Creado Panel de Edicion de Propiedades para multiples objetos. Multiinstancia.

This commit is contained in:
Miguel 2025-02-25 14:19:03 +01:00
parent e14c28920f
commit 3fe845b02f
5 changed files with 310 additions and 135 deletions

View File

@ -945,6 +945,33 @@ namespace CtrEditor
plcSampleCount = 0;
}
}
// Reemplazar la propiedad _multiPropertyEditorWindow por un diccionario
private Dictionary<string, Windows.MultiPropertyEditorWindow> _propertyEditorWindows = new();
public void ShowMultiPropertyEditor(IEnumerable<osBase> selectedObjects)
{
var objectsList = selectedObjects.ToList();
// Crear una clave única basada en los IDs de los objetos seleccionados
string key = string.Join("_", objectsList.Select(o => o.Id.Value).OrderBy(id => id));
// Verificar si ya existe una ventana para esta selección
if (_propertyEditorWindows.TryGetValue(key, out var existingWindow) &&
existingWindow.IsVisible)
{
existingWindow.Activate();
return;
}
// Crear nueva ventana
var window = new Windows.MultiPropertyEditorWindow(objectsList, MainWindow);
window.Closed += (s, e) => _propertyEditorWindows.Remove(key);
_propertyEditorWindows[key] = window;
window.Show();
HasUnsavedChanges = true;
_objectManager.UpdateSelectionVisuals();
}
}
public class SimulationData
{

View File

@ -610,6 +610,16 @@ namespace CtrEditor
contextMenu.Items.Add(alignSubmenu);
}
// Add Edit Properties option when objects are selected
if (_objectManager.SelectedObjects.Count > 0)
{
var editPropertiesItem = new MenuItem { Header = "Edit Properties" };
editPropertiesItem.Click += (s, e) => viewModel.ShowMultiPropertyEditor(_objectManager.SelectedObjects);
contextMenu.Items.Add(editPropertiesItem);
contextMenu.Items.Add(new Separator());
}
contextMenu.IsOpen = true;
contextMenu.PlacementTarget = ImagenEnTrabajoCanvas;
contextMenu.Placement = System.Windows.Controls.Primitives.PlacementMode.MousePoint;

View File

@ -1,7 +1,6 @@
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Windows;
using System.Diagnostics;
using nkast.Aether.Physics2D.Dynamics;
@ -9,15 +8,16 @@ using nkast.Aether.Physics2D.Common;
using nkast.Aether.Physics2D.Collision.Shapes;
using nkast.Aether.Physics2D.Dynamics.Contacts;
using nkast.Aether.Physics2D.Dynamics.Joints;
using System;
using System.Collections.Generic;
namespace CtrEditor.Simulacion
{
public class simBase
{
public Body Body { get; protected set; }
public World _world;
public World _world;
public void RemoverBody()
{
if (Body != null && _world.BodyList.Count > 0 && _world.BodyList.Contains(Body))
@ -25,6 +25,7 @@ namespace CtrEditor.Simulacion
_world.Remove(Body);
}
}
public static float Min(float Value, float Min = 0.01f)
{
return Value < Min ? Min : Value;
@ -34,21 +35,26 @@ namespace CtrEditor.Simulacion
{
return (float)(grados * (Math.PI / 180));
}
public static float RadianesAGrados(float radianes)
{
return (float)(radianes * (180 / Math.PI));
}
public void SetPosition(float x, float y)
{
Body.SetTransform(new Vector2(x, y), Body.Rotation);
}
public void SetPosition(Vector2 centro)
{
try
{
Body.SetTransform(centro, Body.Rotation);
}
catch { }
catch
{
}
}
}
@ -59,8 +65,8 @@ namespace CtrEditor.Simulacion
private float _startAngle;
private float _endAngle;
public float Speed { get; set; } // Velocidad para efectos de cinta transportadora
private List<Action> _deferredActions;
private List<Action> _deferredActions;
public simCurve(World world, List<Action> deferredActions, float innerRadius, float outerRadius, float startAngle, float endAngle, Vector2 position)
{
_world = world;
@ -74,7 +80,8 @@ namespace CtrEditor.Simulacion
public void Create(float innerRadius, float outerRadius, float startAngle, float endAngle, Vector2 position)
{
if (_world == null) return;
if (_world == null)
