SceneView3D.cpp 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563
  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/Terrain.h>
  20. #include <Atomic/Atomic3D/Model.h>
  21. #include <Atomic/Atomic3D/StaticModel.h>
  22. #include <Atomic/Atomic3D/AnimatedModel.h>
  23. #include <Atomic/Atomic3D/AnimationController.h>
  24. #include <Atomic/Input/Input.h>
  25. #include <Atomic/IO/FileSystem.h>
  26. #include <Atomic/Resource/ResourceCache.h>
  27. #include <Atomic/Resource/XMLFile.h>
  28. #include <Atomic/Physics/PhysicsWorld.h>
  29. #include <Atomic/UI/UI.h>
  30. #include <Atomic/UI/UIEvents.h>
  31. #include <Atomic/Resource/ResourceEvents.h>
  32. #include <ToolCore/Assets/Asset.h>
  33. #include <ToolCore/Assets/AssetDatabase.h>
  34. #include "../../EditorMode/AEEditorEvents.h"
  35. #include "SceneView3D.h"
  36. #include "SceneEditor3D.h"
  37. #include "SceneEditor3DEvents.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. {
  49. sceneEditor_ = sceneEditor;
  50. ResourceCache* cache = GetSubsystem<ResourceCache>();
  51. scene_ = sceneEditor->GetScene();
  52. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  53. if (debugRenderer_.Null())
  54. {
  55. debugRenderer_ = scene_->CreateComponent<DebugRenderer>();
  56. }
  57. octree_ = scene_->GetComponent<Octree>();
  58. if (octree_.Null())
  59. {
  60. LOGWARNING("Scene without an octree loaded");
  61. octree_ = scene_->CreateComponent<Octree>();
  62. }
  63. cameraNode_ = scene_->CreateChild("__atomic_sceneview3d_camera");
  64. cameraNode_->SetTemporary(true);
  65. camera_ = cameraNode_->CreateComponent<Camera>();
  66. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  67. assert(debugRenderer_.NotNull());
  68. octree_ = scene_->GetComponent<Octree>();
  69. assert(octree_.NotNull());
  70. cameraNode_->SetPosition(Vector3(0, 0, -10));
  71. SetView(scene_, camera_);
  72. SetAutoUpdate(false);
  73. SubscribeToEvent(E_UPDATE, HANDLER(SceneView3D, HandleUpdate));
  74. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneView3D, HandleEditorActiveNodeChange));
  75. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  76. SubscribeToEvent(scene_, E_NODEREMOVED, HANDLER(SceneView3D, HandleNodeRemoved));
  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. 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_ && !GetFocus())
  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. SetFocus();
  115. IntVector2 mouseMove = input->GetMouseMove();
  116. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  117. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  118. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  119. }
  120. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  121. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  122. #ifdef ATOMIC_PLATFORM_WINDOWS
  123. bool superdown = input->GetKeyDown(KEY_LCTRL) || input->GetKeyDown(KEY_RCTRL);
  124. #else
  125. bool superdown = input->GetKeyDown(KEY_LGUI) || input->GetKeyDown(KEY_RGUI);
  126. #endif
  127. if (!superdown && input->GetMouseButtonDown(MOUSEB_RIGHT)) {
  128. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  129. // Use the Translate() function (default local space) to move relative to the node's orientation.
  130. if (input->GetKeyDown('W'))
  131. {
  132. SetFocus();
  133. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  134. }
  135. if (input->GetKeyDown('S'))
  136. {
  137. SetFocus();
  138. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  139. }
  140. if (input->GetKeyDown('A'))
  141. { SetFocus();
  142. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  143. }
  144. if (input->GetKeyDown('D'))
  145. {
  146. SetFocus();
  147. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  148. }
  149. }
  150. }
  151. Ray SceneView3D::GetCameraRay()
  152. {
  153. Ray camRay;
  154. Input* input = GetSubsystem<Input>();
  155. IntVector2 cpos = input->GetMousePosition();
  156. IntRect rect = GetRect();
  157. if (!rect.Width() || !rect.Height())
  158. return camRay;
  159. int x = rect.left_;
  160. int y = rect.top_;
  161. GetInternalWidget()->ConvertToRoot(x, y);
  162. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  163. float(cpos.y_ - y) / rect.Height());
  164. }
  165. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  166. {
  167. if (drawNode)
  168. debug->AddNode(node, 1.0, false);
  169. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  170. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  171. // (TerrainPatch component itself draws nothing as debug geometry)
  172. if (node != scene_ && !node->GetComponent<Terrain>())
  173. {
  174. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  175. for (unsigned j = 0; j < components.Size(); ++j)
  176. components[j]->DrawDebugGeometry(debug, false);
  177. // To avoid cluttering the view, do not draw the node axes for child nodes
  178. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  179. DrawNodeDebug(node->GetChild(k), debug, false);
  180. }
  181. }
  182. bool SceneView3D::MouseInView()
  183. {
  184. if (!GetInternalWidget())
  185. return false;
  186. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  187. return false;
  188. Input* input = GetSubsystem<Input>();
  189. IntVector2 pos = input->GetMousePosition();
  190. IntRect rect = GetRect();
  191. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  192. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  193. return rect.IsInside(pos);
  194. }
  195. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  196. {
  197. // Visualize the currently selected nodes
  198. if (selectedNode_.NotNull())
  199. {
  200. DrawNodeDebug(selectedNode_, debugRenderer_);
  201. }
  202. if (!MouseInView())
  203. return;
  204. Input* input = GetSubsystem<Input>();
  205. mouseLeftDown_ = false;
  206. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  207. {
  208. SetFocus();
  209. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  210. {
  211. Ray camRay = GetCameraRay();
