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/Model.h>
  20. #include <Atomic/Atomic3D/StaticModel.h>
  21. #include <Atomic/Atomic3D/AnimatedModel.h>
  22. #include <Atomic/Atomic3D/AnimationController.h>
  23. #include <Atomic/Input/Input.h>
  24. #include <Atomic/IO/FileSystem.h>
  25. #include <Atomic/Resource/ResourceCache.h>
  26. #include <Atomic/Resource/XMLFile.h>
  27. #include <Atomic/Physics/PhysicsWorld.h>
  28. #include <Atomic/UI/UI.h>
  29. #include <Atomic/UI/UIEvents.h>
  30. #include <Atomic/Resource/ResourceEvents.h>
  31. #include <ToolCore/Assets/Asset.h>
  32. #include <ToolCore/Assets/AssetDatabase.h>
  33. #include "../../EditorMode/AEEditorEvents.h"
  34. #include "SceneView3D.h"
  35. #include "SceneEditor3D.h"
  36. #include "SceneEditor3DEvents.h"
  37. #include "SceneSelection.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. debugRenderer_->SetTemporary(true);
  58. }
  59. octree_ = scene_->GetComponent<Octree>();
  60. if (octree_.Null())
  61. {
  62. LOGWARNING("Scene without an octree loaded");
  63. octree_ = scene_->CreateComponent<Octree>();
  64. }
  65. cameraNode_ = scene_->CreateChild("__atomic_sceneview3d_camera");
  66. cameraNode_->SetTemporary(true);
  67. camera_ = cameraNode_->CreateComponent<Camera>();
  68. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  69. assert(debugRenderer_.NotNull());
  70. octree_ = scene_->GetComponent<Octree>();
  71. assert(octree_.NotNull());
  72. cameraNode_->SetPosition(Vector3(0, 0, -10));
  73. SetView(scene_, camera_);
  74. SetAutoUpdate(false);
  75. SubscribeToEvent(E_UPDATE, HANDLER(SceneView3D, HandleUpdate));
  76. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneView3D, HandleEditorActiveNodeChange));
  77. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  78. SubscribeToEvent(scene_, E_NODEREMOVED, HANDLER(SceneView3D, HandleNodeRemoved));
  79. SubscribeToEvent(E_MOUSEMOVE, HANDLER(SceneView3D,HandleMouseMove));
  80. SubscribeToEvent(this, E_DRAGENTERWIDGET, HANDLER(SceneView3D, HandleDragEnterWidget));
  81. SubscribeToEvent(this, E_DRAGEXITWIDGET, HANDLER(SceneView3D, HandleDragExitWidget));
  82. SubscribeToEvent(this, E_DRAGENDED, HANDLER(SceneView3D, HandleDragEnded));
  83. SubscribeToEvent(E_UIUNHANDLEDSHORTCUT, HANDLER(SceneView3D, HandleUIUnhandledShortcut));
  84. SubscribeToEvent(E_UIWIDGETFOCUSESCAPED, HANDLER(SceneView3D, HandleUIWidgetFocusEscaped));
  85. SetIsFocusable(true);
  86. }
  87. SceneView3D::~SceneView3D()
  88. {
  89. }
  90. void SceneView3D::Enable()
  91. {
  92. if (enabled_)
  93. return;
  94. enabled_ = true;
  95. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  96. }
  97. void SceneView3D::Disable()
  98. {
  99. if (!enabled_)
  100. return;
  101. enabled_ = false;
  102. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  103. }
  104. bool SceneView3D::GetOrbitting()
  105. {
  106. Input* input = GetSubsystem<Input>();
  107. return framedNode_.NotNull() && MouseInView() && input->GetKeyDown(KEY_ALT) && input->GetMouseButtonDown(MOUSEB_LEFT);
  108. }
  109. bool SceneView3D::GetZooming()
  110. {
  111. Input* input = GetSubsystem<Input>();
  112. return MouseInView() && input->GetKeyDown(KEY_ALT) && input->GetMouseMoveWheel();
  113. }
  114. void SceneView3D::MoveCamera(float timeStep)
  115. {
  116. if (!enabled_ && !GetFocus())
  117. return;
  118. Input* input = GetSubsystem<Input>();
  119. bool shiftDown = false;
  120. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  121. shiftDown = true;
  122. bool mouseInView = MouseInView();
  123. bool orbitting = GetOrbitting();
  124. bool zooming = GetZooming();
  125. // Movement speed as world units per second
  126. float MOVE_SPEED = 20.0f;
  127. // Mouse sensitivity as degrees per pixel
  128. const float MOUSE_SENSITIVITY = 0.2f;
  129. if (shiftDown)
  130. MOVE_SPEED *= 3.0f;
  131. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  132. if ((mouseInView && input->GetMouseButtonDown(MOUSEB_RIGHT)) || orbitting)
