SceneView3D.cpp 15 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("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. // TODO: generate this event properly
  78. VariantMap eventData;
  79. eventData[EditorActiveSceneChange::P_SCENE] = scene_;
  80. SendEvent(E_EDITORACTIVESCENECHANGE, eventData);
  81. SetIsFocusable(true);
  82. }
  83. SceneView3D::~SceneView3D()
  84. {
  85. }
  86. void SceneView3D::Enable()
  87. {
  88. if (enabled_)
  89. return;
  90. enabled_ = true;
  91. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  92. }
  93. void SceneView3D::Disable()
  94. {
  95. if (!enabled_)
  96. return;
  97. enabled_ = false;
  98. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  99. }
  100. void SceneView3D::MoveCamera(float timeStep)
  101. {
  102. if (!enabled_)
  103. return;
  104. Input* input = GetSubsystem<Input>();
  105. // Movement speed as world units per second
  106. float MOVE_SPEED = 20.0f;
  107. // Mouse sensitivity as degrees per pixel
  108. const float MOUSE_SENSITIVITY = 0.2f;
  109. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  110. MOVE_SPEED *= 3.0f;
  111. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  112. if (input->GetMouseButtonDown(MOUSEB_RIGHT))
  113. {
  114. IntVector2 mouseMove = input->GetMouseMove();
  115. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  116. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  117. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  118. // Not working on OSX
  119. //input->SetMouseMode(MM_RELATIVE);
  120. }
  121. else
  122. {
  123. // Not working on OSX
  124. /*
  125. if (input->GetMouseMode() != MM_ABSOLUTE)
  126. input->SetMouseMode(MM_ABSOLUTE);
  127. */
  128. }
  129. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  130. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  131. //Vector3 pos = cameraNode_->GetWorldPosition();
  132. //Quaternion q = cameraNode_->GetWorldRotation();
  133. //LOGINFOF("%f %f %f : %f %f %f %f", pos.x_, pos.y_, pos.z_, q.x_, q.y_, q.z_, q.w_ );
  134. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  135. // Use the Translate() function (default local space) to move relative to the node's orientation.
  136. if (input->GetKeyDown('W'))
  137. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  138. if (input->GetKeyDown('S'))
  139. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  140. if (input->GetKeyDown('A'))
  141. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  142. if (input->GetKeyDown('D'))
  143. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  144. }
  145. Ray SceneView3D::GetCameraRay()
  146. {
  147. Ray camRay;
  148. Input* input = GetSubsystem<Input>();
  149. IntVector2 cpos = input->GetMousePosition();
  150. IntRect rect = GetRect();
  151. if (!rect.Width() || !rect.Height())
  152. return camRay;
  153. int x = rect.left_;
  154. int y = rect.top_;
  155. GetInternalWidget()->ConvertToRoot(x, y);
  156. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  157. float(cpos.y_ - y) / rect.Height());
  158. }
  159. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  160. {
  161. if (drawNode)
  162. debug->AddNode(node, 1.0, false);
  163. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  164. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  165. // (TerrainPatch component itself draws nothing as debug geometry)
  166. if (node != scene_ && !node->GetComponent<Terrain>())
  167. {
  168. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  169. for (unsigned j = 0; j < components.Size(); ++j)
  170. components[j]->DrawDebugGeometry(debug, false);
  171. // To avoid cluttering the view, do not draw the node axes for child nodes
  172. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  173. DrawNodeDebug(node->GetChild(k), debug, false);
  174. }
  175. }
  176. bool SceneView3D::MouseInView()
  177. {
  178. if (!GetInternalWidget())
  179. return false;
  180. Input* input = GetSubsystem<Input>();
  181. IntVector2 pos = input->GetMousePosition();
  182. IntRect rect = GetRect();
  183. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  184. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  185. return rect.IsInside(pos);
  186. }
  187. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  188. {
  189. // Visualize the currently selected nodes
  190. if (selectedNode_.NotNull())
  191. {
  192. DrawNodeDebug(selectedNode_, debugRenderer_);
  193. }
  194. if (!MouseInView())
  195. return;
  196. Input* input = GetSubsystem<Input>();
  197. mouseLeftDown_ = false;
  198. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  199. {
  200. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  201. {
  202. Ray camRay = GetCameraRay();
  203. PODVector<RayQueryResult> result;
  204. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  205. octree_->RaycastSingle(query);
  206. if (query.result_.Size())
  207. {
  208. const RayQueryResult& r = result[0];
  209. if (r.drawable_)
  210. {
  211. VariantMap neventData;
  212. Node* node = r.drawable_->GetNode();
  213. // if temporary, this is a prefab
  214. // TODO: if we use temporary for other stuff
  215. // fix this to look for prefab
  216. if (node->IsTemporary())
  217. node = node->GetParent();
  218. neventData[EditorActiveNodeChange::P_NODE] = node;
  219. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  220. }
  221. }
  222. }
  223. mouseMoved_ = false;
  224. }
  225. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  226. {
  227. Ray camRay = GetCameraRay();
