SceneView3D.cpp 17 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_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  77. SubscribeToEvent(E_MOUSEMOVE, HANDLER(SceneView3D,HandleMouseMove));
  78. SubscribeToEvent(this, E_DRAGENTERWIDGET, HANDLER(SceneView3D, HandleDragEnterWidget));
  79. SubscribeToEvent(this, E_DRAGEXITWIDGET, HANDLER(SceneView3D, HandleDragExitWidget));
  80. SubscribeToEvent(this, E_DRAGENDED, HANDLER(SceneView3D, HandleDragEnded));
  81. SubscribeToEvent(E_UIUNHANDLEDSHORTCUT, HANDLER(SceneView3D, HandleUIUnhandledShortcut));
  82. SubscribeToEvent(E_UIWIDGETFOCUSESCAPED, HANDLER(SceneView3D, HandleUIWidgetFocusEscaped));
  83. SetIsFocusable(true);
  84. }
  85. SceneView3D::~SceneView3D()
  86. {
  87. }
  88. void SceneView3D::Enable()
  89. {
  90. if (enabled_)
  91. return;
  92. enabled_ = true;
  93. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  94. }
  95. void SceneView3D::Disable()
  96. {
  97. if (!enabled_)
  98. return;
  99. enabled_ = false;
  100. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  101. }
  102. bool SceneView3D::GetOrbitting()
  103. {
  104. Input* input = GetSubsystem<Input>();
  105. return framedBBox_.defined_ && MouseInView() && input->GetKeyDown(KEY_ALT) && input->GetMouseButtonDown(MOUSEB_LEFT);
  106. }
  107. bool SceneView3D::GetZooming()
  108. {
  109. Input* input = GetSubsystem<Input>();
  110. return MouseInView() && input->GetKeyDown(KEY_ALT) && input->GetMouseMoveWheel();
  111. }
  112. void SceneView3D::MoveCamera(float timeStep)
  113. {
  114. if (!enabled_ && !GetFocus())
  115. return;
  116. Input* input = GetSubsystem<Input>();
  117. bool shiftDown = false;
  118. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  119. shiftDown = true;
  120. bool mouseInView = MouseInView();
  121. bool orbitting = GetOrbitting();
  122. bool zooming = GetZooming();
  123. // Movement speed as world units per second
  124. float MOVE_SPEED = 20.0f;
  125. // Mouse sensitivity as degrees per pixel
  126. const float MOUSE_SENSITIVITY = 0.2f;
  127. if (shiftDown)
  128. MOVE_SPEED *= 3.0f;
  129. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  130. if ((mouseInView && input->GetMouseButtonDown(MOUSEB_RIGHT)) || orbitting)
  131. {
  132. SetFocus();
  133. IntVector2 mouseMove = input->GetMouseMove();
  134. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  135. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  136. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  137. }
  138. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  139. Quaternion q(pitch_, yaw_, 0.0f);
  140. if (!zooming)
  141. cameraNode_->SetRotation(q);
  142. if (orbitting)
  143. {
  144. BoundingBox bbox;
  145. sceneEditor_->GetSelection()->GetBounds(bbox);
  146. if (bbox.defined_)
  147. {
  148. Vector3 centerPoint = bbox.Center();
  149. Vector3 d = cameraNode_->GetWorldPosition() - centerPoint;
  150. cameraNode_->SetWorldPosition(centerPoint - q * Vector3(0.0, 0.0, d.Length()));
  151. }
  152. }
  153. if (zooming)
  154. {
  155. Ray ray = GetCameraRay();
  156. Vector3 wpos = cameraNode_->GetWorldPosition();
  157. wpos += ray.direction_ * (float (input->GetMouseMoveWheel()) * (shiftDown ? 0.6f : 0.2f));
  158. cameraNode_->SetWorldPosition(wpos);
  159. }
  160. #ifdef ATOMIC_PLATFORM_WINDOWS
  161. bool superdown = input->GetKeyDown(KEY_LCTRL) || input->GetKeyDown(KEY_RCTRL);
  162. #else
  163. bool superdown = input->GetKeyDown(KEY_LGUI) || input->GetKeyDown(KEY_RGUI);
  164. #endif
  165. if (!orbitting && mouseInView && !superdown && input->GetMouseButtonDown(MOUSEB_RIGHT)) {
  166. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  167. // Use the Translate() function (default local space) to move relative to the node's orientation.
