SceneView3D.cpp 18 KB

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  1. // Portions Copyright (c) 2008-2015 the Urho3D project.
  2. //
  3. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  4. // LICENSE: Atomic Game Engine Editor and Tools EULA
  5. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  6. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  7. //
  8. #include <Atomic/IO/Log.h>
  9. #include <Atomic/Core/CoreEvents.h>
  10. #include <Atomic/Scene/SceneEvents.h>
  11. #include <Atomic/Scene/Scene.h>
  12. #include <Atomic/Scene/PrefabComponent.h>
  13. #include <Atomic/Graphics/Camera.h>
  14. #include <Atomic/Graphics/Graphics.h>
  15. #include <Atomic/Graphics/DebugRenderer.h>
  16. #include <Atomic/Graphics/Viewport.h>
  17. #include <Atomic/Graphics/Octree.h>
  18. #include <Atomic/Graphics/Material.h>
  19. #include <Atomic/Atomic3D/Terrain.h>
  20. #include <Atomic/Atomic3D/Model.h>
  21. #include <Atomic/Atomic3D/StaticModel.h>
  22. #include <Atomic/Atomic3D/AnimatedModel.h>
  23. #include <Atomic/Atomic3D/AnimationController.h>
  24. #include <Atomic/Input/Input.h>
  25. #include <Atomic/IO/FileSystem.h>
  26. #include <Atomic/Resource/ResourceCache.h>
  27. #include <Atomic/Resource/XMLFile.h>
  28. #include <Atomic/Physics/PhysicsWorld.h>
  29. #include <Atomic/UI/UI.h>
  30. #include <Atomic/UI/UIEvents.h>
  31. #include <Atomic/Resource/ResourceEvents.h>
  32. #include <ToolCore/Assets/Asset.h>
  33. #include <ToolCore/Assets/AssetDatabase.h>
  34. #include "../../EditorMode/AEEditorEvents.h"
  35. #include "SceneView3D.h"
  36. #include "SceneEditor3D.h"
  37. #include "SceneEditor3DEvents.h"
  38. using namespace ToolCore;
  39. namespace AtomicEditor
  40. {
  41. SceneView3D ::SceneView3D(Context* context, SceneEditor3D *sceneEditor) :
  42. UISceneView(context),
  43. yaw_(0.0f),
  44. pitch_(0.0f),
  45. mouseLeftDown_(false),
  46. mouseMoved_(false),
  47. enabled_(true),
  48. cameraMove_(false)
  49. {
  50. sceneEditor_ = sceneEditor;
  51. ResourceCache* cache = GetSubsystem<ResourceCache>();
  52. scene_ = sceneEditor->GetScene();
  53. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  54. if (debugRenderer_.Null())
  55. {
  56. debugRenderer_ = scene_->CreateComponent<DebugRenderer>();
  57. }
  58. octree_ = scene_->GetComponent<Octree>();
  59. if (octree_.Null())
  60. {
  61. LOGWARNING("Scene without an octree loaded");
  62. octree_ = scene_->CreateComponent<Octree>();
  63. }
  64. cameraNode_ = scene_->CreateChild("__atomic_sceneview3d_camera");
  65. cameraNode_->SetTemporary(true);
  66. camera_ = cameraNode_->CreateComponent<Camera>();
  67. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  68. assert(debugRenderer_.NotNull());
  69. octree_ = scene_->GetComponent<Octree>();
  70. assert(octree_.NotNull());
  71. cameraNode_->SetPosition(Vector3(0, 0, -10));
  72. SetView(scene_, camera_);
  73. SetAutoUpdate(false);
  74. SubscribeToEvent(E_UPDATE, HANDLER(SceneView3D, HandleUpdate));
  75. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneView3D, HandleEditorActiveNodeChange));
  76. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  77. SubscribeToEvent(scene_, E_NODEREMOVED, HANDLER(SceneView3D, HandleNodeRemoved));
  78. SubscribeToEvent(E_MOUSEMOVE, HANDLER(SceneView3D,HandleMouseMove));
  79. SubscribeToEvent(this, E_DRAGENTERWIDGET, HANDLER(SceneView3D, HandleDragEnterWidget));
  80. SubscribeToEvent(this, E_DRAGEXITWIDGET, HANDLER(SceneView3D, HandleDragExitWidget));
  81. SubscribeToEvent(this, E_DRAGENDED, HANDLER(SceneView3D, HandleDragEnded));
  82. SubscribeToEvent(E_UIUNHANDLEDSHORTCUT, HANDLER(SceneView3D, HandleUIUnhandledShortcut));
  83. SubscribeToEvent(E_UIWIDGETFOCUSESCAPED, HANDLER(SceneView3D, HandleUIWidgetFocusEscaped));
  84. SetIsFocusable(true);
  85. }
  86. SceneView3D::~SceneView3D()
  87. {
  88. }
  89. void SceneView3D::Enable()
  90. {
  91. if (enabled_)
  92. return;
  93. enabled_ = true;
  94. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  95. }
  96. void SceneView3D::Disable()
  97. {
  98. if (!enabled_)
  99. return;
  100. enabled_ = false;
  101. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  102. }
  103. void SceneView3D::MoveCamera(float timeStep)
  104. {