return;
_innerRadius = innerRadius;
_outerRadius = outerRadius;
_startAngle = GradosARadianes(startAngle);
@ -85,16 +92,16 @@ namespace CtrEditor.Simulacion
public void Create(Vector2 position)
{
RemoverBody();
// Crear la geometría del sensor de curva
List<Vertices> segments = CreateCurveVertices(_innerRadius, _outerRadius, _startAngle, _endAngle);
// Crear triangulación de la curva
List<Vertices> triangles = CreateTriangulatedCurve(_innerRadius, _outerRadius, _startAngle, _endAngle);
Body = _world.CreateBody();
foreach (var segment in segments)
foreach (var triangle in triangles)
{
var shape = new PolygonShape(segment, 1f);
var shape = new PolygonShape(triangle, 1f);
var fixture = Body.CreateFixture(shape);
fixture.IsSensor = true;
}
Body.Position = position;
Body.BodyType = BodyType.Static;
Body.Tag = this;
@ -110,10 +117,8 @@ namespace CtrEditor.Simulacion
List<Vertices> verticesList = new List<Vertices>();
int segments = 32;
float angleStep = (endAngle - startAngle) / segments;
Vertices innerVertices = new Vertices();
Vertices outerVertices = new Vertices();
for (int i = 0; i <= segments; i++)
{
float angle = startAngle + i * angleStep;
@ -124,7 +129,6 @@ namespace CtrEditor.Simulacion
outerVertices.Reverse();
innerVertices.AddRange(outerVertices);
verticesList.Add(innerVertices);
return verticesList;
}
@ -132,36 +136,27 @@ namespace CtrEditor.Simulacion
{
// Get bottle position relative to curve center
Vector2 centerToBottle = bottle.Body.Position - Body.Position;
// Calculate angle of bottle relative to curve center (in radians)
float bottleAngle = (float)Math.Atan2(centerToBottle.Y, centerToBottle.X);
// Normalize angle to be positive
if (bottleAngle < 0)
bottleAngle += 2 * (float)Math.PI;
// If bottle is outside the angle range, return 0
if (bottleAngle < _startAngle || bottleAngle > _endAngle)
return 0;
// Calculate distance from center
float distanceToCenter = centerToBottle.Length();
// If bottle is outside radius range, return 0
if (distanceToCenter < _innerRadius || distanceToCenter > _outerRadius)
return 0;
// Calculate how far the bottle is from the edges
float angleFromStart = bottleAngle - _startAngle;
float angleToEnd = _endAngle - bottleAngle;
// Use the minimum distance to either edge to calculate overlap
float minAngleDistance = Math.Min(angleFromStart, angleToEnd);
float totalAngle = _endAngle - _startAngle;
// Calculate overlap percentage based on angle proximity to edges
float overlapPercentage = Math.Min(minAngleDistance / (totalAngle * 0.1f), 1.0f);
return overlapPercentage;
}
@ -169,59 +164,91 @@ namespace CtrEditor.Simulacion
{
Vector2 centerToBottle = bottle.Body.Position - Body.Position;
float distanceToCenter = centerToBottle.Length();
if (distanceToCenter >= _innerRadius && distanceToCenter <= _outerRadius)
{
// Calculate overlap percentage
float overlapPercentage = CalculateAngleOverlap(bottle);
// Only apply effect if there's overlap
if (overlapPercentage > 0)
{
// Calculate the tangential velocity
float speedMetersPerSecond = Speed / 60.0f;
// Vector tangent (perpendicular to radius)
Vector2 tangent = new Vector2(-centerToBottle.Y, centerToBottle.X);
tangent.Normalize();
// Adjust tangent direction based on speed sign
if (speedMetersPerSecond < 0)
tangent = -tangent;
// Current velocity magnitude
float currentSpeed = bottle.Body.LinearVelocity.Length();
// Desired conveyor speed
float conveyorSpeed = Math.Abs(speedMetersPerSecond);
// Use the larger of the two speeds as base speed
float targetSpeed = Math.Max(currentSpeed, conveyorSpeed);
// Lerp between current direction and curve direction
Vector2 currentDir = bottle.Body.LinearVelocity;
if (currentDir.LengthSquared() > 0)
currentDir.Normalize();
else
currentDir = tangent;