  168. if (input->GetKeyDown(KEY_W))
  169. {
  170. SetFocus();
  171. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  172. }
  173. if (input->GetKeyDown(KEY_S))
  174. {
  175. SetFocus();
  176. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  177. }
  178. if (input->GetKeyDown(KEY_A))
  179. { SetFocus();
  180. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  181. }
  182. if (input->GetKeyDown(KEY_D))
  183. {
  184. SetFocus();
  185. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  186. }
  187. if (input->GetKeyDown(KEY_Q))
  188. {
  189. SetFocus();
  190. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  191. }
  192. if (input->GetKeyDown(KEY_E))
  193. {
  194. SetFocus();
  195. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  196. }
  197. }
  198. if (cameraMove_)
  199. {
  200. cameraMoveTime_ += timeStep * 3.0f;
  201. if (cameraMoveTime_ > 1.0f)
  202. {
  203. cameraMove_ = false;
  204. cameraMoveTime_ = 1.0f;
  205. }
  206. Vector3 pos = cameraMoveStart_.Lerp(cameraMoveTarget_, cameraMoveTime_);
  207. cameraNode_->SetWorldPosition(pos);
  208. }
  209. }
  210. Ray SceneView3D::GetCameraRay()
  211. {
  212. Ray camRay;
  213. Input* input = GetSubsystem<Input>();
  214. IntVector2 cpos = input->GetMousePosition();
  215. IntRect rect = GetRect();
  216. if (!rect.Width() || !rect.Height())
  217. return camRay;
  218. int x = rect.left_;
  219. int y = rect.top_;
  220. GetInternalWidget()->ConvertToRoot(x, y);
  221. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  222. float(cpos.y_ - y) / rect.Height());
  223. }
  224. bool SceneView3D::MouseInView()
  225. {
  226. if (!GetInternalWidget())
  227. return false;
  228. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  229. return false;
  230. Input* input = GetSubsystem<Input>();
  231. IntVector2 pos = input->GetMousePosition();
  232. IntRect rect = GetRect();
  233. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  234. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  235. return rect.IsInside(pos);
  236. }
  237. void SceneView3D::HandleUIUnhandledShortcut(StringHash eventType, VariantMap& eventData)
  238. {
  239. if (!enabled_)
  240. return;
  241. unsigned id = eventData[UIUnhandledShortcut::P_REFID].GetUInt();
  242. if (id == TBIDC("undo"))
  243. sceneEditor_->Undo();
  244. else if (id == TBIDC("redo"))
  245. sceneEditor_->Redo();
  246. else if (id == TBIDC("copy"))
  247. sceneEditor_->Copy();
  248. else if (id == TBIDC("cut"))
  249. sceneEditor_->Cut();
  250. else if (id == TBIDC("paste"))
  251. sceneEditor_->Paste();
  252. return;
  253. }
  254. void SceneView3D::HandleUIWidgetFocusEscaped(StringHash eventType, VariantMap& eventData)
  255. {
  256. if (!enabled_)
  257. return;
  258. SetFocus();
  259. }
  260. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  261. {
  262. if (!MouseInView() || GetOrbitting())
  263. return;
  264. Input* input = GetSubsystem<Input>();
  265. mouseLeftDown_ = false;
  266. bool shiftDown = input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT);
  267. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  268. {
  269. SetFocus();
  270. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  271. {
  272. Ray camRay = GetCameraRay();
  273. PODVector<RayQueryResult> result;
  274. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  275. octree_->RaycastSingle(query);
  276. if (query.result_.Size())
  277. {
  278. const RayQueryResult& r = result[0];
  279. if (r.drawable_)
  280. {
  281. VariantMap neventData;
  282. Node* node = r.drawable_->GetNode();
  283. // if temporary, this is a prefab
  284. // TODO: if we use temporary for other stuff
  285. // fix this to look for prefab
  286. if (node->IsTemporary())
  287. node = node->GetParent();
  288. if (sceneEditor_->GetSelection()->Contains(node) && shiftDown)
  289. {
  290. sceneEditor_->GetSelection()->RemoveNode(node);
  291. }
  292. else
  293. {
  294. sceneEditor_->GetSelection()->AddNode(node, !shiftDown);
  295. }
  296. }
  297. }
  298. else
  299. {
  300. sceneEditor_->GetSelection()->Clear();
  301. }
  302. }
  303. mouseMoved_ = false;
  304. }
  305. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  306. {
  307. Ray camRay = GetCameraRay();
  308. PODVector<RayQueryResult> result;
  309. mouseMoved_ = false;
  310. /*
  311. Array<int> pickModeDrawableFlags = {
  312. DRAWABLE_GEOMETRY,
  313. DRAWABLE_LIGHT,
  314. DRAWABLE_ZONE
  315. };
  316. */
  317. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  318. octree_->RaycastSingle(query);
  319. if (query.result_.Size())
  320. {
  321. const RayQueryResult& r = result[0];
  322. if (r.drawable_)
  323. {
  324. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  325. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  326. }
  327. }
  328. }
  329. else
  330. {
  331. mouseLeftDown_ = true;
