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- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- // Please see LICENSE.md in repository root for license information
- // https://github.com/AtomicGameEngine/AtomicGameEngine
- #include "AtomicEditor.h"
- #include <Atomic/Core/CoreEvents.h>
- #include <Atomic/Scene/Scene.h>
- #include <Atomic/Graphics/Octree.h>
- #include <Atomic/Graphics/Camera.h>
- #include <Atomic/Graphics/Zone.h>
- #include <Atomic/Graphics/AnimatedModel.h>
- #include <Atomic/Graphics/Animation.h>
- #include <Atomic/Graphics/AnimationState.h>
- #include <Atomic/Graphics/AnimationController.h>
- #include <Atomic/Graphics/Material.h>
- #include <Atomic/Graphics/DebugRenderer.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Input/Input.h>
- #include "../AEEditor.h"
- #include "ModelResourceEditor.h"
- #include <Atomic/UI/TBUI.h>
- #include <Atomic/UI/UI.h>
- #include <Atomic/UI/View3D.h>
- namespace AtomicEditor
- {
- ModelResourceEditor ::ModelResourceEditor(Context* context, const String &fullpath, TBTabContainer *container) :
- ResourceEditor(context, fullpath, container),
- layout_(0),
- view3DContainer_(0),
- yaw_(0.0f),
- pitch_(0.0f)
- {
- layout_ = new TBLayout();
- layout_->SetLayoutDistribution(LAYOUT_DISTRIBUTION_GRAVITY);
- layout_->SetLayoutSize(LAYOUT_SIZE_AVAILABLE);
- layout_->SetSize(container_->GetRect().w, container_->GetRect().h);
- view3DContainer_ = new TBContainer();
- view3DContainer_->SetGravity(WIDGET_GRAVITY_ALL);
- TBLayout* verticalLayout = new TBLayout();
- verticalLayout->SetAxis(AXIS_Y);
- verticalLayout->SetLayoutDistribution(LAYOUT_DISTRIBUTION_GRAVITY);
- TBButton* button = new TBButton();
- button->SetText("Idle");
- button->SetID(TBIDC("Idle"));
- button->SetGravity(WIDGET_GRAVITY_LEFT_RIGHT);
- verticalLayout->AddChild(button);
- button = new TBButton();
- button->SetText("Walk");
- button->SetGravity(WIDGET_GRAVITY_LEFT_RIGHT);
- button->SetID(TBIDC("Walk"));
- verticalLayout->AddChild(button);
- button = new TBButton();
- button->SetText("Run");
- button->SetGravity(WIDGET_GRAVITY_LEFT_RIGHT);
- button->SetID(TBIDC("Run"));
- verticalLayout->AddChild(button);
- button = new TBButton();
- button->SetText("Turn Left");
- button->SetGravity(WIDGET_GRAVITY_LEFT_RIGHT);
- button->SetID(TBIDC("TurnLeft"));
- verticalLayout->AddChild(button);
- button = new TBButton();
- button->SetText("Turn Right");
- button->SetGravity(WIDGET_GRAVITY_LEFT_RIGHT);
- button->SetID(TBIDC("TurnRight"));
- verticalLayout->AddChild(button);
- button = new TBButton();
- button->SetText("Walk Backwards");
- button->SetGravity(WIDGET_GRAVITY_LEFT_RIGHT);
- button->SetID(TBIDC("WalkBackwards"));
- verticalLayout->AddChild(button);
- button = new TBButton();
- button->SetText("Attack");
- button->SetGravity(WIDGET_GRAVITY_LEFT_RIGHT);
- button->SetID(TBIDC("Attack"));
- verticalLayout->AddChild(button);
- layout_->AddChild(view3DContainer_);
- layout_->AddChild(verticalLayout);
- container_->GetContentRoot()->AddChild(layout_);
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- scene_ = new Scene(context_);
- scene_->CreateComponent<Octree>();
- scene_->CreateComponent<DebugRenderer>();
- Node* zoneNode = scene_->CreateChild("Zone");
- Zone* zone = zoneNode->CreateComponent<Zone>();
- zone->SetBoundingBox(BoundingBox(-10000.0f, 10000.f));
- zone->SetAmbientColor(Color(1, 1, 1));
- cameraNode_ = scene_->CreateChild("Camera");
- camera_ = cameraNode_->CreateComponent<Camera>();
- cameraNode_->SetPosition(Vector3(0.0f, .9f, -2.75f));
- // Create a smaller box at camera position
- modelNode_ = scene_->CreateChild("ModelNode");
- AnimatedModel* amodel = modelNode_->CreateComponent<AnimatedModel>();
- Model* model = cache->GetResource<Model>("Models/AS_FatZombie_FBX_FatZombie_LOD0.mdl");
- amodel->SetModel(model);
