SceneEditor3D.cpp 6.0 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #include <Atomic/IO/Log.h>
  8. #include <Atomic/Core/CoreEvents.h>
  9. #include <Atomic/Scene/Scene.h>
  10. #include <Atomic/Graphics/Camera.h>
  11. #include <Atomic/Graphics/DebugRenderer.h>
  12. #include <Atomic/Graphics/Viewport.h>
  13. #include <Atomic/Graphics/Octree.h>
  14. #include <Atomic/IO/FileSystem.h>
  15. #include <Atomic/Resource/ResourceCache.h>
  16. #include <Atomic/Physics/PhysicsWorld.h>
  17. #include <Atomic/Input/Input.h>
  18. #include <Atomic/UI/UI.h>
  19. #include <ToolCore/Assets/AssetDatabase.h>
  20. #include <ToolCore/Assets/Asset.h>
  21. #include "../../EditorMode/AEEditorEvents.h"
  22. #include "SceneEditor3D.h"
  23. #include "SceneEditor3DEvents.h"
  24. using namespace ToolCore;
  25. namespace AtomicEditor
  26. {
  27. SceneEditor3D ::SceneEditor3D(Context* context, const String &fullpath, UITabContainer *container) :
  28. ResourceEditor(context, fullpath, container)
  29. {
  30. ResourceCache* cache = GetSubsystem<ResourceCache>();
  31. scene_ = new Scene(context_);
  32. SharedPtr<File> xmlFile = cache->GetFile(fullpath);
  33. if (GetExtension(fullpath) == ".scene")
  34. scene_->LoadXML(*xmlFile);
  35. else
  36. scene_->Load(*xmlFile);
  37. scene_->SetUpdateEnabled(false);
  38. sceneView_ = new SceneView3D(context_, this);
  39. // EARLY ACCESS
  40. if (fullpath.Find(String("ToonTown")) != String::NPOS)
  41. {
  42. sceneView_->GetCameraNode()->SetWorldPosition(Vector3(-119.073f, 76.1121f, 16.47763f));
  43. Quaternion q(0.55f, 0.14f, 0.8f, -0.2f);
  44. sceneView_->SetYaw(q.YawAngle());
  45. sceneView_->SetPitch(q.PitchAngle());
  46. sceneView_->GetCameraNode()->SetWorldRotation(q);
  47. }
  48. else
  49. {
  50. Node* playerSpawn = scene_->GetChild("PlayerInfoStart", true);
  51. if (playerSpawn)
  52. {
  53. sceneView_->GetCameraNode()->SetPosition(playerSpawn->GetPosition());
  54. sceneView_->SetYaw(playerSpawn->GetRotation().EulerAngles().y_);
  55. }
  56. }
  57. sceneView_->SetGravity(UI_GRAVITY_ALL);
  58. rootContentWidget_->AddChild(sceneView_);
  59. gizmo3D_ = new Gizmo3D(context_);
  60. gizmo3D_->SetView(sceneView_);
  61. gizmo3D_->Show();
  62. SubscribeToEvent(E_UPDATE, HANDLER(SceneEditor3D, HandleUpdate));
  63. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneEditor3D, HandleEditorActiveNodeChange));
  64. SubscribeToEvent(E_GIZMOEDITMODECHANGED, HANDLER(SceneEditor3D, HandleGizmoEditModeChanged));
  65. // FIXME: Set the size at the end of setup, so all children are updated accordingly
  66. // future size changes will be handled automatically
  67. IntRect rect = container_->GetContentRoot()->GetRect();
  68. rootContentWidget_->SetSize(rect.Width(), rect.Height());
  69. SubscribeToEvent(E_EDITORPLAYSTARTED, HANDLER(SceneEditor3D, HandlePlayStarted));
  70. SubscribeToEvent(E_EDITORPLAYSTOPPED, HANDLER(SceneEditor3D, HandlePlayStopped));
  71. }
  72. SceneEditor3D::~SceneEditor3D()
  73. {
  74. }
