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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/IO/Log.h>
- #include <Atomic/Core/CoreEvents.h>
- #include <Atomic/Scene/Scene.h>
- #include <Atomic/Graphics/Camera.h>
- #include <Atomic/IO/FileSystem.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Physics/PhysicsWorld.h>
- #include "../AEEditor.h"
- #include <Atomic/Input/Input.h>
- #include "SceneResourceEditor.h"
- #include <Atomic/UI/TBUI.h>
- #include <Atomic/UI/UI.h>
- #include <Atomic/UI/View3D.h>
- namespace AtomicEditor
- {
- SceneResourceEditor ::SceneResourceEditor(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_->SetSize(container_->GetRect().w, container_->GetRect().h);
- view3DContainer_ = new TBContainer();
- view3DContainer_->SetGravity(WIDGET_GRAVITY_ALL);
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- SharedPtr<File> xmlFile = cache->GetFile(fullpath);
- if (GetExtension(fullpath) == ".xml")
- scene_->LoadXML(*xmlFile);
- else
- scene_->Load(*xmlFile);
- // TODO: Fix this properly, currently simulates immediately
- PhysicsWorld* physics = scene_->GetComponent<PhysicsWorld>();
- if (physics)
- scene_->RemoveComponent(physics);
- cameraNode_ = scene_->CreateChild("Camera");
- camera_ = cameraNode_->CreateComponent<Camera>();
- if (fullpath_.Contains("CompartmentScene"))
- {
- pitch_ = 19.4f;
- yaw_ = -228.6f;
- cameraNode_->SetPosition(Vector3(-42.66f, 6.68f, 9.34f));
- }
- else
- {
- pitch_ = 26.8f;
- yaw_ = 121.4f;
- cameraNode_->SetPosition(Vector3(-135.81f, 76.56f, 16.42f));
- }
- // in a view3D_ procsky renders wrong (inversed?)
- //Node* skyNode = scene_->CreateChild("ProcSky", LOCAL );
- //skyNode->CreateComponent<ProcSky>();
- layout_->AddChild(view3DContainer_);
- container_->GetContentRoot()->AddChild(layout_);
- view3D_ = new View3D(context_);
- view3D_->SetView(scene_, camera_);
- view3D_->SetAutoUpdate(false);
- GetSubsystem<TBUI>()->AddChild(view3D_);
- SubscribeToEvent(E_UPDATE, HANDLER(SceneResourceEditor, HandleUpdate));
- }
- SceneResourceEditor::~SceneResourceEditor()
- {
- }
- bool SceneResourceEditor::OnEvent(const TBWidgetEvent &ev)
- {
- return false;
- }
- void SceneResourceEditor::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 = 20.0f;
- // 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('A'))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('D'))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void SceneResourceEditor::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);
- /*
- Vector3 cpos = cameraNode_->GetPosition();
- Quaternion crot = cameraNode_->GetRotation();
- LOGINFOF("%f %f %f - %f %f", cpos.x_, cpos.y_, cpos.z_, pitch_, yaw_);
- */
- // 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 = layout_->GetRect();
- TBWidget* parent = layout_->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_->GetSize();
- 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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