SceneView3D.cpp 14 KB

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  1. // Portions Copyright (c) 2008-2015 the Urho3D project.
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // Please see LICENSE.md in repository root for license information
  4. // https://github.com/AtomicGameEngine/AtomicGameEngine
  5. #include "AtomicEditor.h"
  6. #include <Atomic/IO/Log.h>
  7. #include <Atomic/Core/CoreEvents.h>
  8. #include <Atomic/Scene/Scene.h>
  9. #include <Atomic/Scene/PrefabComponent.h>
  10. #include <Atomic/Graphics/Camera.h>
  11. #include <Atomic/Graphics/Graphics.h>
  12. #include <Atomic/Graphics/DebugRenderer.h>
  13. #include <Atomic/Graphics/Viewport.h>
  14. #include <Atomic/Graphics/Octree.h>
  15. #include <Atomic/Graphics/Material.h>
  16. #include <Atomic/Atomic3D/Terrain.h>
  17. #include <Atomic/Atomic3D/Model.h>
  18. #include <Atomic/Atomic3D/AnimationController.h>
  19. #include <Atomic/Input/Input.h>
  20. #include <Atomic/IO/FileSystem.h>
  21. #include <Atomic/Resource/ResourceCache.h>
  22. #include <Atomic/Resource/XMLFile.h>
  23. #include <Atomic/Physics/PhysicsWorld.h>
  24. #include <Atomic/UI/UI.h>
  25. #include <Atomic/UI/UIEvents.h>
  26. #include <Atomic/Resource/ResourceEvents.h>
  27. #include <ToolCore/Assets/Asset.h>
  28. #include <ToolCore/Assets/AssetDatabase.h>
  29. #include <ToolCore/Assets/ModelImporter.h>
  30. #include <ToolCore/Assets/PrefabImporter.h>
  31. #include "AEEditor.h"
  32. #include "AEEvents.h"
  33. #include "SceneView3D.h"
  34. #include "SceneEditor3D.h"
  35. using namespace ToolCore;
  36. namespace AtomicEditor
  37. {
  38. SceneView3D ::SceneView3D(Context* context, SceneEditor3D *sceneEditor) :
  39. UISceneView(context),
  40. yaw_(0.0f),
  41. pitch_(0.0f),
  42. mouseLeftDown_(false),
  43. mouseMoved_(false),
  44. enabled_(true)
  45. {
  46. sceneEditor_ = sceneEditor;
  47. ResourceCache* cache = GetSubsystem<ResourceCache>();
  48. scene_ = sceneEditor->GetScene();
  49. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  50. if (debugRenderer_.Null())
  51. {
  52. debugRenderer_ = scene_->CreateComponent<DebugRenderer>();
  53. }
  54. octree_ = scene_->GetComponent<Octree>();
  55. if (octree_.Null())
  56. {
  57. LOGWARNING("Scene without an octree loaded");
  58. octree_ = scene_->CreateComponent<Octree>();
  59. }
  60. cameraNode_ = scene_->CreateChild("__atomic_sceneview3d_camera");
  61. cameraNode_->SetTemporary(true);
  62. camera_ = cameraNode_->CreateComponent<Camera>();
  63. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  64. assert(debugRenderer_.NotNull());
  65. octree_ = scene_->GetComponent<Octree>();
  66. assert(octree_.NotNull());
  67. cameraNode_->SetPosition(Vector3(0, 0, -10));
  68. SetView(scene_, camera_);
  69. SetAutoUpdate(false);
  70. SubscribeToEvent(E_UPDATE, HANDLER(SceneView3D, HandleUpdate));
  71. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneView3D, HandleEditorActiveNodeChange));
  72. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  73. SubscribeToEvent(E_MOUSEMOVE, HANDLER(SceneView3D,HandleMouseMove));
  74. SubscribeToEvent(E_DRAGENTERWIDGET, HANDLER(SceneView3D, HandleDragEnterWidget));
  75. SubscribeToEvent(E_DRAGEXITWIDGET, HANDLER(SceneView3D, HandleDragExitWidget));
  76. SubscribeToEvent(E_DRAGENDED, HANDLER(SceneView3D, HandleDragEnded));
  77. SetIsFocusable(true);
  78. }
  79. SceneView3D::~SceneView3D()
  80. {
  81. }
  82. void SceneView3D::Enable()
  83. {
  84. if (enabled_)
  85. return;
  86. enabled_ = true;
  87. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  88. }
  89. void SceneView3D::Disable()
  90. {
  91. if (!enabled_)
  92. return;
  93. enabled_ = false;
  94. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  95. }
  96. void SceneView3D::MoveCamera(float timeStep)
  97. {
  98. if (!enabled_)
  99. return;
  100. Input* input = GetSubsystem<Input>();
  101. // Movement speed as world units per second
  102. float MOVE_SPEED = 20.0f;
  103. // Mouse sensitivity as degrees per pixel
  104. const float MOUSE_SENSITIVITY = 0.2f;
  105. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  106. MOVE_SPEED *= 3.0f;
  107. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  108. if (input->GetMouseButtonDown(MOUSEB_RIGHT))
  109. {
  110. IntVector2 mouseMove = input->GetMouseMove();
  111. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  112. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  113. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  114. // Not working on OSX
  115. //input->SetMouseMode(MM_RELATIVE);
  116. }
  117. else
  118. {
  119. // Not working on OSX
  120. /*
  121. if (input->GetMouseMode() != MM_ABSOLUTE)
  122. input->SetMouseMode(MM_ABSOLUTE);
  123. */
  124. }
  125. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  126. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  127. //Vector3 pos = cameraNode_->GetWorldPosition();
  128. //Quaternion q = cameraNode_->GetWorldRotation();
  129. //LOGINFOF("%f %f %f : %f %f %f %f", pos.x_, pos.y_, pos.z_, q.x_, q.y_, q.z_, q.w_ );
  130. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  131. // Use the Translate() function (default local space) to move relative to the node's orientation.