  105. if (!enabled_ && !GetFocus())
  106. return;
  107. Input* input = GetSubsystem<Input>();
  108. bool mouseInView = MouseInView();
  109. // Movement speed as world units per second
  110. float MOVE_SPEED = 20.0f;
  111. // Mouse sensitivity as degrees per pixel
  112. const float MOUSE_SENSITIVITY = 0.2f;
  113. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  114. MOVE_SPEED *= 3.0f;
  115. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  116. if (mouseInView && input->GetMouseButtonDown(MOUSEB_RIGHT))
  117. {
  118. SetFocus();
  119. IntVector2 mouseMove = input->GetMouseMove();
  120. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  121. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  122. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  123. }
  124. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  125. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  126. #ifdef ATOMIC_PLATFORM_WINDOWS
  127. bool superdown = input->GetKeyDown(KEY_LCTRL) || input->GetKeyDown(KEY_RCTRL);
  128. #else
  129. bool superdown = input->GetKeyDown(KEY_LGUI) || input->GetKeyDown(KEY_RGUI);
  130. #endif
  131. if (mouseInView && !superdown && input->GetMouseButtonDown(MOUSEB_RIGHT)) {
  132. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  133. // Use the Translate() function (default local space) to move relative to the node's orientation.
  134. if (input->GetKeyDown(KEY_W))
  135. {
  136. SetFocus();
  137. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  138. }
  139. if (input->GetKeyDown(KEY_S))
  140. {
  141. SetFocus();
  142. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  143. }
  144. if (input->GetKeyDown(KEY_A))
  145. { SetFocus();
  146. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  147. }
  148. if (input->GetKeyDown(KEY_D))
  149. {
  150. SetFocus();
  151. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  152. }
  153. if (input->GetKeyDown(KEY_Q))
  154. {
  155. SetFocus();
  156. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  157. }
  158. if (input->GetKeyDown(KEY_E))
  159. {
  160. SetFocus();
  161. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  162. }
  163. }
  164. else if (!superdown)
  165. {
  166. if (input->GetKeyPress(KEY_F))
  167. {
  168. FrameSelection();
  169. }
  170. }
  171. if (cameraMove_)
  172. {
  173. cameraMoveTime_ += timeStep * 3.0f;
  174. if (cameraMoveTime_ > 1.0f)
  175. {
  176. cameraMove_ = false;
  177. cameraMoveTime_ = 1.0f;
  178. }
  179. Vector3 pos = cameraMoveStart_.Lerp(cameraMoveTarget_, cameraMoveTime_);
  180. cameraNode_->SetWorldPosition(pos);
  181. }
  182. }
  183. Ray SceneView3D::GetCameraRay()
  184. {
  185. Ray camRay;
  186. Input* input = GetSubsystem<Input>();
  187. IntVector2 cpos = input->GetMousePosition();
  188. IntRect rect = GetRect();
  189. if (!rect.Width() || !rect.Height())
  190. return camRay;
  191. int x = rect.left_;
  192. int y = rect.top_;
  193. GetInternalWidget()->ConvertToRoot(x, y);
  194. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  195. float(cpos.y_ - y) / rect.Height());
  196. }
  197. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  198. {
  199. if (drawNode)
  200. debug->AddNode(node, 1.0, false);
  201. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  202. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  203. // (TerrainPatch component itself draws nothing as debug geometry)
  204. if (node != scene_ && !node->GetComponent<Terrain>())
  205. {
  206. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  207. for (unsigned j = 0; j < components.Size(); ++j)
  208. components[j]->DrawDebugGeometry(debug, false);
  209. // To avoid cluttering the view, do not draw the node axes for child nodes
  210. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  211. DrawNodeDebug(node->GetChild(k), debug, false);
  212. }
  213. }
  214. bool SceneView3D::MouseInView()
  215. {
  216. if (!GetInternalWidget())
  217. return false;
  218. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  219. return false;
  220. Input* input = GetSubsystem<Input>();
  221. IntVector2 pos = input->GetMousePosition();
  222. IntRect rect = GetRect();