  75. bool SceneEditor3D::OnEvent(const TBWidgetEvent &ev)
  76. {
  77. if (ev.type == EVENT_TYPE_KEY_UP)
  78. {
  79. if (ev.special_key == TB_KEY_DELETE || ev.special_key == TB_KEY_BACKSPACE)
  80. {
  81. if (selectedNode_)
  82. {
  83. selectedNode_->RemoveAllComponents();
  84. selectedNode_->Remove();
  85. selectedNode_ = 0;
  86. }
  87. }
  88. }
  89. if (ev.type == EVENT_TYPE_SHORTCUT)
  90. {
  91. if (ev.ref_id == TBIDC("copy"))
  92. {
  93. if (selectedNode_.NotNull())
  94. {
  95. clipboardNode_ = selectedNode_;
  96. }
  97. }
  98. else if (ev.ref_id == TBIDC("paste"))
  99. {
  100. if (clipboardNode_.NotNull() && selectedNode_.NotNull())
  101. {
  102. SharedPtr<Node> pasteNode(clipboardNode_->Clone());
  103. VariantMap eventData;
  104. eventData[EditorActiveNodeChange::P_NODE] = pasteNode;
  105. SendEvent(E_EDITORACTIVENODECHANGE, eventData);
  106. }
  107. }
  108. }
  109. if (ev.type == EVENT_TYPE_CLICK)
  110. {
  111. SetFocus();
  112. if (ev.target)
  113. {
  114. if (ev.target->GetID() == TBIDC("3d_translate"))
  115. {
  116. gizmo3D_->SetEditMode(EDIT_MOVE);
  117. return false;
  118. }
  119. else if (ev.target->GetID() == TBIDC("3d_rotate"))
  120. {
  121. gizmo3D_->SetEditMode(EDIT_ROTATE);
  122. return false;
  123. }
  124. else if (ev.target->GetID() == TBIDC("3d_scale"))
  125. {
  126. gizmo3D_->SetEditMode(EDIT_SCALE);
  127. return false;
  128. }
  129. }
  130. }
  131. return false;
  132. }
  133. void SceneEditor3D::SetFocus()
  134. {
  135. sceneView_->SetFocus();
  136. }
  137. void SceneEditor3D::SelectNode(Node* node)
  138. {
  139. selectedNode_ = node;
  140. }
  141. void SceneEditor3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  142. {
  143. Vector<Node*> editNodes;
  144. if (selectedNode_.NotNull())
  145. editNodes.Push(selectedNode_);
  146. gizmo3D_->Update(editNodes);
  147. }
  148. void SceneEditor3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  149. {
  150. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  151. SelectNode(node);
  152. }
  153. void SceneEditor3D::HandlePlayStarted(StringHash eventType, VariantMap& eventData)
  154. {
  155. sceneView_->Disable();
  156. }
  157. void SceneEditor3D::HandlePlayStopped(StringHash eventType, VariantMap& eventData)
  158. {
  159. sceneView_->Enable();
  160. }
  161. void SceneEditor3D::HandleGizmoEditModeChanged(StringHash eventType, VariantMap& eventData)
  162. {
  163. EditMode mode = (EditMode) ((int)eventData[GizmoEditModeChanged::P_MODE].GetFloat());
  164. gizmo3D_->SetEditMode(mode);
  165. }
  166. void SceneEditor3D::Close(bool navigateToAvailableResource)
  167. {
  168. VariantMap data;
  169. data["Scene"] = scene_;
  170. SendEvent("EditorSceneClosed", data);
  171. ResourceEditor::Close(navigateToAvailableResource);
  172. }
  173. bool SceneEditor3D::Save()
  174. {
  175. File file(context_);
  176. if (file.Open(fullpath_, FILE_WRITE))
  177. {
  178. scene_->SaveXML(file);
  179. file.Close();
  180. }
  181. return true;
  182. }
  183. }