  212. PODVector<RayQueryResult> result;
  213. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  214. octree_->RaycastSingle(query);
  215. if (query.result_.Size())
  216. {
  217. const RayQueryResult& r = result[0];
  218. if (r.drawable_)
  219. {
  220. VariantMap neventData;
  221. Node* node = r.drawable_->GetNode();
  222. // if temporary, this is a prefab
  223. // TODO: if we use temporary for other stuff
  224. // fix this to look for prefab
  225. if (node->IsTemporary())
  226. node = node->GetParent();
  227. neventData[EditorActiveNodeChange::P_NODE] = node;
  228. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  229. }
  230. }
  231. }
  232. mouseMoved_ = false;
  233. }
  234. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  235. {
  236. Ray camRay = GetCameraRay();
  237. PODVector<RayQueryResult> result;
  238. mouseMoved_ = false;
  239. /*
  240. Array<int> pickModeDrawableFlags = {
  241. DRAWABLE_GEOMETRY,
  242. DRAWABLE_LIGHT,
  243. DRAWABLE_ZONE
  244. };
  245. */
  246. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  247. octree_->RaycastSingle(query);
  248. if (query.result_.Size())
  249. {
  250. const RayQueryResult& r = result[0];
  251. if (r.drawable_)
  252. {
  253. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  254. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  255. }
  256. }
  257. }
  258. else
  259. {
  260. mouseLeftDown_ = true;
  261. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  262. {
  263. mouseMoved_ = true;
  264. }
  265. }
  266. }
  267. void SceneView3D::SelectNode(Node* node)
  268. {
  269. selectedNode_ = node;
  270. }
  271. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  272. {
  273. return sceneEditor_->OnEvent(ev);
  274. }
  275. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  276. {
  277. // Timestep parameter is same no matter what event is being listened to
  278. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  279. if (MouseInView())
  280. MoveCamera(timeStep);
  281. QueueUpdate();
  282. if (preloadResourceScene_.NotNull())
  283. {
  284. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  285. {
  286. ResourceCache* cache = GetSubsystem<ResourceCache>();
  287. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  288. if (dragNode_.NotNull())
  289. {
  290. dragNode_->LoadXML(xml->GetRoot());
  291. UpdateDragNode(0, 0);
  292. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  293. if (controller)
  294. {
  295. controller->PlayExclusive("Idle", 0, true);
  296. dragNode_->GetScene()->SetUpdateEnabled(true);
  297. }
  298. }
  299. preloadResourceScene_ = 0;
  300. dragAssetGUID_ = "";
  301. }
  302. }
  303. }
  304. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  305. {
  306. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  307. SelectNode(node);
  308. }
  309. void SceneView3D::HandleNodeRemoved(StringHash eventType, VariantMap& eventData)
  310. {
  311. Node* node = (Node*) (eventData[NodeRemoved::P_NODE].GetPtr());
  312. if (node == selectedNode_)
  313. SelectNode(0);
  314. }
  315. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  316. {
  317. if (dragNode_.Null())
  318. return;
  319. Ray ray = GetCameraRay();
  320. Vector3 pos = ray.origin_;
  321. pos += ray.direction_ * 10;
  322. dragNode_->SetWorldPosition(pos);
  323. }
  324. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  325. {
  326. if (dragNode_.Null())
  327. return;
  328. Input* input = GetSubsystem<Input>();
  329. if (!input->IsMouseVisible())
  330. return;
  331. using namespace MouseMove;
  332. int x = eventData[P_X].GetInt();
  333. int y = eventData[P_Y].GetInt();
  334. UpdateDragNode(x, y);
  335. }
  336. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  337. {
  338. using namespace DragEnterWidget;
  339. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  340. if (widget != this)
  341. return;
  342. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  343. Object* object = dragObject->GetObject();
  344. if (!object)
  345. return;
  346. if (object->GetType() == Asset::GetTypeStatic())
  347. {
  348. Asset* asset = (Asset*) object;
  349. dragNode_ = asset->InstantiateNode(scene_, asset->GetName());
  350. if (dragNode_.NotNull())
  351. {
  352. Input* input = GetSubsystem<Input>();
  353. IntVector2 pos = input->GetMousePosition();
  354. UpdateDragNode(pos.x_, pos.y_);
  355. }
  356. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  357. }
  358. }
  359. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  360. {
  361. if (preloadResourceScene_.NotNull())
  362. {
  363. preloadResourceScene_->StopAsyncLoading();
  364. preloadResourceScene_ = 0;
  365. }
  366. if (dragNode_.NotNull())
  367. {
  368. scene_->RemoveChild(dragNode_);
  369. }
  370. dragAssetGUID_ = "";
  371. dragNode_ = 0;
  372. }
  373. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  374. {
  375. using namespace DragEnded;
  376. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  377. if (dragNode_.NotNull())
  378. {
  379. VariantMap neventData;
  380. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  381. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  382. }
  383. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  384. {
  385. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  386. if (asset->GetImporterTypeName() == "MaterialImporter") {
  387. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  388. if (material) {
  389. material = material;
  390. Ray camRay = GetCameraRay();
  391. PODVector<RayQueryResult> result;
  392. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  393. octree_->RaycastSingle(query);
  394. if (query.result_.Size())
  395. {
  396. const RayQueryResult& r = result[0];
  397. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  398. {
  399. ((StaticModel*)r.drawable_)->SetMaterial(material);
  400. }
  401. }
  402. }
  403. }
  404. }
  405. dragAssetGUID_ = "";
  406. dragNode_ = 0;
  407. }
  408. }