SceneEditor3D.cpp 6.0 KB

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  1. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  2. // Please see LICENSE.md in repository root for license information
  3. // https://github.com/AtomicGameEngine/AtomicGameEngine
  4. #include "AtomicEditor.h"
  5. #include <Atomic/IO/Log.h>
  6. #include <Atomic/Core/CoreEvents.h>
  7. #include <Atomic/Scene/Scene.h>
  8. #include <Atomic/Graphics/Camera.h>
  9. #include <Atomic/Graphics/DebugRenderer.h>
  10. #include <Atomic/Graphics/Viewport.h>
  11. #include <Atomic/Graphics/Octree.h>
  12. #include <Atomic/IO/FileSystem.h>
  13. #include <Atomic/Resource/ResourceCache.h>
  14. #include <Atomic/Physics/PhysicsWorld.h>
  15. #include "AEEditor.h"
  16. #include "AEEvents.h"
  17. #include <Atomic/Input/Input.h>
  18. #include <Atomic/UI/UI.h>
  19. #include <ToolCore/Assets/AssetDatabase.h>
  20. #include <ToolCore/Assets/Asset.h>
  21. #include "SceneEditor3D.h"
  22. #include "SceneEditor3DEvents.h"
  23. using namespace ToolCore;
  24. namespace AtomicEditor
  25. {
  26. SceneEditor3D ::SceneEditor3D(Context* context, const String &fullpath, UITabContainer *container) :
  27. ResourceEditor(context, fullpath, container)
  28. {
  29. ResourceCache* cache = GetSubsystem<ResourceCache>();
  30. scene_ = new Scene(context_);
  31. SharedPtr<File> xmlFile = cache->GetFile(fullpath);
  32. if (GetExtension(fullpath) == ".scene")
  33. scene_->LoadXML(*xmlFile);
  34. else
  35. scene_->Load(*xmlFile);
  36. scene_->SetUpdateEnabled(false);
  37. sceneView_ = new SceneView3D(context_, this);
  38. // EARLY ACCESS
  39. if (fullpath.Find(String("ToonTown")) != String::NPOS)
  40. {
  41. sceneView_->GetCameraNode()->SetWorldPosition(Vector3(-119.073f, 76.1121f, 16.47763f));
  42. Quaternion q(0.55f, 0.14f, 0.8f, -0.2f);
  43. sceneView_->SetYaw(q.YawAngle());
  44. sceneView_->SetPitch(q.PitchAngle());
  45. sceneView_->GetCameraNode()->SetWorldRotation(q);
  46. }
  47. else
  48. {
  49. Node* playerSpawn = scene_->GetChild("PlayerInfoStart", true);
  50. if (playerSpawn)
  51. {
  52. sceneView_->GetCameraNode()->SetPosition(playerSpawn->GetPosition());
  53. sceneView_->SetYaw(playerSpawn->GetRotation().EulerAngles().y_);
  54. }
  55. }
  56. sceneView_->SetGravity(UI_GRAVITY_ALL);
  57. rootContentWidget_->AddChild(sceneView_);
  58. gizmo3D_ = new Gizmo3D(context_);
  59. gizmo3D_->SetView(sceneView_);
  60. gizmo3D_->Show();
  61. SubscribeToEvent(E_UPDATE, HANDLER(SceneEditor3D, HandleUpdate));
  62. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneEditor3D, HandleEditorActiveNodeChange));
  63. SubscribeToEvent(E_GIZMOEDITMODECHANGED, HANDLER(SceneEditor3D, HandleGizmoEditModeChanged));
  64. // FIXME: Set the size at the end of setup, so all children are updated accordingly
  65. // future size changes will be handled automatically
  66. IntRect rect = container_->GetContentRoot()->GetRect();
  67. rootContentWidget_->SetSize(rect.Width(), rect.Height());
  68. // TODO: generate this event properly
  69. VariantMap eventData;
  70. eventData[EditorActiveSceneChange::P_SCENE] = scene_;