  133. {
  134. SetFocus();
  135. IntVector2 mouseMove = input->GetMouseMove();
  136. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  137. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  138. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  139. }
  140. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  141. Quaternion q(pitch_, yaw_, 0.0f);
  142. if (!zooming)
  143. cameraNode_->SetRotation(q);
  144. if (orbitting)
  145. {
  146. BoundingBox bbox;
  147. sceneEditor_->GetSelection()->GetBounds(bbox);
  148. if (bbox.defined_)
  149. {
  150. Vector3 centerPoint = bbox.Center();
  151. Vector3 d = cameraNode_->GetWorldPosition() - centerPoint;
  152. cameraNode_->SetWorldPosition(centerPoint - q * Vector3(0.0, 0.0, d.Length()));
  153. }
  154. }
  155. if (zooming)
  156. {
  157. Ray ray = GetCameraRay();
  158. Vector3 wpos = cameraNode_->GetWorldPosition();
  159. wpos += ray.direction_ * (float (input->GetMouseMoveWheel()) * (shiftDown ? 0.6f : 0.2f));
  160. cameraNode_->SetWorldPosition(wpos);
  161. }
  162. #ifdef ATOMIC_PLATFORM_WINDOWS
  163. bool superdown = input->GetKeyDown(KEY_LCTRL) || input->GetKeyDown(KEY_RCTRL);
  164. #else
  165. bool superdown = input->GetKeyDown(KEY_LGUI) || input->GetKeyDown(KEY_RGUI);
  166. #endif
  167. if (!orbitting && mouseInView && !superdown && input->GetMouseButtonDown(MOUSEB_RIGHT)) {
  168. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  169. // Use the Translate() function (default local space) to move relative to the node's orientation.
  170. if (input->GetKeyDown(KEY_W))
  171. {
  172. SetFocus();
  173. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  174. }
  175. if (input->GetKeyDown(KEY_S))
  176. {
  177. SetFocus();
  178. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  179. }
  180. if (input->GetKeyDown(KEY_A))
  181. { SetFocus();
  182. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  183. }
  184. if (input->GetKeyDown(KEY_D))
  185. {
  186. SetFocus();
  187. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  188. }
  189. if (input->GetKeyDown(KEY_Q))
  190. {
  191. SetFocus();
  192. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  193. }
  194. if (input->GetKeyDown(KEY_E))
  195. {
  196. SetFocus();
  197. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  198. }
  199. }
  200. else if (!superdown)
  201. {
  202. if (input->GetKeyPress(KEY_F))
  203. {
  204. FrameSelection();
  205. }
  206. }
  207. if (cameraMove_)
  208. {
  209. cameraMoveTime_ += timeStep * 3.0f;
  210. if (cameraMoveTime_ > 1.0f)
  211. {
  212. cameraMove_ = false;
  213. cameraMoveTime_ = 1.0f;
  214. }
  215. Vector3 pos = cameraMoveStart_.Lerp(cameraMoveTarget_, cameraMoveTime_);
  216. cameraNode_->SetWorldPosition(pos);
  217. }
  218. }
  219. Ray SceneView3D::GetCameraRay()
  220. {
  221. Ray camRay;
  222. Input* input = GetSubsystem<Input>();
  223. IntVector2 cpos = input->GetMousePosition();
  224. IntRect rect = GetRect();
  225. if (!rect.Width() || !rect.Height())
  226. return camRay;
  227. int x = rect.left_;
  228. int y = rect.top_;
  229. GetInternalWidget()->ConvertToRoot(x, y);
  230. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  231. float(cpos.y_ - y) / rect.Height());
  232. }
  233. bool SceneView3D::MouseInView()
  234. {
  235. if (!GetInternalWidget())
  236. return false;
  237. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  238. return false;
  239. Input* input = GetSubsystem<Input>();
  240. IntVector2 pos = input->GetMousePosition();
  241. IntRect rect = GetRect();
  242. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  243. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  244. return rect.IsInside(pos);
  245. }
  246. void SceneView3D::HandleUIUnhandledShortcut(StringHash eventType, VariantMap& eventData)
  247. {
  248. if (!enabled_)
  249. return;