  228. PODVector<RayQueryResult> result;
  229. mouseMoved_ = false;
  230. /*
  231. Array<int> pickModeDrawableFlags = {
  232. DRAWABLE_GEOMETRY,
  233. DRAWABLE_LIGHT,
  234. DRAWABLE_ZONE
  235. };
  236. */
  237. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  238. octree_->RaycastSingle(query);
  239. if (query.result_.Size())
  240. {
  241. const RayQueryResult& r = result[0];
  242. if (r.drawable_)
  243. {
  244. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  245. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  246. }
  247. }
  248. }
  249. else
  250. {
  251. mouseLeftDown_ = true;
  252. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  253. {
  254. mouseMoved_ = true;
  255. }
  256. }
  257. }
  258. void SceneView3D::SelectNode(Node* node)
  259. {
  260. selectedNode_ = node;
  261. }
  262. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  263. {
  264. return sceneEditor_->OnEvent(ev);
  265. }
  266. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  267. {
  268. // Timestep parameter is same no matter what event is being listened to
  269. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  270. if (MouseInView())
  271. MoveCamera(timeStep);
  272. QueueUpdate();
  273. if (preloadResourceScene_.NotNull())
  274. {
  275. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  276. {
  277. ResourceCache* cache = GetSubsystem<ResourceCache>();
  278. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  279. if (dragNode_.NotNull())
  280. {
  281. dragNode_->LoadXML(xml->GetRoot());
  282. UpdateDragNode(0, 0);
  283. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  284. if (controller)
  285. {
  286. controller->PlayExclusive("Idle", 0, true);
  287. dragNode_->GetScene()->SetUpdateEnabled(true);
  288. }
  289. }
  290. preloadResourceScene_ = 0;
  291. dragAssetGUID_ = "";
  292. }
  293. }
  294. }
  295. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  296. {
  297. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  298. SelectNode(node);
  299. }
  300. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  301. {
  302. if (dragNode_.Null())
  303. return;
  304. Ray ray = GetCameraRay();
  305. Vector3 pos = ray.origin_;
  306. pos += ray.direction_ * 10;
  307. dragNode_->SetWorldPosition(pos);
  308. }
  309. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  310. {
  311. if (dragNode_.Null())
  312. return;
  313. Input* input = GetSubsystem<Input>();
  314. if (!input->IsMouseVisible())
  315. return;
  316. using namespace MouseMove;
  317. int x = eventData[P_X].GetInt();
  318. int y = eventData[P_Y].GetInt();
  319. UpdateDragNode(x, y);
  320. }
  321. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  322. {
  323. using namespace DragEnterWidget;
  324. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  325. if (widget != this)
  326. return;
  327. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  328. Object* object = dragObject->GetObject();
  329. if (!object)
  330. return;
  331. if (object->GetType() == Asset::GetTypeStatic())
  332. {
  333. Asset* asset = (Asset*) object;
  334. AssetImporter* importer = asset->GetImporter();
  335. if (!importer)
  336. return;
  337. StringHash importerType = importer->GetType();
  338. if (importerType == PrefabImporter::GetTypeStatic())
  339. {
  340. dragNode_ = scene_->CreateChild(asset->GetName());
  341. PrefabComponent* pc = dragNode_->CreateComponent<PrefabComponent>();
  342. pc->SetPrefabGUID(asset->GetGUID());
  343. dragNode_->SetName(asset->GetName());
  344. }
  345. else if (importerType == ModelImporter::GetTypeNameStatic())
  346. {
  347. dragNode_ = scene_->CreateChild(asset->GetName());
  348. SharedPtr<File> file(new File(context_, asset->GetCachePath()));
  349. SharedPtr<XMLFile> xml(new XMLFile(context_));
  350. if (!xml->Load(*file))
  351. return;
  352. dragNode_->LoadXML(xml->GetRoot());
  353. dragNode_->SetName(asset->GetName());
  354. /*
  355. dragNode_ = scene_->CreateChild(asset->GetName());
  356. preloadResourceScene_ = new Scene(context_);
  357. SharedPtr<File> file(new File(context_, asset->GetCachePath()));
  358. preloadResourceScene_->LoadAsyncXML(file, LOAD_RESOURCES_ONLY);
  359. dragAssetGUID_ = asset->GetGUID();
  360. */
  361. }
  362. if (dragNode_.NotNull())
  363. {
  364. Input* input = GetSubsystem<Input>();
  365. IntVector2 pos = input->GetMousePosition();
  366. UpdateDragNode(pos.x_, pos.y_);
  367. SendEvent("EditorUpdateHierarchy");
  368. }
  369. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  370. }
  371. }
  372. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  373. {
  374. if (preloadResourceScene_.NotNull())
  375. {
  376. preloadResourceScene_->StopAsyncLoading();
  377. preloadResourceScene_ = 0;
  378. }
  379. if (dragNode_.NotNull())
  380. {
  381. // BUG! https://github.com/urho3d/Urho3D/issues/748
  382. dragNode_->RemoveAllComponents();
  383. scene_->RemoveChild(dragNode_);
  384. VariantMap neventData;
  385. neventData[EditorActiveNodeChange::P_NODE] = (RefCounted*) 0;
  386. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  387. }
  388. dragAssetGUID_ = "";
  389. dragNode_ = 0;
  390. }
  391. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  392. {
  393. if (dragNode_.NotNull())
  394. {
  395. VariantMap neventData;
  396. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  397. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  398. }
  399. dragAssetGUID_ = "";
  400. dragNode_ = 0;
  401. }
  402. }