new GroupAction("Migrate entities classes"); foreach (EntityShape entity in physXEntities) { ShapeComponent newComp = null; if (entity.EntityClass == "vPhysXEntity") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "vHavokRigidBody"); MigratePhysXEntityProperties(entity.EntityProperties, newComp); } else if (entity.EntityClass == "LineFollowerEntity_cl") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "VLineFollowerComponent"); MigrateLineFollowerEntityProperties(entity.EntityProperties, newComp); } if (newComp == null) continue; // we convert to base entity class and attach a component instead actions.Add(SetPropertyAction.CreateSetPropertyAction(entity, "EntityClass", "VisBaseEntity_cl")); actions.Add(new AddShapeComponentAction(entity, newComp)); iConvertedCount++; } // trigger the conversion action EditorManager.Actions.Add(actions); } EditorManager.ShowMessageBox(iConvertedCount.ToString()+" Component(s) have been successfully converted.\n\nSince physics engine have quite different behavior, the parameters might have to be tweaked to match old behavior.", "PhysX to Havok component conversion", MessageBoxButtons.OK, MessageBoxIcon.Information); }
void AddPhysXComponentsRecursive(ShapeComponentCollection list, ShapeCollection entityList, ShapeBase parent) { if (parent.ShapeVirtualCounter > 0 || !parent.Modifiable) return; if (parent.ComponentCount > 0) { foreach (ShapeComponent comp in parent.Components) { if (!comp.Missing) continue; if (comp.DisplayName == "vPhysXRigidBody" || comp.DisplayName == "vPhysXCharacterController") { // Catch invalid casts try { UInt32 iValue = System.Convert.ToUInt32(comp.GetPropertyValue("m_iCollisionBitmask", false)); if (iValue != 0) list.Add(comp); } catch(InvalidCastException) {} } } } EntityShape entity = parent as EntityShape; if (entity != null && (entity.EntityClass == "vPhysXEntity" || entity.EntityClass == "LineFollowerEntity_cl")) { entityList.Add(entity); } if (parent.HasChildren()) foreach (ShapeBase shape in parent.ChildCollection) AddPhysXComponentsRecursive(list, entityList, shape); }
/// <summary> /// This function converts all physX related entities/components to new Havok plugin /// </summary> void MigrateToHavokComponents() { // PhysX plugin is still loaded? Then don't do anything IEditorPluginModule physXPlugin = EditorManager.GetPluginByName("PhysXEditorPlugin.EditorPlugin"); if (physXPlugin != null && physXPlugin.Initialized) { return; } // collect all physX specific components ShapeComponentCollection physXComponents = new ShapeComponentCollection(); ShapeCollection physXEntities = new ShapeCollection(); foreach (Layer layer in EditorManager.Scene.Layers) { if (layer.Modifiable && layer.Loaded) { AddPhysXComponentsRecursive(physXComponents, physXEntities, layer.Root); } } if (physXComponents.Count == 0 && physXEntities.Count == 0) { return; } // prompt a dialog DialogResult res = EditorManager.ShowMessageBox("nVidia PhysX binding specific components/entities have been found in loaded layers.\n\nShould these be permanently converted to Havok components?", "nVidia PhysX plugin not loaded", MessageBoxButtons.YesNo, MessageBoxIcon.Question); if (res != DialogResult.Yes) { return; } int iConvertedCount = 0; // build a list of actions for the component replacement if (physXComponents.Count > 0) { GroupAction actions = new GroupAction("Migrate to Havok components"); foreach (ShapeComponent oldComp in physXComponents) { ShapeComponent newComp = null; if (oldComp.DisplayName == "vPhysXRigidBody") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "vHavokRigidBody"); MigrateRigidBodyProperties(oldComp, newComp); } else if (oldComp.DisplayName == "vPhysXCharacterController") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "vHavokCharacterController"); MigrateCharacterControllerProperties(oldComp, newComp); } if (newComp == null) { continue; } // action to remove the old component and add the new one actions.Add(new RemoveShapeComponentAction((ShapeBase)oldComp.Owner, oldComp)); actions.Add(new AddShapeComponentAction((ShapeBase)oldComp.Owner, newComp)); iConvertedCount++; } // trigger the conversion action EditorManager.Actions.Add(actions); } if (physXEntities.Count > 0) { GroupAction actions = new GroupAction("Migrate entities classes"); foreach (EntityShape entity in physXEntities) { ShapeComponent newComp = null; if (entity.EntityClass == "vPhysXEntity") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "vHavokRigidBody"); MigratePhysXEntityProperties(entity.EntityProperties, newComp); } else if (entity.EntityClass == "LineFollowerEntity_cl") { newComp = (ShapeComponent)EditorManager.EngineManager.ComponentClassManager.CreateCollection(null, "VLineFollowerComponent"); MigrateLineFollowerEntityProperties(entity.EntityProperties, newComp); } if (newComp == null) { continue; } // we convert to base entity class and attach a component instead actions.Add(SetPropertyAction.CreateSetPropertyAction(entity, "EntityClass", "VisBaseEntity_cl")); actions.Add(new AddShapeComponentAction(entity, newComp)); iConvertedCount++; } // trigger the conversion action EditorManager.Actions.Add(actions); } EditorManager.ShowMessageBox(iConvertedCount.ToString() + " Component(s) have been successfully converted.\n\nSince physics engine have quite different behavior, the parameters might have to be tweaked to match old behavior.", "PhysX to Havok component conversion", MessageBoxButtons.OK, MessageBoxIcon.Information); }