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 "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/StaticModel.h>
  19. #include <Atomic/Atomic3D/AnimatedModel.h>
  20. #include <Atomic/Atomic3D/AnimationController.h>
  21. #include <Atomic/Input/Input.h>
  22. #include <Atomic/IO/FileSystem.h>
  23. #include <Atomic/Resource/ResourceCache.h>
  24. #include <Atomic/Resource/XMLFile.h>
  25. #include <Atomic/Physics/PhysicsWorld.h>
  26. #include <Atomic/UI/UI.h>
  27. #include <Atomic/UI/UIEvents.h>
  28. #include <Atomic/Resource/ResourceEvents.h>
  29. #include <ToolCore/Assets/Asset.h>
  30. #include <ToolCore/Assets/AssetDatabase.h>
  31. #include <ToolCore/Assets/ModelImporter.h>
  32. #include <ToolCore/Assets/PrefabImporter.h>
  33. #include "AEEditor.h"
  34. #include "AEEvents.h"
  35. #include "SceneView3D.h"
  36. #include "SceneEditor3D.h"
  37. using namespace ToolCore;
  38. namespace AtomicEditor
  39. {
  40. SceneView3D ::SceneView3D(Context* context, SceneEditor3D *sceneEditor) :
  41. UISceneView(context),
  42. yaw_(0.0f),
  43. pitch_(0.0f),
  44. mouseLeftDown_(false),
  45. mouseMoved_(false),
  46. enabled_(true)
  47. {
  48. sceneEditor_ = sceneEditor;
  49. ResourceCache* cache = GetSubsystem<ResourceCache>();
  50. scene_ = sceneEditor->GetScene();
  51. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  52. if (debugRenderer_.Null())
  53. {
  54. debugRenderer_ = scene_->CreateComponent<DebugRenderer>();
  55. }
  56. octree_ = scene_->GetComponent<Octree>();
  57. if (octree_.Null())
  58. {
  59. LOGWARNING("Scene without an octree loaded");
  60. octree_ = scene_->CreateComponent<Octree>();
  61. }
  62. cameraNode_ = scene_->CreateChild("__atomic_sceneview3d_camera");
  63. cameraNode_->SetTemporary(true);
  64. camera_ = cameraNode_->CreateComponent<Camera>();
  65. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  66. assert(debugRenderer_.NotNull());
  67. octree_ = scene_->GetComponent<Octree>();
  68. assert(octree_.NotNull());
  69. cameraNode_->SetPosition(Vector3(0, 0, -10));
  70. SetView(scene_, camera_);
  71. SetAutoUpdate(false);
  72. SubscribeToEvent(E_UPDATE, HANDLER(SceneView3D, HandleUpdate));
  73. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneView3D, HandleEditorActiveNodeChange));
  74. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  75. SubscribeToEvent(E_MOUSEMOVE, HANDLER(SceneView3D,HandleMouseMove));
  76. SubscribeToEvent(this, E_DRAGENTERWIDGET, HANDLER(SceneView3D, HandleDragEnterWidget));
  77. SubscribeToEvent(this, E_DRAGEXITWIDGET, HANDLER(SceneView3D, HandleDragExitWidget));
  78. SubscribeToEvent(this, E_DRAGENDED, HANDLER(SceneView3D, HandleDragEnded));
  79. SetIsFocusable(true);
  80. }
  81. SceneView3D::~SceneView3D()
  82. {
  83. }
  84. void SceneView3D::Enable()
  85. {
  86. if (enabled_)
  87. return;
  88. enabled_ = true;
  89. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  90. }
  91. void SceneView3D::Disable()
  92. {
  93. if (!enabled_)
  94. return;
  95. enabled_ = false;
  96. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  97. }
  98. void SceneView3D::MoveCamera(float timeStep)
  99. {
  100. if (!enabled_ && !GetFocus())
  101. return;
  102. Input* input = GetSubsystem<Input>();
  103. // Movement speed as world units per second
  104. float MOVE_SPEED = 20.0f;
  105. // Mouse sensitivity as degrees per pixel
  106. const float MOUSE_SENSITIVITY = 0.2f;
  107. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  108. MOVE_SPEED *= 3.0f;
  109. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  110. if (input->GetMouseButtonDown(MOUSEB_RIGHT))
  111. {
  112. IntVector2 mouseMove = input->GetMouseMove();
  113. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  114. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  115. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  116. // Not working on OSX
  117. //input->SetMouseMode(MM_RELATIVE);
  118. }
  119. else
  120. {
  121. // Not working on OSX
  122. /*
  123. if (input->GetMouseMode() != MM_ABSOLUTE)
  124. input->SetMouseMode(MM_ABSOLUTE);
  125. */
  126. }
  127. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  128. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  129. //Vector3 pos = cameraNode_->GetWorldPosition();
  130. //Quaternion q = cameraNode_->GetWorldRotation();
  131. //LOGINFOF("%f %f %f : %f %f %f %f", pos.x_, pos.y_, pos.z_, q.x_, q.y_, q.z_, q.w_ );
  132. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  133. // Use the Translate() function (default local space) to move relative to the node's orientation.
