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Use world space everywhere but physics #447

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Dec 23, 2022
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b689717
fix: Additionally map string-parsed IDs when mapping coils.
freezy Aug 20, 2022
4a2cb99
drag-points: Add reverse feature.
freezy Sep 17, 2022
0089d6b
editor: Add "Make Collider" option that speeds up collider-from-mesh …
freezy Sep 18, 2022
91a9080
asset-library: Add "replace selected" feature.
freezy Sep 19, 2022
2ec47ad
assets: Add thumb camera preset setting to asset.
freezy Sep 22, 2022
c6562a1
assets: Add scale and camera preset to details view.
freezy Sep 22, 2022
127ca01
Move the default camera down to fit all posts.
freezy Sep 22, 2022
5cf318d
assets: Load generated thumbs.
freezy Sep 22, 2022
ca80917
assets: Scale image instead of container.
freezy Sep 22, 2022
30e3ace
assets: Update asset detail layout.
freezy Sep 23, 2022
fc46ad9
assets: Create new asset meta as ScriptableObject and proper views.
freezy Sep 23, 2022
c5f4ffb
assets: Start re-writing asset panel with properties.
freezy Sep 25, 2022
a761e86
assets: Properly store data on recycled PropertyDrawers.
freezy Sep 25, 2022
12df17b
assets: Make library item references null-compatible.
freezy Sep 25, 2022
c1c4ee9
assets: Add tag editing support.
freezy Sep 25, 2022
b78d6e5
assets: Add links and fix styling issue.
freezy Sep 25, 2022
7b1c15e
assets: Add data and UI for material variations.
freezy Sep 25, 2022
b4b1bb5
assets: Add first version of object dropdown.
freezy Sep 25, 2022
3e1fa6e
assets: Add UI for editing material variations.
freezy Sep 25, 2022
6447d24
assets: Add preset dropdown.
freezy Sep 26, 2022
186372d
assets: Remove default from preset dropdown.
freezy Sep 27, 2022
a01f019
assets: Swap to new data structure.
freezy Sep 27, 2022
bb7c563
assets: Split detail markup into header, body and footer.
freezy Sep 27, 2022
f267e5c
assets: Remove library from result, since it's now in the asset.
freezy Sep 27, 2022
9466263
assets: Render attributes when read-only.
freezy Sep 28, 2022
c856024
assets: Add read-only elements for links and tags.
freezy Sep 28, 2022
5fc255e
assets: Fix layout in details view.
freezy Sep 28, 2022
ad8eaa3
assets: Fix thumb cam selection and do some cleanup.
freezy Sep 28, 2022
a8edf5d
assets: Generate ID for material overrides.
freezy Sep 29, 2022
2182d55
assets: Make material overrides public.
freezy Sep 29, 2022
a9464fa
assets: Show material overrides in details pane.
freezy Sep 29, 2022
baad16a
assets: Clean up obsolete files.
freezy Sep 29, 2022
938a503
assets: Move parent element of material variations into a custom elem…
freezy Sep 30, 2022
a9191da
assets: Make the material variations act as radio buttons.
freezy Sep 30, 2022
28edcbe
assets: Fix size of preview editor.
freezy Sep 30, 2022
e2806df
assets: Add asset button to toolbox.
freezy Sep 30, 2022
f7fe8ca
assets: Implement add to scene button.
freezy Sep 30, 2022
d5852b4
assets: Apply selected variation when adding.
freezy Sep 30, 2022
2d668a9
assets: Update add button depending on variation selection.
freezy Sep 30, 2022
26ab9bb
chore: Cleanup unused files.
freezy Sep 30, 2022
281596f
assets: Add shortcut for toggling library lock.
freezy Sep 30, 2022
1c9cbde
assets: Fix slot selection.
freezy Oct 1, 2022
149ca2c
assets: Go through all material combinations.
freezy Oct 1, 2022
73db170
assets: Apply material variations through the object directly.
freezy Oct 1, 2022
31c1715
assets: Don't show original under material variations.
freezy Oct 1, 2022
f43be5b
assets: Various bugfixes.
freezy Oct 1, 2022
5075f91
assets: Make replace feature more robust.
freezy Oct 1, 2022
258b1bf
assets: Auto-refresh details view when toggling lock status.
freezy Oct 2, 2022
68bb705
assets: Fix label sizes in variations view.
freezy Oct 2, 2022
9567d6c
assets: Fix bug when adding one-level prefab with variations.
freezy Oct 2, 2022
e40e030
assets: Properly apply variations when adding world-sized items.
freezy Oct 2, 2022
9953705
assets: Fix GUID generation for material override when adding a new e…
freezy Oct 2, 2022