  223. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  224. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  225. return rect.IsInside(pos);
  226. }
  227. void SceneView3D::HandleUIUnhandledShortcut(StringHash eventType, VariantMap& eventData)
  228. {
  229. if (!enabled_)
  230. return;
  231. unsigned id = eventData[UIUnhandledShortcut::P_REFID].GetUInt();
  232. if (id == TBIDC("undo"))
  233. sceneEditor_->Undo();
  234. else if (id == TBIDC("redo"))
  235. sceneEditor_->Redo();
  236. return;
  237. }
  238. void SceneView3D::HandleUIWidgetFocusEscaped(StringHash eventType, VariantMap& eventData)
  239. {
  240. if (!enabled_)
  241. return;
  242. SetFocus();
  243. }
  244. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  245. {
  246. // Visualize the currently selected nodes
  247. if (selectedNode_.NotNull())
  248. {
  249. DrawNodeDebug(selectedNode_, debugRenderer_);
  250. }
  251. if (!MouseInView())
  252. return;
  253. Input* input = GetSubsystem<Input>();
  254. mouseLeftDown_ = false;
  255. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  256. {
  257. SetFocus();
  258. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  259. {
  260. Ray camRay = GetCameraRay();
  261. PODVector<RayQueryResult> result;
  262. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  263. octree_->RaycastSingle(query);
  264. if (query.result_.Size())
  265. {
  266. const RayQueryResult& r = result[0];
  267. if (r.drawable_)
  268. {
  269. VariantMap neventData;
  270. Node* node = r.drawable_->GetNode();
  271. // if temporary, this is a prefab
  272. // TODO: if we use temporary for other stuff
  273. // fix this to look for prefab
  274. if (node->IsTemporary())
  275. node = node->GetParent();
  276. neventData[EditorActiveNodeChange::P_NODE] = node;
  277. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  278. }
  279. }
  280. }
  281. mouseMoved_ = false;
  282. }
  283. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  284. {
  285. Ray camRay = GetCameraRay();
  286. PODVector<RayQueryResult> result;
  287. mouseMoved_ = false;
  288. /*
  289. Array<int> pickModeDrawableFlags = {
  290. DRAWABLE_GEOMETRY,
  291. DRAWABLE_LIGHT,
  292. DRAWABLE_ZONE
  293. };
  294. */
  295. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  296. octree_->RaycastSingle(query);
  297. if (query.result_.Size())
  298. {
  299. const RayQueryResult& r = result[0];
  300. if (r.drawable_)
  301. {
  302. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  303. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  304. }
  305. }
  306. }
  307. else
  308. {
  309. mouseLeftDown_ = true;
  310. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  311. {
  312. mouseMoved_ = true;
  313. }
  314. }
  315. }
  316. void SceneView3D::SelectNode(Node* node)
  317. {
  318. selectedNode_ = node;
  319. }
  320. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  321. {
  322. if (ev.type == EVENT_TYPE_SHORTCUT)
  323. {
  324. if (ev.ref_id == TBIDC("close"))
  325. return false;
  326. }
  327. return sceneEditor_->OnEvent(ev);
  328. }
  329. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  330. {
  331. // Timestep parameter is same no matter what event is being listened to
  332. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  333. MoveCamera(timeStep);
  334. QueueUpdate();
  335. if (preloadResourceScene_.NotNull())
  336. {
  337. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  338. {
  339. ResourceCache* cache = GetSubsystem<ResourceCache>();
  340. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  341. if (dragNode_.NotNull())
  342. {
  343. dragNode_->LoadXML(xml->GetRoot());
  344. UpdateDragNode(0, 0);
  345. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  346. if (controller)
  347. {
  348. controller->PlayExclusive("Idle", 0, true);
  349. dragNode_->GetScene()->SetUpdateEnabled(true);
  350. }
  351. }
  352. preloadResourceScene_ = 0;
  353. dragAssetGUID_ = "";
  354. }
  355. }
  356. }
  357. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  358. {
  359. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  360. SelectNode(node);
  361. }
  362. void SceneView3D::HandleNodeRemoved(StringHash eventType, VariantMap& eventData)
  363. {
  364. Node* node = (Node*) (eventData[NodeRemoved::P_NODE].GetPtr());
