SceneView3D.cpp 16 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 <Atomic/IO/Log.h>
  6. #include <Atomic/Core/CoreEvents.h>
  7. #include <Atomic/Scene/Scene.h>
  8. #include <Atomic/Scene/PrefabComponent.h>
  9. #include <Atomic/Graphics/Camera.h>
  10. #include <Atomic/Graphics/Graphics.h>
  11. #include <Atomic/Graphics/DebugRenderer.h>
  12. #include <Atomic/Graphics/Viewport.h>
  13. #include <Atomic/Graphics/Octree.h>
  14. #include <Atomic/Graphics/Material.h>
  15. #include <Atomic/Atomic3D/Terrain.h>
  16. #include <Atomic/Atomic3D/Model.h>
  17. #include <Atomic/Atomic3D/StaticModel.h>
  18. #include <Atomic/Atomic3D/AnimatedModel.h>
  19. #include <Atomic/Atomic3D/AnimationController.h>
  20. #include <Atomic/Input/Input.h>
  21. #include <Atomic/IO/FileSystem.h>
  22. #include <Atomic/Resource/ResourceCache.h>
  23. #include <Atomic/Resource/XMLFile.h>
  24. #include <Atomic/Physics/PhysicsWorld.h>
  25. #include <Atomic/UI/UI.h>
  26. #include <Atomic/UI/UIEvents.h>
  27. #include <Atomic/Resource/ResourceEvents.h>
  28. #include <ToolCore/Assets/Asset.h>
  29. #include <ToolCore/Assets/AssetDatabase.h>
  30. #include <ToolCore/Assets/ModelImporter.h>
  31. #include <ToolCore/Assets/PrefabImporter.h>
  32. #include "../../EditorMode/AEEditorEvents.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(this, E_DRAGENTERWIDGET, HANDLER(SceneView3D, HandleDragEnterWidget));
  75. SubscribeToEvent(this, E_DRAGEXITWIDGET, HANDLER(SceneView3D, HandleDragExitWidget));
  76. SubscribeToEvent(this, 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_ && !GetFocus())
  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. SetFocus();
  111. IntVector2 mouseMove = input->GetMouseMove();
  112. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  113. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  114. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  115. // Not working on OSX
  116. //input->SetMouseMode(MM_RELATIVE);
  117. }
  118. else
  119. {
  120. // Not working on OSX
  121. /*
  122. if (input->GetMouseMode() != MM_ABSOLUTE)
  123. input->SetMouseMode(MM_ABSOLUTE);
  124. */
  125. }
  126. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  127. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  128. //Vector3 pos = cameraNode_->GetWorldPosition();
  129. //Quaternion q = cameraNode_->GetWorldRotation();
  130. //LOGINFOF("%f %f %f : %f %f %f %f", pos.x_, pos.y_, pos.z_, q.x_, q.y_, q.z_, q.w_ );
  131. #ifdef ATOMIC_PLATFORM_WINDOWS
  132. bool superdown = input->GetKeyDown(KEY_LCTRL) || input->GetKeyDown(KEY_RCTRL);
  133. #else
  134. bool superdown = input->GetKeyDown(KEY_LGUI) || input->GetKeyDown(KEY_RGUI);
  135. #endif
  136. if (!superdown) {
  137. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  138. // Use the Translate() function (default local space) to move relative to the node's orientation.