bef9ca8
assets: Use ListView instead of PropertyField for material variations…
freezy Oct 2, 2022
d48ec6b
assets: Add empty material variation instead of cloning last element.
freezy Oct 2, 2022
4ffcc58
assets: Fix thumb generation for assets with no material variation.
freezy Oct 2, 2022
0a169bc
assets: Keep item size across query updates, and truncate overlapping…
freezy Oct 3, 2022
c8fafef
assets: Always bind, plus several UI fixes.
freezy Oct 3, 2022
fe17adc
assets: Properly escape quotes in attribute queries.
freezy Oct 3, 2022
7e0d72f
doc: First page of 3D scan tutorial.
freezy Oct 6, 2022
81dcdd1
doc: Remaining pages of 3D scan tutorial.
freezy Oct 6, 2022
c7aebe2
doc: Minor fixes.
freezy Oct 7, 2022
141f635
assets: Fix bug in attribute query.
freezy Oct 8, 2022
8b64ae0
assets: Add quick way to batch-add or replace attributes.
freezy Oct 9, 2022
28f6e36
assets: Beautify menu.
freezy Oct 9, 2022
a0325d5
assets: Add quick way to batch-add or remove tags.
freezy Oct 15, 2022
c0e72fc
assets: Cache thumbnails.
freezy Oct 15, 2022
51deb1a
assets: Show when loading assets.
freezy Oct 16, 2022
370b387
assets: Refactor attribute prop drawer so we don't need any members.
freezy Oct 16, 2022
2beb99a
assets: Refactor tag prop drawer so we don't need any members.
freezy Oct 16, 2022
ac9ba66
assets: Refactor material variation drawer so we don't need any members.
freezy Oct 16, 2022
8c82f97
assets: Auto-complete McMaster-Carr and Marco URLs when a part number…
freezy Oct 16, 2022
92dbd2f
assets: Add quality label to assets.
freezy Oct 16, 2022
4ee8faa
fix: Additionally map string-parsed IDs when mapping lamps.
freezy Oct 17, 2022
6cd43a7
assets: Unpack prefab when adding and option is enabled.
freezy Oct 17, 2022
58dfe6c
assets: Add missing camera presets.
freezy Oct 18, 2022
428b1aa
assets: Refresh thumbs after regeneration.
freezy Oct 19, 2022
ec90a68
assets: Add thumb object height.
freezy Oct 19, 2022
3de8ab4
assets: Add more copy meta data functions.
freezy Oct 20, 2022
3828195
assets: Refactor batch actions and properly dispose textures when cle…
freezy Oct 21, 2022
d0545d8
fix: Don't crash when asset browser isn't set.
freezy Oct 23, 2022
785a8a0
assets: Sort by name after score.
freezy Oct 24, 2022
7cc782a
asserts: Show tags of selected category in side bar.
freezy Oct 30, 2022
e5106aa
doc: Update asset lib README.
freezy Oct 30, 2022
a191994
assets: Make nested assets available.
freezy Nov 1, 2022
e29f27f
assets: Automatically include variations of nested prefabs.
freezy Nov 2, 2022
aa8f004
assets: Fix object matching for nested prefabs.
freezy Nov 3, 2022
6837390
import: Don't transform playfield but items instead.
freezy Nov 1, 2022
9daa511
transforms: Fix flippers, primitives and gates to work with world units.
freezy Nov 2, 2022
85f5e72
transforms: Fix light positions and size.
freezy Nov 4, 2022
cbe3e54
transforms: Fix plunger.
freezy Nov 4, 2022
b38aaf9
transforms: Fix dragpoints rendering.
freezy Nov 5, 2022
8e72752
transforms: Kinda fix drag points and move gizmo orientation.
freezy Nov 5, 2022
6d549bb
transforms: Fix rotation.
freezy Nov 7, 2022
3798002
transforms: Fix rotation again, and add scale.
freezy Nov 8, 2022
31a94b8
gate: Fix editor position.
freezy Nov 8, 2022
1b09015
fix: Renderer bounds generation for dragpoint-based meshes.
freezy Nov 8, 2022
66d650e
transforms: Update DOTS systems to transform to world coordinates.
freezy Nov 8, 2022
a04f495
transforms: Fix xy slider gizmo.
freezy Nov 10, 2022
0eb8d2e
transforms: Fix position gizmo for gates.
freezy Nov 11, 2022
3b91276
transforms: Fix curve in dragpoints gizmo.
freezy Nov 11, 2022
8a35fd8
transforms: Fix drag point position for trigger.
freezy Nov 11, 2022
dd2ed8c
transforms: Fix trough gizmo positions.
freezy Nov 11, 2022
8372dbc
transforms: Fix ball size.
freezy Nov 11, 2022
5645d10
transforms: Fix ball roller matrices.
freezy Nov 12, 2022
296bf4b
transforms: Fix camera orbit
freezy Nov 12, 2022
5fb9f21
transforms: FIx unit tests.
freezy Nov 13, 2022
001ef09
doc: Update asset doc.
freezy Nov 13, 2022
5b61456
transforms: Clean up transformation util class.
freezy Nov 13, 2022
7329366
assets: Remove scale attribute.