  71. SendEvent(E_EDITORACTIVESCENECHANGE, eventData);
  72. SubscribeToEvent(E_EDITORPLAYSTARTED, HANDLER(SceneEditor3D, HandlePlayStarted));
  73. SubscribeToEvent(E_EDITORPLAYSTOPPED, HANDLER(SceneEditor3D, HandlePlayStopped));
  74. }
  75. SceneEditor3D::~SceneEditor3D()
  76. {
  77. }
  78. bool SceneEditor3D::OnEvent(const TBWidgetEvent &ev)
  79. {
  80. if (ev.type == EVENT_TYPE_SHORTCUT)
  81. {
  82. if (ev.ref_id == TBIDC("save"))
  83. {
  84. File file(context_);
  85. if (file.Open(fullpath_, FILE_WRITE))
  86. {
  87. scene_->SaveXML(file);
  88. file.Close();
  89. }
  90. return true;
  91. }
  92. else if (ev.ref_id == TBIDC("copy"))
  93. {
  94. if (selectedNode_.NotNull())
  95. {
  96. clipboardNode_ = selectedNode_->Clone();
  97. }
  98. }
  99. else if (ev.ref_id == TBIDC("paste"))
  100. {
  101. if (clipboardNode_.NotNull() && selectedNode_.NotNull())
  102. {
  103. SharedPtr<Node> pasteNode(clipboardNode_->Clone());
  104. selectedNode_->GetParent()->AddChild(pasteNode);
  105. VariantMap eventData;
  106. eventData[EditorActiveNodeChange::P_NODE] = pasteNode;
  107. SendEvent(E_EDITORACTIVENODECHANGE, eventData);
  108. }
  109. }
  110. }
  111. if (ev.type == EVENT_TYPE_CLICK)
  112. {
  113. SetFocus();
  114. if (ev.target)
  115. {
  116. if (ev.target->GetID() == TBIDC("3d_translate"))
  117. {
  118. gizmo3D_->SetEditMode(EDIT_MOVE);
  119. return false;
  120. }
  121. else if (ev.target->GetID() == TBIDC("3d_rotate"))
  122. {
  123. gizmo3D_->SetEditMode(EDIT_ROTATE);
  124. return false;
  125. }
  126. else if (ev.target->GetID() == TBIDC("3d_scale"))
  127. {
  128. gizmo3D_->SetEditMode(EDIT_SCALE);
  129. return false;
  130. }
  131. }
  132. }
  133. return false;
  134. }
  135. void SceneEditor3D::SetFocus()
  136. {
  137. sceneView_->SetFocus();
  138. }
  139. void SceneEditor3D::SelectNode(Node* node)
  140. {
  141. selectedNode_ = node;
  142. }
  143. void SceneEditor3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  144. {
  145. Vector<Node*> editNodes;
  146. if (selectedNode_.NotNull())
  147. editNodes.Push(selectedNode_);
  148. gizmo3D_->Update(editNodes);
  149. }
  150. void SceneEditor3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  151. {
  152. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  153. SelectNode(node);
  154. }
  155. void SceneEditor3D::HandlePlayStarted(StringHash eventType, VariantMap& eventData)
  156. {
  157. sceneView_->Disable();
  158. }
  159. void SceneEditor3D::HandlePlayStopped(StringHash eventType, VariantMap& eventData)
  160. {
  161. sceneView_->Enable();
  162. }
  163. void SceneEditor3D::HandleGizmoEditModeChanged(StringHash eventType, VariantMap& eventData)
  164. {
  165. EditMode mode = (EditMode) ((int)eventData[GizmoEditModeChanged::P_MODE].GetFloat());
  166. gizmo3D_->SetEditMode(mode);
  167. }
  168. bool SceneEditor3D::Save()
  169. {
  170. File file(context_);
  171. if (file.Open(fullpath_, FILE_WRITE))
  172. {
  173. scene_->SaveXML(file);
  174. file.Close();
  175. }
  176. return true;
  177. }
  178. }