  365. if (node == selectedNode_)
  366. SelectNode(0);
  367. }
  368. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  369. {
  370. if (dragNode_.Null())
  371. return;
  372. Ray ray = GetCameraRay();
  373. Vector3 pos = ray.origin_;
  374. pos += ray.direction_ * 10;
  375. dragNode_->SetWorldPosition(pos);
  376. }
  377. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  378. {
  379. if (dragNode_.Null())
  380. return;
  381. Input* input = GetSubsystem<Input>();
  382. if (!input->IsMouseVisible())
  383. return;
  384. using namespace MouseMove;
  385. int x = eventData[P_X].GetInt();
  386. int y = eventData[P_Y].GetInt();
  387. UpdateDragNode(x, y);
  388. }
  389. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  390. {
  391. using namespace DragEnterWidget;
  392. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  393. if (widget != this)
  394. return;
  395. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  396. Object* object = dragObject->GetObject();
  397. if (!object)
  398. return;
  399. if (object->GetType() == Asset::GetTypeStatic())
  400. {
  401. Asset* asset = (Asset*) object;
  402. dragNode_ = asset->InstantiateNode(scene_, asset->GetName());
  403. if (dragNode_.NotNull())
  404. {
  405. Input* input = GetSubsystem<Input>();
  406. IntVector2 pos = input->GetMousePosition();
  407. UpdateDragNode(pos.x_, pos.y_);
  408. }
  409. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  410. }
  411. }
  412. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  413. {
  414. if (preloadResourceScene_.NotNull())
  415. {
  416. preloadResourceScene_->StopAsyncLoading();
  417. preloadResourceScene_ = 0;
  418. }
  419. if (dragNode_.NotNull())
  420. {
  421. scene_->RemoveChild(dragNode_);
  422. }
  423. dragAssetGUID_ = "";
  424. dragNode_ = 0;
  425. }
  426. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  427. {
  428. using namespace DragEnded;
  429. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  430. if (dragNode_.NotNull())
  431. {
  432. VariantMap neventData;
  433. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  434. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  435. VariantMap editData;
  436. editData[SceneEditNodeAddedRemoved::P_SCENE] = scene_;
  437. editData[SceneEditNodeAddedRemoved::P_NODE] = dragNode_;
  438. editData[SceneEditNodeAddedRemoved::P_ADDED] = true;
  439. scene_->SendEvent(E_SCENEEDITNODEADDEDREMOVED, editData);
  440. }
  441. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  442. {
  443. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  444. if (asset->GetImporterTypeName() == "MaterialImporter") {
  445. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  446. if (material) {
  447. material = material;
  448. Ray camRay = GetCameraRay();
  449. PODVector<RayQueryResult> result;
  450. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  451. octree_->RaycastSingle(query);
  452. if (query.result_.Size())
  453. {
  454. const RayQueryResult& r = result[0];
  455. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  456. {
  457. ((StaticModel*)r.drawable_)->SetMaterial(material);
  458. }
  459. }
  460. }
  461. }
  462. }
  463. dragAssetGUID_ = "";
  464. dragNode_ = 0;
  465. }
  466. void SceneView3D::FrameSelection()
  467. {
  468. // TODO: Adjust once multiple selection is in
  469. if (selectedNode_.Null())
  470. return;
  471. // Get all the drawables, which define the bounding box of the selection
  472. PODVector<Drawable*> drawables;
  473. selectedNode_->GetDerivedComponents<Drawable>(drawables, true);
  474. if (!drawables.Size())
  475. return;
  476. // Calculate the combined bounding box of all drawables
  477. BoundingBox bbox;
  478. for (unsigned i = 0; i < drawables.Size(); i++ )
  479. {
  480. Drawable* drawable = drawables[i];
  481. bbox.Merge(drawable->GetWorldBoundingBox());
  482. }
  483. Sphere sphere(bbox);
  484. if (sphere.radius_ < .01f || sphere.radius_ > 512)
  485. return;
  486. cameraMoveStart_ = cameraNode_->GetWorldPosition();
  487. cameraMoveTarget_ = bbox.Center() - (cameraNode_->GetWorldDirection() * sphere.radius_ * 3);
  488. cameraMoveTime_ = 0.0f;
  489. cameraMove_ = true;
  490. }
  491. }