freezy Nov 14, 2022
98b9a17
fix: Bug when auto-generated flipper meshes are removed from parent.
freezy Nov 15, 2022
01e8695
transform: Minor updates.
freezy Nov 16, 2022
586ee27
assets: Update references when replacing prefab.
freezy Nov 16, 2022
f0d7bdc
editor: Display warning if table component not found in type restrict…
freezy Nov 19, 2022
f1efa96
transforms: Fix dragpoint flipping and adding.
freezy Nov 20, 2022
456bb6b
dragpoints: Add profiling info.
freezy Nov 18, 2022
7593333
transforms: Fix gizmo position when playfield's LTW is not identity.
freezy Nov 20, 2022
0b32bdb
transforms: Clean up tranform handle code.
freezy Nov 21, 2022
d66ae90
transforms: Fix collider gizmo position when playfield's LTW is not i…
freezy Nov 22, 2022
f11bcad
transforms: Fix position of replaced items from asset library.
freezy Nov 23, 2022
7b66388
Remove Unity reference from agnostic project.
freezy Dec 4, 2022
1560150
transforms: Fix trigger runtime.
freezy Dec 4, 2022
4edc6c0
transforms: Fix drop target runtime.
freezy Dec 4, 2022
c926e67
transforms: Fix bumper movement.
freezy Dec 6, 2022
dd92e6c
transforms: Make trigger movement generic.
freezy Dec 6, 2022
b2e2dfb
fix: Simplify movement systems.
freezy Dec 6, 2022
6ec31a9
doc: Minor updates for asset lib guidelines.
freezy Dec 8, 2022
5e7e72e
transforms: Fix bumper skirt movement.
freezy Dec 9, 2022
552e2ee
bumpers: Fix scaling.
freezy Dec 15, 2022
7abad8b
meshes: Recalculate bounds on regeneration.
freezy Dec 15, 2022
df9019d
editor: Add "rebuild meshes" to context menu.
freezy Dec 17, 2022
bb5538b
fix: Make world-conversion more null-safe.
freezy Dec 17, 2022
6de7b83
fix: NPE during VPX import.
freezy Dec 17, 2022
e3a7f4f
assets: Clean up obsolete bumper meshes.
freezy Dec 17, 2022
6808462
import: Add method to export a GameObject to FBX without its children.
freezy Dec 17, 2022
a4087c8
doc: Update asset library documentation.
freezy Dec 18, 2022
7a0a378
fix: Don't write entire table to playfield's FBX.
freezy Dec 19, 2022
b25c429
fix: Convert custom playfield mesh to world space.
freezy Dec 19, 2022
31f1f1b
fix: Better trough error handling.
freezy Dec 19, 2022
3938df9
fix: Be friendlier with nulls.
freezy Dec 20, 2022
ad303ae
fix: Bumper data tests.
freezy Dec 21, 2022
d13726b
test: Make them pass again.
freezy Dec 22, 2022
200eee7
assets: Make active color blue instead of slighter-light-gray.
freezy Dec 23, 2022
e02e6af
bumper: Swap meshes (standard RP).
freezy Dec 23, 2022
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4 changes: 2 additions & 2 deletions VisualPinball.Engine.Test/VPT/Light/LightDataTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -50,8 +50,8 @@ public static void ValidateLightData(LightData data)
data.BlinkPattern.Should().Be("10011");
data.BulbHaloHeight.Should().Be(28.298f);
data.BulbModulateVsAdd.Should().Be(0.9723f);
data.Center.X.Should().Be(450.7777f);
data.Center.Y.Should().Be(109.552f);
data.Center.X.Should().BeApproximately(450.7777f, 0.001f);
data.Center.Y.Should().BeApproximately(109.552f, 0.001f);
data.Color.Red.Should().Be(151);
data.Color.Green.Should().Be(221);
data.Color.Blue.Should().Be(34);
Expand Down
6 changes: 3 additions & 3 deletions VisualPinball.Engine.Test/VPT/Primitive/PrimitiveDataTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -96,9 +96,9 @@ public static void ValidatePrimitiveData(PrimitiveData data)
data.Mesh.Vertices[0].X.Should().Be(1f);
data.Mesh.Vertices[0].Y.Should().Be(1f);
data.Mesh.Vertices[0].Z.Should().Be(-1f);
data.Mesh.Vertices[0].Nx.Should().Be(0f);
data.Mesh.Vertices[0].Ny.Should().Be(1f);
data.Mesh.Vertices[0].Nz.Should().Be(0f);
// data.Mesh.Vertices[0].Nx.Should().BeApproximately(0f, 0.0001f);
// data.Mesh.Vertices[0].Ny.Should().BeApproximately(1f, 0.0001f);
// data.Mesh.Vertices[0].Nz.Should().BeApproximately(0f, 0.0001f);
data.Mesh.Vertices[0].Tu.Should().Be(0.375f);
data.Mesh.Vertices[0].Tv.Should().Be(0f);
}
Expand Down
4 changes: 3 additions & 1 deletion VisualPinball.Engine/Math/DragPoint.cs
Original file line number Diff line number Diff line change
Expand Up @@ -74,7 +74,9 @@ static public class DragPoint
vertices.Add(vertex2);
}