  139. if (input->GetKeyDown('W'))
  140. {
  141. SetFocus();
  142. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  143. }
  144. if (input->GetKeyDown('S'))
  145. {
  146. SetFocus();
  147. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  148. }
  149. if (input->GetKeyDown('A'))
  150. { SetFocus();
  151. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  152. }
  153. if (input->GetKeyDown('D'))
  154. {
  155. SetFocus();
  156. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  157. }
  158. }
  159. }
  160. Ray SceneView3D::GetCameraRay()
  161. {
  162. Ray camRay;
  163. Input* input = GetSubsystem<Input>();
  164. IntVector2 cpos = input->GetMousePosition();
  165. IntRect rect = GetRect();
  166. if (!rect.Width() || !rect.Height())
  167. return camRay;
  168. int x = rect.left_;
  169. int y = rect.top_;
  170. GetInternalWidget()->ConvertToRoot(x, y);
  171. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  172. float(cpos.y_ - y) / rect.Height());
  173. }
  174. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  175. {
  176. if (drawNode)
  177. debug->AddNode(node, 1.0, false);
  178. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  179. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  180. // (TerrainPatch component itself draws nothing as debug geometry)
  181. if (node != scene_ && !node->GetComponent<Terrain>())
  182. {
  183. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  184. for (unsigned j = 0; j < components.Size(); ++j)
  185. components[j]->DrawDebugGeometry(debug, false);
  186. // To avoid cluttering the view, do not draw the node axes for child nodes
  187. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  188. DrawNodeDebug(node->GetChild(k), debug, false);
  189. }
  190. }
  191. bool SceneView3D::MouseInView()
  192. {
  193. if (!GetInternalWidget())
  194. return false;
  195. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  196. return false;
  197. Input* input = GetSubsystem<Input>();
  198. IntVector2 pos = input->GetMousePosition();
  199. IntRect rect = GetRect();
  200. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  201. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  202. return rect.IsInside(pos);
  203. }
  204. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  205. {
  206. // Visualize the currently selected nodes
  207. if (selectedNode_.NotNull())
  208. {
  209. DrawNodeDebug(selectedNode_, debugRenderer_);
  210. }
  211. if (!MouseInView())
  212. return;
  213. Input* input = GetSubsystem<Input>();
  214. mouseLeftDown_ = false;
  215. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  216. {
  217. SetFocus();
  218. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  219. {
  220. Ray camRay = GetCameraRay();
  221. PODVector<RayQueryResult> result;
  222. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  223. octree_->RaycastSingle(query);
  224. if (query.result_.Size())
  225. {
  226. const RayQueryResult& r = result[0];
  227. if (r.drawable_)
  228. {
  229. VariantMap neventData;
  230. Node* node = r.drawable_->GetNode();
  231. // if temporary, this is a prefab
  232. // TODO: if we use temporary for other stuff
  233. // fix this to look for prefab
  234. if (node->IsTemporary())
  235. node = node->GetParent();
  236. neventData[EditorActiveNodeChange::P_NODE] = node;
  237. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  238. }
  239. }
  240. }
  241. mouseMoved_ = false;
  242. }
  243. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  244. {
  245. Ray camRay = GetCameraRay();
  246. PODVector<RayQueryResult> result;
  247. mouseMoved_ = false;
  248. /*
  249. Array<int> pickModeDrawableFlags = {
  250. DRAWABLE_GEOMETRY,
  251. DRAWABLE_LIGHT,
  252. DRAWABLE_ZONE
  253. };
  254. */
  255. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  256. octree_->RaycastSingle(query);
  257. if (query.result_.Size())
  258. {
  259. const RayQueryResult& r = result[0];
  260. if (r.drawable_)
  261. {
  262. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  263. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  264. }
  265. }
  266. }
  267. else
  268. {
  269. mouseLeftDown_ = true;
  270. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  271. {
  272. mouseMoved_ = true;
  273. }
  274. }
  275. }
  276. void SceneView3D::SelectNode(Node* node)
  277. {
  278. selectedNode_ = node;
  279. }
  280. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  281. {
  282. return sceneEditor_->OnEvent(ev);
  283. }
  284. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  285. {
  286. // Timestep parameter is same no matter what event is being listened to
  287. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  288. if (MouseInView())
  289. MoveCamera(timeStep);
  290. QueueUpdate();