- amodel->SetMaterial(cache->GetResource<Material>("Materials/AS_FatZombie_Base.xml"));
- amodel->SetCastShadows(true);
- AnimationController* controller = modelNode_->CreateComponent<AnimationController>();
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Idle.ani", 0, true);
- modelNode_->Yaw(180);
- view3D_ = new View3D(context_);
- view3D_->SetView(scene_, camera_);
- view3D_->SetAutoUpdate(false);
- GetSubsystem<TBUI>()->AddChild(view3D_);
- SubscribeToEvent(E_UPDATE, HANDLER(ModelResourceEditor, HandleUpdate));
- }
- ModelResourceEditor::~ModelResourceEditor()
- {
- }
- bool ModelResourceEditor::OnEvent(const TBWidgetEvent &ev)
- {
- if (ev.type == EVENT_TYPE_CLICK)
- {
- AnimationController* controller = modelNode_->GetComponent<AnimationController>();
- if (ev.target->GetID() == TBIDC("Walk"))
- {
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Walk.ani", 0.0f, true);
- }
- else if (ev.target->GetID() == TBIDC("Run"))
- {
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Run.ani", 0.0f, true);
- }
- else if (ev.target->GetID() == TBIDC("Idle"))
- {
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Idle.ani", 0.0f, true);
- }
- else if (ev.target->GetID() == TBIDC("TurnLeft"))
- {
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Turn_Left.ani", 0.0f, true);
- }
- else if (ev.target->GetID() == TBIDC("TurnRight"))
- {
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Turn_Right.ani", 0.0f, true);
- }
- else if (ev.target->GetID() == TBIDC("WalkBackwards"))
- {
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Walk_Backwards.ani", 0.0f, true);
- }
- else if (ev.target->GetID() == TBIDC("Attack"))
- {
- controller->PlayExclusive("Models/AS_FatZombie_FBX_FatZombie_LOD0_Attack_Melee.ani", 0.0f, true);
- }
- }
- return false;
- }
- void ModelResourceEditor::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- Input* input = GetSubsystem<Input>();
- // Movement speed as world units per second
- const float MOVE_SPEED = 1.5f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.2f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- if (input->GetKeyDown('F'))
- {
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- }
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- // Use the Translate() function (default local space) to move relative to the node's orientation.
- if (input->GetKeyDown('W'))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('S'))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('Q'))
- cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('E'))
- cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('A'))
- modelNode_->Yaw(-timeStep * 100);
- if (input->GetKeyDown('D'))
- modelNode_->Yaw(timeStep * 100);
- }
- void ModelResourceEditor::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- if ((layout_->GetVisibility() != WIDGET_VISIBILITY_VISIBLE) || GetSubsystem<Editor>()->IsPlayingProject())
- {
- if (view3D_->IsVisible())
- {
- view3D_->SetVisible(false);
- }
- return;
- }
- if (!view3D_->IsVisible())
- view3D_->SetVisible(true);
- // Timestep parameter is same no matter what event is being listened to
- float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
- MoveCamera(timeStep);
- bool dirty = false;
- TBRect rect = view3DContainer_->GetRect();
- TBWidget* parent = view3DContainer_->GetParent();
- while (parent)
- {
- TBRect prect = parent->GetRect();
- rect.x += prect.x;
- rect.y += prect.y;
- parent = parent->GetParent();
- }
- const IntVector2& pos = view3D_->GetPosition();
- if (pos.x_ != rect.x || pos.y_ != rect.y)
- dirty = true;
- const IntVector2& size = view3D_->GetScreenPosition();
- if (size.x_ != rect.w || size.y_ != rect.h)
- dirty = true;
- if (dirty)
- {
- view3D_->SetPosition(rect.x, rect.y);
- view3D_->SetWidth(rect.w);
- view3D_->SetHeight(rect.h);
- }
- view3D_->QueueUpdate();
- }
- }
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