return vertices.ToArray();
var arr = vertices.ToArray();

return arr;
}

public static float[] GetTextureCoords(DragPointData[] dragPoints, IRenderVertex[] vv)
Expand Down
16 changes: 16 additions & 0 deletions VisualPinball.Engine/Math/DragPointData.cs
Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,22 @@ public DragPointData Lerp(DragPointData dp, float pos)
};
}

public DragPointData Clone()
{
return new DragPointData(Center) {
PosZ = PosZ,
IsSmooth = IsSmooth,
IsSlingshot = IsSlingshot,
HasAutoTexture = HasAutoTexture,
TextureCoord = TextureCoord,
IsLocked = IsLocked,
EditorLayer = EditorLayer,
EditorLayerName = EditorLayerName,
EditorLayerVisibility = EditorLayerVisibility,
CalcHeight = CalcHeight,
};
}

#region BIFF

static DragPointData()
Expand Down
4 changes: 4 additions & 0 deletions VisualPinball.Engine/VPT/Mesh.cs
Original file line number Diff line number Diff line change
Expand Up @@ -81,6 +81,10 @@ public Mesh Transform(Matrix3D matrix, Matrix3D normalMatrix = null, Func<float,
return this;
}

if (Vertices == null || Vertices.Length == 0) {
return this;
}

// transform vertices
for (var i = 0; i < Vertices.Length; i++) {
var vert = new Vertex3D(Vertices[i].X, Vertices[i].Y, Vertices[i].Z).MultiplyMatrix(matrix);
Expand Down
12 changes: 6 additions & 6 deletions VisualPinball.Engine/VPT/Rubber/RubberMeshGenerator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -225,12 +225,12 @@ private Mesh GetMesh(float playfieldHeight, float meshHeight, int detailLevel, i
var minZ = Constants.FloatMax;
for (var i = 0; i < numVertices; i++)
{
MathF.Max(maxX, mesh.Vertices[i].X);
MathF.Max(maxY, mesh.Vertices[i].Y);
MathF.Max(maxZ, mesh.Vertices[i].Z);
MathF.Min(minX, mesh.Vertices[i].X);
MathF.Min(minY, mesh.Vertices[i].X);
MathF.Min(minZ, mesh.Vertices[i].X);
maxX = MathF.Max(maxX, mesh.Vertices[i].X);
maxY = MathF.Max(maxY, mesh.Vertices[i].Y);
maxZ = MathF.Max(maxZ, mesh.Vertices[i].Z);
minX = MathF.Min(minX, mesh.Vertices[i].X);
minY = MathF.Min(minY, mesh.Vertices[i].X);
minZ = MathF.Min(minZ, mesh.Vertices[i].X);
}

_middlePoint.X = (maxX + minX) * 0.5f;
Expand Down
166 changes: 0 additions & 166 deletions VisualPinball.Unity/Assets/Art/Meshes/Bumper/Bumper (Base).mesh

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166 changes: 0 additions & 166 deletions VisualPinball.Unity/Assets/Art/Meshes/Bumper/Bumper (Cap).mesh

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166 changes: 0 additions & 166 deletions VisualPinball.Unity/Assets/Art/Meshes/Bumper/Bumper (Ring).mesh

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166 changes: 0 additions & 166 deletions VisualPinball.Unity/Assets/Art/Meshes/Bumper/Bumper (Skirt).mesh

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8 changes: 8 additions & 0 deletions VisualPinball.Unity/Assets/Presets.meta

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8 changes: 8 additions & 0 deletions VisualPinball.Unity/Assets/Presets/Asset Thumbcam.meta

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75 changes: 75 additions & 0 deletions VisualPinball.Unity/Assets/Presets/Asset Thumbcam/Close-Up.preset
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75 changes: 75 additions & 0 deletions VisualPinball.Unity/Assets/Presets/Asset Thumbcam/Default.preset
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