SceneView3D.cpp 15 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. using namespace ToolCore;
  38. namespace AtomicEditor
  39. {
  40. SceneView3D ::SceneView3D(Context* context, SceneEditor3D *sceneEditor) :
  41. UISceneView(context),
  42. yaw_(0.0f),
  43. pitch_(0.0f),
  44. mouseLeftDown_(false),
  45. mouseMoved_(false),
  46. enabled_(true)
  47. {
  48. sceneEditor_ = sceneEditor;
  49. ResourceCache* cache = GetSubsystem<ResourceCache>();
  50. scene_ = sceneEditor->GetScene();
  51. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  52. if (debugRenderer_.Null())
  53. {
  54. debugRenderer_ = scene_->CreateComponent<DebugRenderer>();
  55. }
  56. octree_ = scene_->GetComponent<Octree>();
  57. if (octree_.Null())
  58. {
  59. LOGWARNING("Scene without an octree loaded");
  60. octree_ = scene_->CreateComponent<Octree>();
  61. }
  62. cameraNode_ = scene_->CreateChild("__atomic_sceneview3d_camera");
  63. cameraNode_->SetTemporary(true);
  64. camera_ = cameraNode_->CreateComponent<Camera>();
  65. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  66. assert(debugRenderer_.NotNull());
  67. octree_ = scene_->GetComponent<Octree>();
  68. assert(octree_.NotNull());
  69. cameraNode_->SetPosition(Vector3(0, 0, -10));
  70. SetView(scene_, camera_);
  71. SetAutoUpdate(false);
  72. SubscribeToEvent(E_UPDATE, HANDLER(SceneView3D, HandleUpdate));
  73. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneView3D, HandleEditorActiveNodeChange));
  74. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  75. SubscribeToEvent(scene_, E_NODEREMOVED, HANDLER(SceneView3D, HandleNodeRemoved));
  76. SubscribeToEvent(E_MOUSEMOVE, HANDLER(SceneView3D,HandleMouseMove));
  77. SubscribeToEvent(this, E_DRAGENTERWIDGET, HANDLER(SceneView3D, HandleDragEnterWidget));
  78. SubscribeToEvent(this, E_DRAGEXITWIDGET, HANDLER(SceneView3D, HandleDragExitWidget));
  79. SubscribeToEvent(this, E_DRAGENDED, HANDLER(SceneView3D, HandleDragEnded));
  80. SetIsFocusable(true);
  81. }
  82. SceneView3D::~SceneView3D()
  83. {
  84. }
  85. void SceneView3D::Enable()
  86. {
  87. if (enabled_)
  88. return;
  89. enabled_ = true;
  90. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  91. }
  92. void SceneView3D::Disable()
  93. {
  94. if (!enabled_)
  95. return;
  96. enabled_ = false;
  97. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  98. }
  99. void SceneView3D::MoveCamera(float timeStep)
  100. {
  101. if (!enabled_ && !GetFocus())
  102. return;
  103. Input* input = GetSubsystem<Input>();
  104. // Movement speed as world units per second
  105. float MOVE_SPEED = 20.0f;
  106. // Mouse sensitivity as degrees per pixel
  107. const float MOUSE_SENSITIVITY = 0.2f;
  108. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  109. MOVE_SPEED *= 3.0f;
  110. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  111. if (input->GetMouseButtonDown(MOUSEB_RIGHT))
  112. {
  113. SetFocus();
  114. IntVector2 mouseMove = input->GetMouseMove();
  115. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  116. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  117. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  118. // Not working on OSX
  119. //input->SetMouseMode(MM_RELATIVE);
  120. }
  121. else
  122. {
  123. // Not working on OSX
  124. /*
  125. if (input->GetMouseMode() != MM_ABSOLUTE)
  126. input->SetMouseMode(MM_ABSOLUTE);
  127. */
  128. }
  129. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  130. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  131. //Vector3 pos = cameraNode_->GetWorldPosition();
  132. //Quaternion q = cameraNode_->GetWorldRotation();
  133. //LOGINFOF("%f %f %f : %f %f %f %f", pos.x_, pos.y_, pos.z_, q.x_, q.y_, q.z_, q.w_ );
  134. #ifdef ATOMIC_PLATFORM_WINDOWS
  135. bool superdown = input->GetKeyDown(KEY_LCTRL) || input->GetKeyDown(KEY_RCTRL);
  136. #else
  137. bool superdown = input->GetKeyDown(KEY_LGUI) || input->GetKeyDown(KEY_RGUI);
  138. #endif
  139. if (!superdown) {
  140. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  141. // Use the Translate() function (default local space) to move relative to the node's orientation.