  250. unsigned id = eventData[UIUnhandledShortcut::P_REFID].GetUInt();
  251. if (id == TBIDC("undo"))
  252. sceneEditor_->Undo();
  253. else if (id == TBIDC("redo"))
  254. sceneEditor_->Redo();
  255. return;
  256. }
  257. void SceneView3D::HandleUIWidgetFocusEscaped(StringHash eventType, VariantMap& eventData)
  258. {
  259. if (!enabled_)
  260. return;
  261. SetFocus();
  262. }
  263. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  264. {
  265. if (!MouseInView() || GetOrbitting())
  266. return;
  267. Input* input = GetSubsystem<Input>();
  268. mouseLeftDown_ = false;
  269. bool shiftDown = input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT);
  270. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  271. {
  272. SetFocus();
  273. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  274. {
  275. Ray camRay = GetCameraRay();
  276. PODVector<RayQueryResult> result;
  277. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  278. octree_->RaycastSingle(query);
  279. if (query.result_.Size())
  280. {
  281. const RayQueryResult& r = result[0];
  282. if (r.drawable_)
  283. {
  284. VariantMap neventData;
  285. Node* node = r.drawable_->GetNode();
  286. // if temporary, this is a prefab
  287. // TODO: if we use temporary for other stuff
  288. // fix this to look for prefab
  289. if (node->IsTemporary())
  290. node = node->GetParent();
  291. if (sceneEditor_->GetSelection()->Contains(node) && shiftDown)
  292. {
  293. sceneEditor_->GetSelection()->RemoveNode(node);
  294. }
  295. else
  296. {
  297. sceneEditor_->GetSelection()->AddNode(node, !shiftDown);
  298. }
  299. }
  300. }
  301. }
  302. mouseMoved_ = false;
  303. }
  304. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  305. {
  306. Ray camRay = GetCameraRay();
  307. PODVector<RayQueryResult> result;
  308. mouseMoved_ = false;
  309. /*
  310. Array<int> pickModeDrawableFlags = {
  311. DRAWABLE_GEOMETRY,
  312. DRAWABLE_LIGHT,
  313. DRAWABLE_ZONE
  314. };
  315. */
  316. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  317. octree_->RaycastSingle(query);
  318. if (query.result_.Size())
  319. {
  320. const RayQueryResult& r = result[0];
  321. if (r.drawable_)
  322. {
  323. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  324. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  325. }
  326. }
  327. }
  328. else
  329. {
  330. mouseLeftDown_ = true;
  331. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  332. {
  333. mouseMoved_ = true;
  334. }
  335. }
  336. }
  337. void SceneView3D::SelectNode(Node* node)
  338. {
  339. //selectedNode_ = node;
  340. }
  341. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  342. {
  343. if (ev.type == EVENT_TYPE_SHORTCUT)
  344. {
  345. if (ev.ref_id == TBIDC("close"))
  346. return false;
  347. }
  348. return sceneEditor_->OnEvent(ev);
  349. }
  350. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  351. {
  352. // Timestep parameter is same no matter what event is being listened to
  353. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  354. MoveCamera(timeStep);
  355. QueueUpdate();
  356. if (preloadResourceScene_.NotNull())
  357. {
  358. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  359. {
  360. ResourceCache* cache = GetSubsystem<ResourceCache>();
  361. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  362. if (dragNode_.NotNull())
  363. {
  364. dragNode_->LoadXML(xml->GetRoot());
  365. UpdateDragNode(0, 0);
  366. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  367. if (controller)
  368. {
  369. controller->PlayExclusive("Idle", 0, true);
  370. dragNode_->GetScene()->SetUpdateEnabled(true);
  371. }
  372. }
  373. preloadResourceScene_ = 0;
  374. dragAssetGUID_ = "";
  375. }
  376. }
  377. }
  378. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  379. {
  380. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  381. SelectNode(node);
  382. }