  332. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  333. {
  334. mouseMoved_ = true;
  335. }
  336. }
  337. }
  338. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  339. {
  340. if (ev.type == EVENT_TYPE_SHORTCUT)
  341. {
  342. if (ev.ref_id == TBIDC("close"))
  343. return false;
  344. }
  345. if (ev.type == EVENT_TYPE_KEY_UP)
  346. {
  347. if (ev.special_key == TB_KEY_ESC)
  348. {
  349. sceneEditor_->GetSelection()->Clear();
  350. }
  351. }
  352. return sceneEditor_->OnEvent(ev);
  353. }
  354. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  355. {
  356. // Timestep parameter is same no matter what event is being listened to
  357. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  358. MoveCamera(timeStep);
  359. QueueUpdate();
  360. if (preloadResourceScene_.NotNull())
  361. {
  362. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  363. {
  364. ResourceCache* cache = GetSubsystem<ResourceCache>();
  365. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  366. if (dragNode_.NotNull())
  367. {
  368. dragNode_->LoadXML(xml->GetRoot());
  369. UpdateDragNode(0, 0);
  370. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  371. if (controller)
  372. {
  373. controller->PlayExclusive("Idle", 0, true);
  374. dragNode_->GetScene()->SetUpdateEnabled(true);
  375. }
  376. }
  377. preloadResourceScene_ = 0;
  378. dragAssetGUID_ = "";
  379. }
  380. }
  381. }
  382. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  383. {
  384. if (dragNode_.Null())
  385. return;
  386. Ray ray = GetCameraRay();
  387. Vector3 pos = ray.origin_;
  388. pos += ray.direction_ * 10;
  389. dragNode_->SetWorldPosition(pos);
  390. }
  391. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  392. {
  393. if (dragNode_.Null())
  394. return;
  395. Input* input = GetSubsystem<Input>();
  396. if (!input->IsMouseVisible())
  397. return;
  398. using namespace MouseMove;
  399. int x = eventData[P_X].GetInt();
  400. int y = eventData[P_Y].GetInt();
  401. UpdateDragNode(x, y);
  402. }
  403. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  404. {
  405. using namespace DragEnterWidget;
  406. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  407. if (widget != this)
  408. return;
  409. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  410. Object* object = dragObject->GetObject();
  411. if (!object)
  412. return;
  413. if (object->GetType() == Asset::GetTypeStatic())
  414. {
  415. Asset* asset = (Asset*) object;
  416. dragNode_ = asset->InstantiateNode(scene_, asset->GetName());
  417. if (dragNode_.NotNull())
  418. {
  419. Input* input = GetSubsystem<Input>();
  420. IntVector2 pos = input->GetMousePosition();
  421. UpdateDragNode(pos.x_, pos.y_);
  422. }
  423. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  424. }
  425. }
  426. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  427. {
  428. if (preloadResourceScene_.NotNull())
  429. {
  430. preloadResourceScene_->StopAsyncLoading();
  431. preloadResourceScene_ = 0;
  432. }
  433. if (dragNode_.NotNull())
  434. {
  435. scene_->RemoveChild(dragNode_);
  436. }
  437. dragAssetGUID_ = "";
  438. dragNode_ = 0;
  439. }
  440. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  441. {
  442. using namespace DragEnded;
  443. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  444. if (dragNode_.NotNull())
  445. {
  446. VariantMap nodeCreatedEvent;
  447. nodeCreatedEvent[SceneEditNodeCreated::P_NODE] = dragNode_;
  448. scene_->SendEvent(E_SCENEEDITNODECREATED, nodeCreatedEvent);
  449. }
  450. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  451. {
  452. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  453. if (asset->GetImporterTypeName() == "MaterialImporter") {
  454. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  455. if (material) {
  456. material = material;
  457. Ray camRay = GetCameraRay();
  458. PODVector<RayQueryResult> result;
  459. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  460. octree_->RaycastSingle(query);
  461. if (query.result_.Size())
  462. {
  463. const RayQueryResult& r = result[0];
  464. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  465. {
  466. ((StaticModel*)r.drawable_)->SetMaterial(material);
  467. }
  468. }
  469. }
  470. }
  471. }
  472. dragAssetGUID_ = "";
  473. dragNode_ = 0;
  474. }
  475. void SceneView3D::FrameSelection()
  476. {
  477. BoundingBox bbox;
  478. sceneEditor_->GetSelection()->GetBounds(bbox);
  479. if (!bbox.defined_)
  480. return;
  481. Sphere sphere(bbox);
  482. if (sphere.radius_ < .01f || sphere.radius_ > 512)
  483. return;
  484. framedBBox_ = bbox;
  485. cameraMoveStart_ = cameraNode_->GetWorldPosition();
  486. cameraMoveTarget_ = bbox.Center() - (cameraNode_->GetWorldDirection() * sphere.radius_ * 3);
  487. cameraMoveTime_ = 0.0f;
  488. cameraMove_ = true;
  489. }
  490. }