  142. if (input->GetKeyDown('W'))
  143. {
  144. SetFocus();
  145. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  146. }
  147. if (input->GetKeyDown('S'))
  148. {
  149. SetFocus();
  150. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  151. }
  152. if (input->GetKeyDown('A'))
  153. { SetFocus();
  154. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  155. }
  156. if (input->GetKeyDown('D'))
  157. {
  158. SetFocus();
  159. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  160. }
  161. }
  162. }
  163. Ray SceneView3D::GetCameraRay()
  164. {
  165. Ray camRay;
  166. Input* input = GetSubsystem<Input>();
  167. IntVector2 cpos = input->GetMousePosition();
  168. IntRect rect = GetRect();
  169. if (!rect.Width() || !rect.Height())
  170. return camRay;
  171. int x = rect.left_;
  172. int y = rect.top_;
  173. GetInternalWidget()->ConvertToRoot(x, y);
  174. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  175. float(cpos.y_ - y) / rect.Height());
  176. }
  177. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  178. {
  179. if (drawNode)
  180. debug->AddNode(node, 1.0, false);
  181. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  182. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  183. // (TerrainPatch component itself draws nothing as debug geometry)
  184. if (node != scene_ && !node->GetComponent<Terrain>())
  185. {
  186. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  187. for (unsigned j = 0; j < components.Size(); ++j)
  188. components[j]->DrawDebugGeometry(debug, false);
  189. // To avoid cluttering the view, do not draw the node axes for child nodes
  190. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  191. DrawNodeDebug(node->GetChild(k), debug, false);
  192. }
  193. }
  194. bool SceneView3D::MouseInView()
  195. {
  196. if (!GetInternalWidget())
  197. return false;
  198. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  199. return false;
  200. Input* input = GetSubsystem<Input>();
  201. IntVector2 pos = input->GetMousePosition();
  202. IntRect rect = GetRect();
  203. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  204. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  205. return rect.IsInside(pos);
  206. }
  207. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  208. {
  209. // Visualize the currently selected nodes
  210. if (selectedNode_.NotNull())
  211. {
  212. DrawNodeDebug(selectedNode_, debugRenderer_);
  213. }
  214. if (!MouseInView())
  215. return;
  216. Input* input = GetSubsystem<Input>();
  217. mouseLeftDown_ = false;
  218. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  219. {
  220. SetFocus();
  221. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  222. {
  223. Ray camRay = GetCameraRay();
  224. PODVector<RayQueryResult> result;
  225. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  226. octree_->RaycastSingle(query);
  227. if (query.result_.Size())
  228. {
  229. const RayQueryResult& r = result[0];
  230. if (r.drawable_)
  231. {
  232. VariantMap neventData;
  233. Node* node = r.drawable_->GetNode();
  234. // if temporary, this is a prefab
  235. // TODO: if we use temporary for other stuff
  236. // fix this to look for prefab
  237. if (node->IsTemporary())
  238. node = node->GetParent();
  239. neventData[EditorActiveNodeChange::P_NODE] = node;
  240. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  241. }
  242. }
  243. }
  244. mouseMoved_ = false;
  245. }
  246. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  247. {
  248. Ray camRay = GetCameraRay();
  249. PODVector<RayQueryResult> result;
  250. mouseMoved_ = false;
  251. /*
  252. Array<int> pickModeDrawableFlags = {
  253. DRAWABLE_GEOMETRY,
  254. DRAWABLE_LIGHT,
  255. DRAWABLE_ZONE
  256. };
  257. */
  258. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  259. octree_->RaycastSingle(query);
  260. if (query.result_.Size())
  261. {
  262. const RayQueryResult& r = result[0];
  263. if (r.drawable_)
  264. {
  265. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  266. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  267. }
  268. }
  269. }
  270. else
  271. {
  272. mouseLeftDown_ = true;
  273. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  274. {
  275. mouseMoved_ = true;
  276. }
  277. }
  278. }
  279. void SceneView3D::SelectNode(Node* node)
  280. {