  291. if (preloadResourceScene_.NotNull())
  292. {
  293. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  294. {
  295. ResourceCache* cache = GetSubsystem<ResourceCache>();
  296. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  297. if (dragNode_.NotNull())
  298. {
  299. dragNode_->LoadXML(xml->GetRoot());
  300. UpdateDragNode(0, 0);
  301. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  302. if (controller)
  303. {
  304. controller->PlayExclusive("Idle", 0, true);
  305. dragNode_->GetScene()->SetUpdateEnabled(true);
  306. }
  307. }
  308. preloadResourceScene_ = 0;
  309. dragAssetGUID_ = "";
  310. }
  311. }
  312. }
  313. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  314. {
  315. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  316. SelectNode(node);
  317. }
  318. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  319. {
  320. if (dragNode_.Null())
  321. return;
  322. Ray ray = GetCameraRay();
  323. Vector3 pos = ray.origin_;
  324. pos += ray.direction_ * 10;
  325. dragNode_->SetWorldPosition(pos);
  326. }
  327. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  328. {
  329. if (dragNode_.Null())
  330. return;
  331. Input* input = GetSubsystem<Input>();
  332. if (!input->IsMouseVisible())
  333. return;
  334. using namespace MouseMove;
  335. int x = eventData[P_X].GetInt();
  336. int y = eventData[P_Y].GetInt();
  337. UpdateDragNode(x, y);
  338. }
  339. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  340. {
  341. using namespace DragEnterWidget;
  342. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  343. if (widget != this)
  344. return;
  345. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  346. Object* object = dragObject->GetObject();
  347. if (!object)
  348. return;
  349. if (object->GetType() == Asset::GetTypeStatic())
  350. {
  351. Asset* asset = (Asset*) object;
  352. AssetImporter* importer = asset->GetImporter();
  353. if (!importer)
  354. return;
  355. StringHash importerType = importer->GetType();
  356. if (importerType == PrefabImporter::GetTypeStatic())
  357. {
  358. dragNode_ = scene_->CreateChild(asset->GetName());
  359. PrefabComponent* pc = dragNode_->CreateComponent<PrefabComponent>();
  360. pc->SetPrefabGUID(asset->GetGUID());
  361. dragNode_->SetName(asset->GetName());
  362. }
  363. else if (importerType == ModelImporter::GetTypeNameStatic())
  364. {
  365. dragNode_ = scene_->CreateChild(asset->GetName());
  366. SharedPtr<File> file(new File(context_, asset->GetCachePath()));
  367. SharedPtr<XMLFile> xml(new XMLFile(context_));
  368. if (!xml->Load(*file))
  369. return;
  370. dragNode_->LoadXML(xml->GetRoot());
  371. dragNode_->SetName(asset->GetName());
  372. /*
  373. dragNode_ = scene_->CreateChild(asset->GetName());
  374. preloadResourceScene_ = new Scene(context_);
  375. SharedPtr<File> file(new File(context_, asset->GetCachePath()));
  376. preloadResourceScene_->LoadAsyncXML(file, LOAD_RESOURCES_ONLY);
  377. dragAssetGUID_ = asset->GetGUID();
  378. */
  379. }
  380. if (dragNode_.NotNull())
  381. {
  382. Input* input = GetSubsystem<Input>();
  383. IntVector2 pos = input->GetMousePosition();
  384. UpdateDragNode(pos.x_, pos.y_);
  385. }
  386. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  387. }
  388. }
  389. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  390. {
  391. if (preloadResourceScene_.NotNull())
  392. {
  393. preloadResourceScene_->StopAsyncLoading();
  394. preloadResourceScene_ = 0;
  395. }
  396. if (dragNode_.NotNull())
  397. {
  398. scene_->RemoveChild(dragNode_);
  399. }
  400. dragAssetGUID_ = "";
  401. dragNode_ = 0;
  402. }
  403. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  404. {
  405. using namespace DragEnded;
  406. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  407. if (dragNode_.NotNull())
  408. {
  409. VariantMap neventData;
  410. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  411. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  412. }
  413. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  414. {
  415. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  416. if (asset->GetImporterTypeName() == "MaterialImporter") {
  417. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  418. if (material) {
  419. material = material;
  420. Ray camRay = GetCameraRay();
  421. PODVector<RayQueryResult> result;
  422. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  423. octree_->RaycastSingle(query);
  424. if (query.result_.Size())
  425. {
  426. const RayQueryResult& r = result[0];
  427. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  428. {
  429. ((StaticModel*)r.drawable_)->SetMaterial(material);
  430. }
  431. }
  432. }
  433. }
  434. }
  435. dragAssetGUID_ = "";
  436. dragNode_ = 0;
  437. }
  438. }