// Interpolate between current direction and curve direction
Vector2 newDirection = currentDir * (1 - overlapPercentage) + tangent * overlapPercentage;
newDirection.Normalize();
// Apply new velocity with combined speed
bottle.Body.LinearVelocity = newDirection * targetSpeed;
}
}
}
private const float SegmentationFactor = 32f / 3f;
private const int MinSegments = 8;
private const int MaxSegments = 64;
private List<Vertices> CreateTriangulatedCurve(float innerRadius, float outerRadius, float startAngle, float endAngle)
{
List<Vertices> triangles = new List<Vertices>();
float arcLength = (endAngle - startAngle) * ((innerRadius + outerRadius) / 2f);
// Calcular número de segmentos basado en el tamaño del arco
int segments = (int)(arcLength * SegmentationFactor);
// Aplicar límites para asegurar calidad y eficiencia
segments = Math.Max(MinSegments, Math.Min(segments, MaxSegments));
float angleStep = (endAngle - startAngle) / segments;
// Generar vértices para los arcos interior y exterior
Vector2[] innerPoints = new Vector2[segments + 1];
Vector2[] outerPoints = new Vector2[segments + 1];
for (int i = 0; i <= segments; i++)
{
float angle = startAngle + i * angleStep;
float cosAngle = (float)Math.Cos(angle);
float sinAngle = (float)Math.Sin(angle);
innerPoints[i] = new Vector2(innerRadius * cosAngle, innerRadius * sinAngle);
outerPoints[i] = new Vector2(outerRadius * cosAngle, outerRadius * sinAngle);
}
// Crear triángulos
for (int i = 0; i < segments; i++)
{
// Primer triángulo (superior) del sector
Vertices upperTriangle = new Vertices(3);
upperTriangle.Add(innerPoints[i]);
upperTriangle.Add(outerPoints[i]);
upperTriangle.Add(outerPoints[i + 1]);
triangles.Add(upperTriangle);
// Segundo triángulo (inferior) del sector
Vertices lowerTriangle = new Vertices(3);
lowerTriangle.Add(innerPoints[i]);
lowerTriangle.Add(outerPoints[i + 1]);
lowerTriangle.Add(innerPoints[i + 1]);
triangles.Add(lowerTriangle);
}
return triangles;
}
}
public class simDescarte : simBase
{
private float _radius;
private List<Action> _deferredActions;
public simDescarte(World world, List<Action> deferredActions, float diameter, Vector2 position)
{
_world = world;
@ -242,20 +269,19 @@ namespace CtrEditor.Simulacion
{
RemoverBody();
Body = _world.CreateCircle(_radius, 1f, position);
Body.FixtureList[0].IsSensor = true;
Body.BodyType = BodyType.Static;
Body.Tag = this; // Importante para la identificación durante la colisión
}
}
public class simTransporte : simBase
{
public float Speed { get; set; } // Velocidad para efectos de cinta transportadora
public float Friction { get; set; } // Friccion para efectos de cinta transportadora
public float DistanceGuide2Guide { get; set; }
public bool isBrake { get; set; }
public bool TransportWithGuides = false;
private List<Action> _deferredActions;
public float Width { get; set; }
@ -270,8 +296,15 @@ namespace CtrEditor.Simulacion
public float Angle
{
get { return RadianesAGrados(Body.Rotation); }
set { Body.Rotation = GradosARadianes(value); }
get
{
return RadianesAGrados(Body.Rotation);
}
set
{
Body.Rotation = GradosARadianes(value);
}
}
public new void SetPosition(float x, float y)
@ -287,12 +320,12 @@ namespace CtrEditor.Simulacion
public void SetDimensions(float width, float height)
{
Body.Remove(Body.FixtureList[0]);
var newShape = new PolygonShape(PolygonTools.CreateRectangle(width / 2, height / 2), 1f);
Body.CreateFixture(newShape);
Width = width;
Height = height;
}
public void Create(float width, float height, Vector2 position, float angle = 0)
{
RemoverBody();
@ -315,9 +348,7 @@ namespace CtrEditor.Simulacion
public bool DetectNeck;
public List<simBotella> ListSimBotellaContact;
float _height;
private List<Action> _deferredActions;