  281. selectedNode_ = node;
  282. }
  283. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  284. {
  285. return sceneEditor_->OnEvent(ev);
  286. }
  287. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  288. {
  289. // Timestep parameter is same no matter what event is being listened to
  290. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  291. if (MouseInView())
  292. MoveCamera(timeStep);
  293. QueueUpdate();
  294. if (preloadResourceScene_.NotNull())
  295. {
  296. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  297. {
  298. ResourceCache* cache = GetSubsystem<ResourceCache>();
  299. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  300. if (dragNode_.NotNull())
  301. {
  302. dragNode_->LoadXML(xml->GetRoot());
  303. UpdateDragNode(0, 0);
  304. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  305. if (controller)
  306. {
  307. controller->PlayExclusive("Idle", 0, true);
  308. dragNode_->GetScene()->SetUpdateEnabled(true);
  309. }
  310. }
  311. preloadResourceScene_ = 0;
  312. dragAssetGUID_ = "";
  313. }
  314. }
  315. }
  316. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  317. {
  318. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  319. SelectNode(node);
  320. }
  321. void SceneView3D::HandleNodeRemoved(StringHash eventType, VariantMap& eventData)
  322. {
  323. Node* node = (Node*) (eventData[NodeRemoved::P_NODE].GetPtr());
  324. if (node == selectedNode_)
  325. SelectNode(0);
  326. }
  327. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  328. {
  329. if (dragNode_.Null())
  330. return;
  331. Ray ray = GetCameraRay();
  332. Vector3 pos = ray.origin_;
  333. pos += ray.direction_ * 10;
  334. dragNode_->SetWorldPosition(pos);
  335. }
  336. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  337. {
  338. if (dragNode_.Null())
  339. return;
  340. Input* input = GetSubsystem<Input>();
  341. if (!input->IsMouseVisible())
  342. return;
  343. using namespace MouseMove;
  344. int x = eventData[P_X].GetInt();
  345. int y = eventData[P_Y].GetInt();
  346. UpdateDragNode(x, y);
  347. }
  348. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  349. {
  350. using namespace DragEnterWidget;
  351. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  352. if (widget != this)
  353. return;
  354. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  355. Object* object = dragObject->GetObject();
  356. if (!object)
  357. return;
  358. if (object->GetType() == Asset::GetTypeStatic())
  359. {
  360. Asset* asset = (Asset*) object;
  361. dragNode_ = asset->InstantiateNode(scene_, asset->GetName());
  362. if (dragNode_.NotNull())
  363. {
  364. Input* input = GetSubsystem<Input>();
  365. IntVector2 pos = input->GetMousePosition();
  366. UpdateDragNode(pos.x_, pos.y_);
  367. }
  368. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  369. }
  370. }
  371. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  372. {
  373. if (preloadResourceScene_.NotNull())
  374. {
  375. preloadResourceScene_->StopAsyncLoading();
  376. preloadResourceScene_ = 0;
  377. }
  378. if (dragNode_.NotNull())
  379. {
  380. scene_->RemoveChild(dragNode_);
  381. }
  382. dragAssetGUID_ = "";
  383. dragNode_ = 0;
  384. }
  385. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  386. {
  387. using namespace DragEnded;
  388. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  389. if (dragNode_.NotNull())
  390. {
  391. VariantMap neventData;
  392. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  393. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  394. }
  395. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  396. {
  397. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  398. if (asset->GetImporterTypeName() == "MaterialImporter") {
  399. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  400. if (material) {
  401. material = material;
  402. Ray camRay = GetCameraRay();
  403. PODVector<RayQueryResult> result;
  404. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  405. octree_->RaycastSingle(query);
  406. if (query.result_.Size())
  407. {
  408. const RayQueryResult& r = result[0];
  409. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  410. {
  411. ((StaticModel*)r.drawable_)->SetMaterial(material);
  412. }
  413. }
  414. }
  415. }
  416. }
  417. dragAssetGUID_ = "";
  418. dragNode_ = 0;
  419. }
  420. }