  383. void SceneView3D::HandleNodeRemoved(StringHash eventType, VariantMap& eventData)
  384. {
  385. Node* node = (Node*) (eventData[NodeRemoved::P_NODE].GetPtr());
  386. //if (node == selectedNode_)
  387. // SelectNode(0);
  388. }
  389. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  390. {
  391. if (dragNode_.Null())
  392. return;
  393. Ray ray = GetCameraRay();
  394. Vector3 pos = ray.origin_;
  395. pos += ray.direction_ * 10;
  396. dragNode_->SetWorldPosition(pos);
  397. }
  398. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  399. {
  400. if (dragNode_.Null())
  401. return;
  402. Input* input = GetSubsystem<Input>();
  403. if (!input->IsMouseVisible())
  404. return;
  405. using namespace MouseMove;
  406. int x = eventData[P_X].GetInt();
  407. int y = eventData[P_Y].GetInt();
  408. UpdateDragNode(x, y);
  409. }
  410. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  411. {
  412. using namespace DragEnterWidget;
  413. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  414. if (widget != this)
  415. return;
  416. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  417. Object* object = dragObject->GetObject();
  418. if (!object)
  419. return;
  420. if (object->GetType() == Asset::GetTypeStatic())
  421. {
  422. Asset* asset = (Asset*) object;
  423. dragNode_ = asset->InstantiateNode(scene_, asset->GetName());
  424. if (dragNode_.NotNull())
  425. {
  426. Input* input = GetSubsystem<Input>();
  427. IntVector2 pos = input->GetMousePosition();
  428. UpdateDragNode(pos.x_, pos.y_);
  429. }
  430. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  431. }
  432. }
  433. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  434. {
  435. if (preloadResourceScene_.NotNull())
  436. {
  437. preloadResourceScene_->StopAsyncLoading();
  438. preloadResourceScene_ = 0;
  439. }
  440. if (dragNode_.NotNull())
  441. {
  442. scene_->RemoveChild(dragNode_);
  443. }
  444. dragAssetGUID_ = "";
  445. dragNode_ = 0;
  446. }
  447. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  448. {
  449. using namespace DragEnded;
  450. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  451. if (dragNode_.NotNull())
  452. {
  453. VariantMap neventData;
  454. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  455. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  456. VariantMap editData;
  457. editData[SceneEditNodeAddedRemoved::P_SCENE] = scene_;
  458. editData[SceneEditNodeAddedRemoved::P_NODE] = dragNode_;
  459. editData[SceneEditNodeAddedRemoved::P_ADDED] = true;
  460. scene_->SendEvent(E_SCENEEDITNODEADDEDREMOVED, editData);
  461. }
  462. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  463. {
  464. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  465. if (asset->GetImporterTypeName() == "MaterialImporter") {
  466. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  467. if (material) {
  468. material = material;
  469. Ray camRay = GetCameraRay();
  470. PODVector<RayQueryResult> result;
  471. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  472. octree_->RaycastSingle(query);
  473. if (query.result_.Size())
  474. {
  475. const RayQueryResult& r = result[0];
  476. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  477. {
  478. ((StaticModel*)r.drawable_)->SetMaterial(material);
  479. }
  480. }
  481. }
  482. }
  483. }
  484. dragAssetGUID_ = "";
  485. dragNode_ = 0;
  486. }
  487. void SceneView3D::FrameSelection()
  488. {
  489. BoundingBox bbox;
  490. sceneEditor_->GetSelection()->GetBounds(bbox);
  491. if (!bbox.defined_)
  492. return;
  493. Sphere sphere(bbox);
  494. if (sphere.radius_ < .01f || sphere.radius_ > 512)
  495. return;
  496. //framedNode_ = selectedNode_;
  497. cameraMoveStart_ = cameraNode_->GetWorldPosition();
  498. cameraMoveTarget_ = bbox.Center() - (cameraNode_->GetWorldDirection() * sphere.radius_ * 3);
  499. cameraMoveTime_ = 0.0f;
  500. cameraMove_ = true;
  501. }
  502. }