public simBarrera(World world, List<Action> deferredActions, float width, float height, Vector2 position, float angle = 0, bool detectectNeck = false)
{
_world = world;
@ -330,8 +361,15 @@ namespace CtrEditor.Simulacion
public float Angle
{
get { return RadianesAGrados(Body.Rotation); }
set { Body.Rotation = GradosARadianes(value); }
get
{
return RadianesAGrados(Body.Rotation);
}
set
{
Body.Rotation = GradosARadianes(value);
}
}
public new void SetPosition(float x, float y)
@ -342,7 +380,6 @@ namespace CtrEditor.Simulacion
public void SetDimensions(float width, float height)
{
Body.Remove(Body.FixtureList[0]);
var newShape = new PolygonShape(PolygonTools.CreateRectangle(Min(width) / 2, Min(height) / 2), 1f);
Body.CreateFixture(newShape);
}
@ -362,26 +399,22 @@ namespace CtrEditor.Simulacion
public void CheckIfNecksIsTouching()
{
if (LuzCortada == 0) return;
if (LuzCortada == 0)
return;
foreach (var botella in ListSimBotellaContact)
{
// Obtener el centro de la barrera
Vector2 sensorCenter = Body.Position;
// Calcular el vector de la línea horizontal centrada de la barrera
float halfHeight = _height / 2;
float cos = (float)Math.Cos(Body.Rotation);
float sin = (float)Math.Sin(Body.Rotation);
// Calcular los puntos inicial y final de la línea horizontal centrada y rotada
Vector2 lineStart = sensorCenter + new Vector2(-halfHeight * cos, halfHeight * sin);
Vector2 lineEnd = sensorCenter + new Vector2(halfHeight * cos, -halfHeight * sin);
// Proyectar el centro de la botella sobre la línea horizontal
Vector2 fixtureCenter = botella.Body.Position;
Vector2 closestPoint = ProjectPointOntoLine(fixtureCenter, lineStart, lineEnd);
// Calcular la distancia entre el punto más cercano y el centro del cuello de la botella
float distance;
Vector2.Distance(ref closestPoint, ref fixtureCenter, out distance);
@ -392,6 +425,7 @@ namespace CtrEditor.Simulacion
return;
}
}
LuzCortadaNeck = false;
}
@ -399,16 +433,11 @@ namespace CtrEditor.Simulacion
{
Vector2 lineDirection = lineEnd - lineStart;
lineDirection.Normalize();
Vector2 pointToLineStart = point - lineStart;
float projectionLength;
Vector2.Dot(ref pointToLineStart, ref lineDirection, out projectionLength);
return lineStart + projectionLength * lineDirection;
}
}
public class simGuia : simBase
@ -440,7 +469,6 @@ namespace CtrEditor.Simulacion
public float Radius;
private float _mass;
public bool Descartar = false;
public int isOnTransports;
public List<simBase> ListOnTransports;
public bool isRestricted;
@ -448,14 +476,10 @@ namespace CtrEditor.Simulacion
public float OriginalMass;
public simTransporte ConveyorRestrictedTo;
public Fixture axisRestrictedBy;
public float OverlapPercentage;
public float _neckRadius;
PrismaticJoint _activeJoint;
private List<Action> _deferredActions;
public simBotella(World world, List<Action> deferredActions, float diameter, Vector2 position, float mass, float neckRadius = 0)
{
_world = world;
@ -464,30 +488,42 @@ namespace CtrEditor.Simulacion
Radius = diameter / 2;
_mass = mass;
_activeJoint = null;
if (neckRadius <= 0)
neckRadius = diameter / 4;
_neckRadius = neckRadius;
Create(position);
}
public float CenterX
{
get { return Body.Position.X; }
set { }
get
{
return Body.Position.X;
}
set
{
}
}
public float CenterY
{
get { return Body.Position.Y; }
set { }
get
{
return Body.Position.Y;
}
set
{
}
}
public Vector2 Center
{
get { return Body.Position; }
get
{
return Body.Position;
}
}
public float Mass
@ -498,7 +534,11 @@ namespace CtrEditor.Simulacion
_mass = 1;
return _mass;
}
set { _mass = value; }
set
{
_mass = value;
}
}
private void Create(Vector2 position)
@ -506,24 +546,18 @@ namespace CtrEditor.Simulacion
RemoverBody();
isOnTransports = 0;
_activeJoint = null;
Body = _world.CreateCircle(Radius, 1f, position);
