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https://github.com/TorqueGameEngines/Torque3D.git
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TEST progress
Adding multiple collision hulls and shapes through the shape editor now works as intended though with multiple convex hulls it does produce a few lag spikes on first load of the objects.
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@ -1032,9 +1032,28 @@ DefineTSShapeConstructorMethod( addCollisionDetail, bool, ( S32 size, const char
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default: objName = "ColConvex"; break;
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}
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for ( S32 suffix = i; suffix != 0; suffix /= 26 )
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objName += ('A' + ( suffix % 26 ) );
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String meshName = objName + String::ToString( "%d", size );
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S32 suffix = i;
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while (true)
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{
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String tempName = objName;
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if (suffix == 0)
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suffix = 1;
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for (S32 s = suffix; s != 0; s /= 26) {
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tempName += ('A' + (s % 26));
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}
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if (mShape->findName(tempName) == -1)
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break;
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suffix++;
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}
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for (S32 s = suffix; s != 0; s /= 26) {
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objName += ('A' + (s % 26));
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}
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String meshName = objName + String::ToString("%d", size);
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mShape->addMesh( mesh->tsmesh, meshName );
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@ -882,7 +882,6 @@ $guiContent = new GuiWindowCollapseCtrl(ShapeEdAdvancedWindow,EditorGuiGroup) {
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position = "85 4";
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extent = "170 18";
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profile = "ToolsGuiPopUpMenuProfile";
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command = "ShapeEdColWindow.editCollision();";
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tooltipProfile = "GuiToolTipProfile";
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tooltip = "Select the method used to auto-generate the collision geometry";
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internalName = "colType";
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@ -898,7 +897,6 @@ $guiContent = new GuiWindowCollapseCtrl(ShapeEdAdvancedWindow,EditorGuiGroup) {
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position = "85 24";
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extent = "170 18";
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profile = "ToolsGuiPopUpMenuProfile";
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command = "ShapeEdColWindow.editCollision();";
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tooltipProfile = "GuiToolTipProfile";
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tooltip = "Select the object to fit collision geometry to";
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internalName = "colTarget";
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@ -914,7 +912,6 @@ $guiContent = new GuiWindowCollapseCtrl(ShapeEdAdvancedWindow,EditorGuiGroup) {
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position = "85 43";
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extent = "170 18";
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profile = "ToolsGuiPopUpMenuProfile";
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command = "ShapeEdColWindow.editCollision();";
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tooltipProfile = "GuiToolTipProfile";
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tooltip = "Select the object to fit collision geometry to";
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internalName = "fillMode";
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@ -1081,32 +1081,35 @@ function ActionEditCollision::updateCollision( %this, %type, %target, %depth, %m
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{
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%colDetailSize = -1;
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%colNode = "Col" @ %colDetailSize;
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%colData = ShapeEdColWindow.lastColSettings;
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%oldTarget = getField( %colData, 1 );
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// TreeView items are case sensitive, but TSShape names are not, so fixup case
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// if needed
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%index = ShapeEditor.shape.getNodeIndex( %colNode );
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if ( %index != -1 )
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%colNode = ShapeEditor.shape.getNodeName( %index );
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// First remove the old detail and collision nodes
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%meshList = ShapeEditor.getDetailMeshList( %colDetailSize );
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%meshCount = getFieldCount( %meshList );
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if ( %meshCount > 0 )
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if(%target $= "Bounds" || %oldTarget $= "Bounds" || %target $= %oldTarget)
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{
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ShapeEditor.shape.removeDetailLevel( %colDetailSize );
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for ( %i = 0; %i < %meshCount; %i++ )
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ShapeEdPropWindow.update_onMeshRemoved( getField( %meshList, %i ) );
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}
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// First remove the old detail and collision nodes
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%meshList = ShapeEditor.getDetailMeshList( %colDetailSize );
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%meshCount = getFieldCount( %meshList );
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if ( %meshCount > 0 )
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{
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ShapeEditor.shape.removeDetailLevel( %colDetailSize );
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for ( %i = 0; %i < %meshCount; %i++ )
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ShapeEdPropWindow.update_onMeshRemoved( getField( %meshList, %i ) );
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}
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%nodeList = ShapeEditor.getNodeNames( %colNode, "" );
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%nodeCount = getFieldCount( %nodeList );
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if ( %nodeCount > 0 )
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{
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for ( %i = 0; %i < %nodeCount; %i++ )
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ShapeEditor.shape.removeNode( getField( %nodeList, %i ) );
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ShapeEdPropWindow.update_onNodeRemoved( %nodeList, %nodeCount );
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%nodeList = ShapeEditor.getNodeNames( %colNode, "" );
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%nodeCount = getFieldCount( %nodeList );
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if ( %nodeCount > 0 )
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{
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for ( %i = 0; %i < %nodeCount; %i++ )
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ShapeEditor.shape.removeNode( getField( %nodeList, %i ) );
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ShapeEdPropWindow.update_onNodeRemoved( %nodeList, %nodeCount );
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}
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}
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// Add the new node and geometry
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if ( %type $= "" )
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return;
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