SceneView3D.cpp 16 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/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. 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. void SceneView3D::MoveCamera(float timeStep)
  103. {
  104. if (!enabled_ && !GetFocus())
  105. return;
  106. Input* input = GetSubsystem<Input>();
  107. // Movement speed as world units per second
  108. float MOVE_SPEED = 20.0f;
  109. // Mouse sensitivity as degrees per pixel
  110. const float MOUSE_SENSITIVITY = 0.2f;
  111. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  112. MOVE_SPEED *= 3.0f;
  113. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  114. if (input->GetMouseButtonDown(MOUSEB_RIGHT))
  115. {
  116. SetFocus();
  117. IntVector2 mouseMove = input->GetMouseMove();
  118. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  119. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  120. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  121. }
  122. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  123. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  124. #ifdef ATOMIC_PLATFORM_WINDOWS
  125. bool superdown = input->GetKeyDown(KEY_LCTRL) || input->GetKeyDown(KEY_RCTRL);
  126. #else
  127. bool superdown = input->GetKeyDown(KEY_LGUI) || input->GetKeyDown(KEY_RGUI);
  128. #endif
  129. if (!superdown && input->GetMouseButtonDown(MOUSEB_RIGHT)) {
  130. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  131. // Use the Translate() function (default local space) to move relative to the node's orientation.
  132. if (input->GetKeyDown('W'))
  133. {
  134. SetFocus();
  135. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  136. }
  137. if (input->GetKeyDown('S'))
  138. {
  139. SetFocus();
  140. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  141. }
  142. if (input->GetKeyDown('A'))
  143. { SetFocus();
  144. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  145. }
  146. if (input->GetKeyDown('D'))
  147. {
  148. SetFocus();
  149. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  150. }
  151. if (input->GetKeyDown('Q'))
  152. {
  153. SetFocus();
  154. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  155. }
  156. if (input->GetKeyDown('E'))
  157. {
  158. SetFocus();
  159. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  160. }
  161. }
  162. }
  163. Ray SceneView3D::GetCameraRay()
  164. {
  165. Ray camRay;
  166. Input* input = GetSubsystem<Input>();
  167. IntVector2 cpos = input->GetMousePosition();
  168. IntRect rect = GetRect();
  169. if (!rect.Width() || !rect.Height())
  170. return camRay;
  171. int x = rect.left_;
  172. int y = rect.top_;
  173. GetInternalWidget()->ConvertToRoot(x, y);
  174. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  175. float(cpos.y_ - y) / rect.Height());
  176. }
  177. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  178. {
  179. if (drawNode)
  180. debug->AddNode(node, 1.0, false);
  181. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  182. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  183. // (TerrainPatch component itself draws nothing as debug geometry)
  184. if (node != scene_ && !node->GetComponent<Terrain>())
  185. {
  186. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  187. for (unsigned j = 0; j < components.Size(); ++j)
  188. components[j]->DrawDebugGeometry(debug, false);
  189. // To avoid cluttering the view, do not draw the node axes for child nodes
  190. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  191. DrawNodeDebug(node->GetChild(k), debug, false);
  192. }
  193. }
  194. bool SceneView3D::MouseInView()
  195. {
  196. if (!GetInternalWidget())
  197. return false;
  198. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  199. return false;
  200. Input* input = GetSubsystem<Input>();
  201. IntVector2 pos = input->GetMousePosition();
  202. IntRect rect = GetRect();
  203. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  204. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  205. return rect.IsInside(pos);
  206. }
  207. void SceneView3D::HandleUIUnhandledShortcut(StringHash eventType, VariantMap& eventData)
  208. {
  209. if (!enabled_)
  210. return;
  211. unsigned id = eventData[UIUnhandledShortcut::P_REFID].GetUInt();
  212. if (id == TBIDC("undo"))
  213. sceneEditor_->Undo();
  214. else if (id == TBIDC("redo"))
  215. sceneEditor_->Redo();
  216. return;
  217. }
  218. void SceneView3D::HandleUIWidgetFocusEscaped(StringHash eventType, VariantMap& eventData)
  219. {
  220. if (!enabled_)
  221. return;
  222. SetFocus();
  223. }
  224. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  225. {
  226. // Visualize the currently selected nodes
  227. if (selectedNode_.NotNull())
  228. {
  229. DrawNodeDebug(selectedNode_, debugRenderer_);
  230. }
  231. if (!MouseInView())
  232. return;
  233. Input* input = GetSubsystem<Input>();
  234. mouseLeftDown_ = false;
  235. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  236. {
  237. SetFocus();
  238. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  239. {
  240. Ray camRay = GetCameraRay();
  241. PODVector<RayQueryResult> result;
  242. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  243. octree_->RaycastSingle(query);
  244. if (query.result_.Size())
  245. {
  246. const RayQueryResult& r = result[0];
  247. if (r.drawable_)
  248. {
  249. VariantMap neventData;
  250. Node* node = r.drawable_->GetNode();
  251. // if temporary, this is a prefab
  252. // TODO: if we use temporary for other stuff
  253. // fix this to look for prefab
  254. if (node->IsTemporary())
  255. node = node->GetParent();
  256. neventData[EditorActiveNodeChange::P_NODE] = node;
  257. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  258. }
  259. }
  260. }