Body.BodyType = BodyType.Dynamic;
// Restablecer manejador de eventos de colisión
Body.OnCollision += HandleCollision;
Body.OnSeparation += HandleOnSeparation;
Body.Tag = this; // Importante para la identificación durante la colisión
// Configurar la fricción
Body.SetFriction(0.2f);
// Configurar amortiguamiento
Body.LinearDamping = 3f; // Ajustar para controlar la reducción de la velocidad lineal
Body.AngularDamping = 1f; // Ajustar para controlar la reducción de la velocidad angular
Body.SetRestitution(0f); // Baja restitución para menos rebote
Body.SleepingAllowed = false;
Body.IsBullet = true;
}
@ -561,10 +595,8 @@ namespace CtrEditor.Simulacion
else if (fixtureB.Body.Tag is simTransporte)
{
simTransporte conveyor = fixtureB.Body.Tag as simTransporte;
isOnTransports += 1;
ListOnTransports.Add(conveyor);
// Aplicar el efecto del transportador usando el porcentaje calculado
if (conveyor.TransportWithGuides && conveyor.isBrake)
{
@ -574,8 +606,10 @@ namespace CtrEditor.Simulacion
isRestricted = true;
isNoMoreRestricted = false;
}
return true; // No aplicar respuestas físicas
}
return true; // No aplicar respuestas físicas
}
@ -583,16 +617,13 @@ namespace CtrEditor.Simulacion
{
CircleShape circleShape = Body.FixtureList[0].Shape as CircleShape;
PolygonShape polygonShape = conveyor.Body.FixtureList[0].Shape as PolygonShape;
// Obtener centro y radio del círculo
Vector2 centroCirculo = Body.Position;
float radio = circleShape.Radius;
// Obtener los vértices del polígono (rectángulo)
Vector2[] vertices = new Vector2[polygonShape.Vertices.Count];
float cos = (float)Math.Cos(conveyor.Body.Rotation);
float sin = (float)Math.Sin(conveyor.Body.Rotation);
for (int i = 0; i < polygonShape.Vertices.Count; i++)
{
Vector2 vertex = polygonShape.Vertices[i];
@ -613,23 +644,27 @@ namespace CtrEditor.Simulacion
ListOnTransports.Remove(transport);
isOnTransports -= 1;
}
if (isOnTransports > 0 && fixtureB.Body.Tag is simCurve)
{
if (fixtureB.Body.Tag is simCurve transport)
ListOnTransports.Remove(transport);
isOnTransports -= 1;
}
if (isRestricted && fixtureB == axisRestrictedBy)
{
isRestricted = false;
isNoMoreRestricted = true;
}
if (fixtureB.Body.Tag is simBarrera Sensor)
{
Sensor.LuzCortada -= 1;
Sensor.ListSimBotellaContact.Remove(this);
}
}
/// <summary>
/// Aplica la fuerza de traccion a la botellas segun los
/// transportes sobre los que se encuentra
@ -653,37 +688,32 @@ namespace CtrEditor.Simulacion
// Calcular el porcentaje de superficie sobrepuesta
float overlapPercentage = CalculateOverlapedArea(this, conveyor); // CalculateOverlapPercentage(conveyor);
OverlapPercentage = overlapPercentage;
// Calcular la velocidad deseada del transporte
float speedMetersPerSecond = conveyor.Speed / 60.0f;
Vector2 desiredVelocity = new Vector2((float)Math.Cos(conveyor.Body.Rotation), (float)Math.Sin(conveyor.Body.Rotation)) * speedMetersPerSecond;
// Obtener la velocidad actual de la botella
Vector2 currentVelocity = Body.LinearVelocity;
// Calcular la diferencia de velocidad deseada
Vector2 velocityDifference = desiredVelocity - currentVelocity;
// Calcular la fuerza de fricción necesaria - 0 : ya esta en velocidad - 1 : esta detenido
float proporcionalVelocityNeeded = 1 - CalculateProportion(currentVelocity, desiredVelocity);
float frictionCoefficient;
switch (proporcionalVelocityNeeded) {
switch (proporcionalVelocityNeeded)
{
case > 0.3f:
frictionCoefficient = conveyor.Friction * overlapPercentage;
break;
default:
frictionCoefficient = proporcionalVelocityNeeded * overlapPercentage;
break;
}
if (isRestricted && conveyor == ConveyorRestrictedTo && overlapPercentage > 0.5f)
{
Body.LinearVelocity = desiredVelocity;
return true;
}
// Aplicar la fuerza de fricción en función del porcentaje de superficie sobrepuesta