  132. if (input->GetKeyDown('W'))
  133. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  134. if (input->GetKeyDown('S'))
  135. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  136. if (input->GetKeyDown('A'))
  137. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  138. if (input->GetKeyDown('D'))
  139. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  140. }
  141. Ray SceneView3D::GetCameraRay()
  142. {
  143. Ray camRay;
  144. Input* input = GetSubsystem<Input>();
  145. IntVector2 cpos = input->GetMousePosition();
  146. IntRect rect = GetRect();
  147. if (!rect.Width() || !rect.Height())
  148. return camRay;
  149. int x = rect.left_;
  150. int y = rect.top_;
  151. GetInternalWidget()->ConvertToRoot(x, y);
  152. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  153. float(cpos.y_ - y) / rect.Height());
  154. }
  155. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  156. {
  157. if (drawNode)
  158. debug->AddNode(node, 1.0, false);
  159. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  160. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  161. // (TerrainPatch component itself draws nothing as debug geometry)
  162. if (node != scene_ && !node->GetComponent<Terrain>())
  163. {
  164. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  165. for (unsigned j = 0; j < components.Size(); ++j)
  166. components[j]->DrawDebugGeometry(debug, false);
  167. // To avoid cluttering the view, do not draw the node axes for child nodes
  168. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  169. DrawNodeDebug(node->GetChild(k), debug, false);
  170. }
  171. }
  172. bool SceneView3D::MouseInView()
  173. {
  174. if (!GetInternalWidget())
  175. return false;
  176. Input* input = GetSubsystem<Input>();
  177. IntVector2 pos = input->GetMousePosition();
  178. IntRect rect = GetRect();
  179. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  180. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  181. return rect.IsInside(pos);
  182. }
  183. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  184. {
  185. // Visualize the currently selected nodes
  186. if (selectedNode_.NotNull())
  187. {
  188. DrawNodeDebug(selectedNode_, debugRenderer_);
  189. }
  190. if (!MouseInView())
  191. return;
  192. Input* input = GetSubsystem<Input>();
  193. mouseLeftDown_ = false;
  194. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  195. {
  196. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  197. {
  198. Ray camRay = GetCameraRay();
  199. PODVector<RayQueryResult> result;
  200. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  201. octree_->RaycastSingle(query);
  202. if (query.result_.Size())
  203. {
  204. const RayQueryResult& r = result[0];
  205. if (r.drawable_)
  206. {
  207. VariantMap neventData;
  208. Node* node = r.drawable_->GetNode();
  209. // if temporary, this is a prefab
  210. // TODO: if we use temporary for other stuff
  211. // fix this to look for prefab
  212. if (node->IsTemporary())
  213. node = node->GetParent();
  214. neventData[EditorActiveNodeChange::P_NODE] = node;
  215. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  216. }
  217. }
  218. }
  219. mouseMoved_ = false;
  220. }
  221. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  222. {
  223. Ray camRay = GetCameraRay();
  224. PODVector<RayQueryResult> result;
  225. mouseMoved_ = false;
  226. /*
  227. Array<int> pickModeDrawableFlags = {
  228. DRAWABLE_GEOMETRY,
  229. DRAWABLE_LIGHT,
  230. DRAWABLE_ZONE
  231. };
  232. */
  233. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  234. octree_->RaycastSingle(query);
  235. if (query.result_.Size())
  236. {
  237. const RayQueryResult& r = result[0];
  238. if (r.drawable_)
  239. {
  240. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  241. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  242. }
  243. }
  244. }
  245. else
  246. {
  247. mouseLeftDown_ = true;
  248. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  249. {
  250. mouseMoved_ = true;
  251. }
  252. }
  253. }
  254. void SceneView3D::SelectNode(Node* node)
  255. {
  256. selectedNode_ = node;
  257. }
  258. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  259. {
  260. return sceneEditor_->OnEvent(ev);
  261. }
  262. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  263. {