  261. mouseMoved_ = false;
  262. }
  263. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  264. {
  265. Ray camRay = GetCameraRay();
  266. PODVector<RayQueryResult> result;
  267. mouseMoved_ = false;
  268. /*
  269. Array<int> pickModeDrawableFlags = {
  270. DRAWABLE_GEOMETRY,
  271. DRAWABLE_LIGHT,
  272. DRAWABLE_ZONE
  273. };
  274. */
  275. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  276. octree_->RaycastSingle(query);
  277. if (query.result_.Size())
  278. {
  279. const RayQueryResult& r = result[0];
  280. if (r.drawable_)
  281. {
  282. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  283. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  284. }
  285. }
  286. }
  287. else
  288. {
  289. mouseLeftDown_ = true;
  290. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  291. {
  292. mouseMoved_ = true;
  293. }
  294. }
  295. }
  296. void SceneView3D::SelectNode(Node* node)
  297. {
  298. selectedNode_ = node;
  299. }
  300. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  301. {
  302. if (ev.type == EVENT_TYPE_SHORTCUT)
  303. {
  304. if (ev.ref_id == TBIDC("close"))
  305. return false;
  306. }
  307. return sceneEditor_->OnEvent(ev);
  308. }
  309. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  310. {
  311. // Timestep parameter is same no matter what event is being listened to
  312. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  313. if (MouseInView())
  314. MoveCamera(timeStep);
  315. QueueUpdate();
  316. if (preloadResourceScene_.NotNull())
  317. {
  318. if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
  319. {
  320. ResourceCache* cache = GetSubsystem<ResourceCache>();
  321. XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);
  322. if (dragNode_.NotNull())
  323. {
  324. dragNode_->LoadXML(xml->GetRoot());
  325. UpdateDragNode(0, 0);
  326. AnimationController* controller = dragNode_->GetComponent<AnimationController>();
  327. if (controller)
  328. {
  329. controller->PlayExclusive("Idle", 0, true);
  330. dragNode_->GetScene()->SetUpdateEnabled(true);
  331. }
  332. }
  333. preloadResourceScene_ = 0;
  334. dragAssetGUID_ = "";
  335. }
  336. }
  337. }
  338. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  339. {
  340. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  341. SelectNode(node);
  342. }
  343. void SceneView3D::HandleNodeRemoved(StringHash eventType, VariantMap& eventData)
  344. {
  345. Node* node = (Node*) (eventData[NodeRemoved::P_NODE].GetPtr());
  346. if (node == selectedNode_)
  347. SelectNode(0);
  348. }
  349. void SceneView3D::UpdateDragNode(int mouseX, int mouseY)
  350. {
  351. if (dragNode_.Null())
  352. return;
  353. Ray ray = GetCameraRay();
  354. Vector3 pos = ray.origin_;
  355. pos += ray.direction_ * 10;
  356. dragNode_->SetWorldPosition(pos);
  357. }
  358. void SceneView3D::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  359. {
  360. if (dragNode_.Null())
  361. return;
  362. Input* input = GetSubsystem<Input>();
  363. if (!input->IsMouseVisible())
  364. return;
  365. using namespace MouseMove;
  366. int x = eventData[P_X].GetInt();
  367. int y = eventData[P_Y].GetInt();
  368. UpdateDragNode(x, y);
  369. }
  370. void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
  371. {
  372. using namespace DragEnterWidget;
  373. UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());
  374. if (widget != this)
  375. return;
  376. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  377. Object* object = dragObject->GetObject();
  378. if (!object)
  379. return;
  380. if (object->GetType() == Asset::GetTypeStatic())
  381. {
  382. Asset* asset = (Asset*) object;
  383. dragNode_ = asset->InstantiateNode(scene_, asset->GetName());
  384. if (dragNode_.NotNull())
  385. {
  386. Input* input = GetSubsystem<Input>();
  387. IntVector2 pos = input->GetMousePosition();
  388. UpdateDragNode(pos.x_, pos.y_);
  389. }
  390. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  391. }
  392. }
  393. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  394. {
  395. if (preloadResourceScene_.NotNull())
  396. {
  397. preloadResourceScene_->StopAsyncLoading();
  398. preloadResourceScene_ = 0;
  399. }
  400. if (dragNode_.NotNull())
  401. {
  402. scene_->RemoveChild(dragNode_);
  403. }
  404. dragAssetGUID_ = "";
  405. dragNode_ = 0;
  406. }
  407. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  408. {
  409. using namespace DragEnded;
  410. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  411. if (dragNode_.NotNull())
  412. {
  413. VariantMap neventData;
  414. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  415. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  416. VariantMap editData;
  417. editData[SceneEditNodeAddedRemoved::P_SCENE] = scene_;
  418. editData[SceneEditNodeAddedRemoved::P_NODE] = dragNode_;
  419. editData[SceneEditNodeAddedRemoved::P_ADDED] = true;
  420. scene_->SendEvent(E_SCENEEDITNODEADDEDREMOVED, editData);
  421. }
  422. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  423. {
  424. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  425. if (asset->GetImporterTypeName() == "MaterialImporter") {
  426. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  427. if (material) {
  428. material = material;
  429. Ray camRay = GetCameraRay();
  430. PODVector<RayQueryResult> result;
  431. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  432. octree_->RaycastSingle(query);
  433. if (query.result_.Size())
  434. {
  435. const RayQueryResult& r = result[0];
  436. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  437. {
  438. ((StaticModel*)r.drawable_)->SetMaterial(material);
  439. }
  440. }
  441. }
  442. }
  443. }
  444. dragAssetGUID_ = "";
  445. dragNode_ = 0;
  446. }
  447. }