Body.LinearVelocity += frictionCoefficient * desiredVelocity;
//Body.ApplyForce(frictionForce * overlapPercentage);
@ -705,7 +735,6 @@ namespace CtrEditor.Simulacion
float dotProduct;
Vector2.Dot(ref desiredVelocity, ref currentVelocity, out dotProduct);
float magnitudeV1Squared = desiredVelocity.LengthSquared();
// Si la magnitud de v1 es 0, la proporción no está definida
if (magnitudeV1Squared == 0)
{
@ -721,25 +750,19 @@ namespace CtrEditor.Simulacion
{
if (!isRestricted || ConveyorRestrictedTo == null)
return;
// Obtener el centro del conveyor
Vector2 conveyorCenter = ConveyorRestrictedTo.Body.Position;
// Calcular el vector de la línea horizontal centrada de conveyor
float halfDistance = ConveyorRestrictedTo.DistanceGuide2Guide / 2;
float cos = (float)Math.Cos(ConveyorRestrictedTo.Body.Rotation);
float sin = (float)Math.Sin(ConveyorRestrictedTo.Body.Rotation);
Vector2 offset = new Vector2(halfDistance * cos, halfDistance * sin);
// Línea horizontal centrada de conveyor en el espacio del mundo
Vector2 lineStart = conveyorCenter - offset;
Vector2 lineEnd = conveyorCenter + offset;
// Proyectar el centro de fixtureA sobre la línea horizontal
Vector2 fixtureCenter = Body.Position;
Vector2 closestPoint = ProjectPointOntoLine(fixtureCenter, lineStart, lineEnd);
// Mover fixtureA al punto más cercano en la línea horizontal
Body.Position = closestPoint;
}
@ -748,10 +771,8 @@ namespace CtrEditor.Simulacion
{
Vector2 lineDirection = lineEnd - lineStart;
lineDirection.Normalize();
Vector2 pointToLineStart = point - lineStart;
Vector2.Dot(ref pointToLineStart, ref lineDirection, out float projectionLength);
return lineStart + projectionLength * lineDirection;
}
@ -768,20 +789,16 @@ namespace CtrEditor.Simulacion
public List<simBase> Cuerpos;
public List<Action> _deferredActions;
SolverIterations Iterations;
private Stopwatch stopwatch;
private double stopwatch_last;
public Canvas DebugCanvas { get => simulationCanvas; set => simulationCanvas = value; }
public SimulationManagerFP()
{
world = new World(new Vector2(0, 0)); // Vector2.Zero
SolverIterations Iterations = new SolverIterations();
Iterations.PositionIterations = 1;
Iterations.VelocityIterations = 1;
Cuerpos = new List<simBase>();
_deferredActions = new List<Action>();
stopwatch = new Stopwatch();
@ -795,9 +812,9 @@ namespace CtrEditor.Simulacion
if (Cuerpos.Count > 0)
Cuerpos.Clear();
}
// ******************************************************************************************************************************************
// ******************************************************************************************************************************************
// ******************************************************************************************************************************************
// ******************************************************************************************************************************************
public void Start()
{
stopwatch.Start();
@ -809,16 +826,13 @@ namespace CtrEditor.Simulacion
// Detener el cronómetro y obtener el tiempo transcurrido en milisegundos
float elapsedMilliseconds = (float)(stopwatch.Elapsed.TotalMilliseconds - stopwatch_last);
stopwatch_last = stopwatch.Elapsed.TotalMilliseconds;
// Pasar el tiempo transcurrido al método Step
world.Step(elapsedMilliseconds / 1000.0f);
foreach (var cuerpo in Cuerpos)
{
if (cuerpo is simBotella botella)
{
botella.ApplyConveyorSpeed(elapsedMilliseconds / 1000);
if (botella.isRestricted)
{
botella.CenterFixtureOnConveyor();
@ -840,6 +854,7 @@ namespace CtrEditor.Simulacion
{
action();
}
_deferredActions.Clear();
}
@ -933,6 +948,7 @@ namespace CtrEditor.Simulacion
default:
return;
}