  264. // Timestep parameter is same no matter what event is being listened to
  265. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  266. if (MouseInView())
  267. MoveCamera(timeStep);
  268. QueueUpdate();
  269. if (preloadResourceScene_.NotNull())
  270. {
  271. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  272. {
  273. ResourceCache* cache = GetSubsystem<ResourceCache>();
  274. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  275. if (dragNode_.NotNull())
  276. {
  277. dragNode_->LoadXML(xml->GetRoot());
  278. UpdateDragNode(0, 0);
  279. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  280. if (controller)
  281. {
  282. controller->PlayExclusive("Idle", 0, true);
  283. dragNode_->GetScene()->SetUpdateEnabled(true);
  284. }
  285. }
  286. preloadResourceScene_ = 0;
  287. dragAssetGUID_ = "";
  288. }
  289. }
  290. }
  291. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  292. {
  293. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  294. SelectNode(node);
  295. }
  296. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  297. {
  298. if (dragNode_.Null())
  299. return;
  300. Ray ray = GetCameraRay();
  301. Vector3 pos = ray.origin_;
  302. pos += ray.direction_ * 10;
  303. dragNode_->SetWorldPosition(pos);
  304. }
  305. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  306. {
  307. if (dragNode_.Null())
  308. return;
  309. Input* input = GetSubsystem<Input>();
  310. if (!input->IsMouseVisible())
  311. return;
  312. using namespace MouseMove;
  313. int x = eventData[P_X].GetInt();
  314. int y = eventData[P_Y].GetInt();
  315. UpdateDragNode(x, y);
  316. }
  317. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  318. {
  319. using namespace DragEnterWidget;
  320. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  321. if (widget != this)
  322. return;
  323. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  324. Object* object = dragObject->GetObject();
  325. if (!object)
  326. return;
  327. if (object->GetType() == Asset::GetTypeStatic())
  328. {
  329. Asset* asset = (Asset*) object;
  330. AssetImporter* importer = asset->GetImporter();
  331. if (!importer)
  332. return;
  333. StringHash importerType = importer->GetType();
  334. if (importerType == PrefabImporter::GetTypeStatic())
  335. {
  336. dragNode_ = scene_->CreateChild(asset->GetName());
  337. PrefabComponent* pc = dragNode_->CreateComponent<PrefabComponent>();
  338. pc->SetPrefabGUID(asset->GetGUID());
  339. dragNode_->SetName(asset->GetName());
  340. }
  341. else if (importerType == ModelImporter::GetTypeNameStatic())
  342. {
  343. dragNode_ = scene_->CreateChild(asset->GetName());
  344. SharedPtr<File> file(new File(context_, asset->GetCachePath()));
  345. SharedPtr<XMLFile> xml(new XMLFile(context_));
  346. if (!xml->Load(*file))
  347. return;
  348. dragNode_->LoadXML(xml->GetRoot());
  349. dragNode_->SetName(asset->GetName());
  350. /*
  351. dragNode_ = scene_->CreateChild(asset->GetName());
  352. preloadResourceScene_ = new Scene(context_);
  353. SharedPtr<File> file(new File(context_, asset->GetCachePath()));
  354. preloadResourceScene_->LoadAsyncXML(file, LOAD_RESOURCES_ONLY);
  355. dragAssetGUID_ = asset->GetGUID();
  356. */
  357. }
  358. if (dragNode_.NotNull())
  359. {
  360. Input* input = GetSubsystem<Input>();
  361. IntVector2 pos = input->GetMousePosition();
  362. UpdateDragNode(pos.x_, pos.y_);
  363. }
  364. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  365. }
  366. }
  367. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  368. {
  369. if (preloadResourceScene_.NotNull())
  370. {
  371. preloadResourceScene_->StopAsyncLoading();
  372. preloadResourceScene_ = 0;
  373. }
  374. if (dragNode_.NotNull())
  375. {
  376. scene_->RemoveChild(dragNode_);
  377. VariantMap neventData;
  378. neventData[EditorActiveNodeChange::P_NODE] = (RefCounted*) 0;
  379. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  380. }
  381. dragAssetGUID_ = "";
  382. dragNode_ = 0;
  383. }
  384. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  385. {
  386. if (dragNode_.NotNull())
  387. {
  388. VariantMap neventData;
  389. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  390. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  391. }
  392. dragAssetGUID_ = "";
  393. dragNode_ = 0;
  394. }
  395. }