Model Editor
The Model Editor is our own application to create entities. An entity (saved in a .ent file) is composed of a mesh and a set of physical properties, bodies, and optionally joints and sub-entities. It can also contain animations for an animated entity, such as NPC's. Also worth noting is that an entity must be set up with a user defined type.
Overview
When run, the first screen we get to see is like this:
Each part of the screen has a specific function, as follows:
Main menu bar: this is where every non-editor command lies, as well as some edition ones.
EditMode sidebar: here you will find a set of buttons used to switch the current behaviour of the editor. More on this later.
EditMode window area: any helper input the current EditMode needs will appear here.
Viewport area: this area of the screen is reserved for the viewports, which are used to actually see what you are doing to the map. Every viewport has its own menu bar, to control some parameters of the visualization.
Lower toolbar: some tools that are either viewport-dependent or global are located here.
Main Menu
This is a menu bar, just like in any other windowed application. Available options for this particular editor are as follows:
File
New: This command will reset the map to an empty one, and the editor to a default state as well.
Open: This will load an entity file in the editor.
Save: Use this to save your work to a file in disk. Will ask for a file name when no file has been created.
Save As: This will also save your work, but will ask for a file name everytime it is called.
Import Mesh: This option will open a dialog for importing a mesh file into the entity.
Open Recent: This will show a list of up to 10 files that have been recently loaded or saved.
Quit: This will exit the program.
Edit
Undo: Use this to undo the last action. Note that not everything you can do in the editor is undo-able.
Redo: Use this to redo the last undone action.
Delete: This will delete the current selected objects. Note that not all objects can be deleted.
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