shape.Tag = "Simulation"; // Marcar para simulación
Canvas.SetZIndex(shape, 20);
simulationCanvas.Children.Add(shape);
@ -976,17 +992,18 @@ namespace CtrEditor.Simulacion
private System.Windows.Shapes.Shape DrawPolygon(Fixture fixture)
{
Polygon polygon = new Polygon { Stroke = Brushes.Black, StrokeThickness = 2 };
Polygon polygon = new Polygon
{
Stroke = Brushes.Black,
StrokeThickness = 2
};
PolygonShape polyShape = fixture.Shape as PolygonShape;
float cos = (float)Math.Cos(fixture.Body.Rotation);
float sin = (float)Math.Sin(fixture.Body.Rotation);
foreach (Vector2 vertex in polyShape.Vertices)
{
float rotatedX = vertex.X * cos - vertex.Y * sin + fixture.Body.Position.X;
float rotatedY = vertex.X * sin + vertex.Y * cos + fixture.Body.Position.Y;
polygon.Points.Add(new Point(p(rotatedX), p(rotatedY)));
}

View File

@ -0,0 +1,23 @@
<Window x:Class="CtrEditor.Windows.MultiPropertyEditorWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:controls="clr-namespace:CtrEditor.Controls"
Title="Multiple Object Editor"
Height="600"
Width="800"
WindowStartupLocation="CenterOwner">
<DockPanel>
<StackPanel DockPanel.Dock="Bottom" Orientation="Horizontal" HorizontalAlignment="Right" Margin="10">
<Button Content="OK" Width="75" Margin="5" Click="OKButton_Click"/>
<Button Content="Cancel" Width="75" Margin="5" Click="CancelButton_Click"/>
</StackPanel>
<ScrollViewer HorizontalScrollBarVisibility="Auto">
<Grid x:Name="MainGrid">
<Grid.ColumnDefinitions>
<!-- Columns will be added dynamically -->
</Grid.ColumnDefinitions>
</Grid>
</ScrollViewer>
</DockPanel>
</Window>

View File

@ -0,0 +1,98 @@
using CtrEditor.Controls;
using CtrEditor.ObjetosSim;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Controls;
using System.ComponentModel;
namespace CtrEditor.Windows
{
public partial class MultiPropertyEditorWindow : Window
{
private List<osBase> _objects;
public MultiPropertyEditorWindow(List<osBase> objects, Window owner)
{
InitializeComponent();
_objects = objects;
this.Owner = owner;
InitializeGrid();
}
public void UpdateSelectedObjects(List<osBase> newObjects)
{
_objects = newObjects;
MainGrid.Children.Clear();
MainGrid.ColumnDefinitions.Clear();
InitializeGrid();
}
private void InitializeGrid()
{
// Clear existing column definitions
MainGrid.ColumnDefinitions.Clear();
// Add column definitions for each object
for (int i = 0; i < _objects.Count; i++)
{
MainGrid.ColumnDefinitions.Add(new ColumnDefinition
{
Width = new GridLength(1, GridUnitType.Star)
});
// Create a container for each object's editor
var container = new DockPanel();
// Add header with object name
var header = new TextBlock
{
Text = _objects[i].Nombre,
FontWeight = FontWeights.Bold,
Margin = new Thickness(5),
TextAlignment = TextAlignment.Center
};
DockPanel.SetDock(header, Dock.Top);
container.Children.Add(header);
// Add property grid
var propertyGrid = new PanelEdicionControl();
propertyGrid.CargarPropiedades(_objects[i]);
container.Children.Add(propertyGrid);
// Add separator line except for the last column
if (i < _objects.Count - 1)
{
var separator = new GridSplitter
{
Width = 5,
HorizontalAlignment = HorizontalAlignment.Right,
VerticalAlignment = VerticalAlignment.Stretch,
Background = SystemColors.ControlLightBrush
};
Grid.SetColumn(separator, i);
MainGrid.Children.Add(separator);
}
// Add the container to the grid
Grid.SetColumn(container, i);
MainGrid.Children.Add(container);
}
}
private void OKButton_Click(object sender, RoutedEventArgs e)
{
Close();
}
private void CancelButton_Click(object sender, RoutedEventArgs e)
{
Close();
}
protected override void OnClosing(CancelEventArgs e)
{
// Eliminar el comportamiento anterior que cancelaba el cierre
// y permitir que la ventana se cierre normalmente
}
}
}