  134. if (input->GetKeyDown('W'))
  135. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  136. if (input->GetKeyDown('S'))
  137. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  138. if (input->GetKeyDown('A'))
  139. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  140. if (input->GetKeyDown('D'))
  141. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  142. }
  143. Ray SceneView3D::GetCameraRay()
  144. {
  145. Ray camRay;
  146. Input* input = GetSubsystem<Input>();
  147. IntVector2 cpos = input->GetMousePosition();
  148. IntRect rect = GetRect();
  149. if (!rect.Width() || !rect.Height())
  150. return camRay;
  151. int x = rect.left_;
  152. int y = rect.top_;
  153. GetInternalWidget()->ConvertToRoot(x, y);
  154. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  155. float(cpos.y_ - y) / rect.Height());
  156. }
  157. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  158. {
  159. if (drawNode)
  160. debug->AddNode(node, 1.0, false);
  161. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  162. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  163. // (TerrainPatch component itself draws nothing as debug geometry)
  164. if (node != scene_ && !node->GetComponent<Terrain>())
  165. {
  166. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  167. for (unsigned j = 0; j < components.Size(); ++j)
  168. components[j]->DrawDebugGeometry(debug, false);
  169. // To avoid cluttering the view, do not draw the node axes for child nodes
  170. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  171. DrawNodeDebug(node->GetChild(k), debug, false);
  172. }
  173. }
  174. bool SceneView3D::MouseInView()
  175. {
  176. if (!GetInternalWidget())
  177. return false;
  178. if (!TBWidget::hovered_widget || TBWidget::hovered_widget->GetDelegate() != this)
  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. }
  368. //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  369. }
  370. }
  371. void SceneView3D::HandleDragExitWidget(StringHash eventType, VariantMap& eventData)
  372. {
  373. if (preloadResourceScene_.NotNull())
  374. {
  375. preloadResourceScene_->StopAsyncLoading();
  376. preloadResourceScene_ = 0;
  377. }
  378. if (dragNode_.NotNull())
  379. {
  380. scene_->RemoveChild(dragNode_);
  381. VariantMap neventData;
  382. neventData[EditorActiveNodeChange::P_NODE] = (RefCounted*) 0;
  383. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  384. }
  385. dragAssetGUID_ = "";
  386. dragNode_ = 0;
  387. }
  388. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  389. {
  390. using namespace DragEnded;
  391. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  392. if (dragObject && dragObject->GetObject()->GetType() == ToolCore::Asset::GetTypeStatic())
  393. {
  394. Asset* asset = (ToolCore::Asset*) dragObject->GetObject();
  395. if (asset->GetImporterTypeName() == "MaterialImporter") {
  396. Material* material = GetSubsystem<ResourceCache>()->GetResource<Material>(asset->GetPath());
  397. if (material) {
  398. material = material;
  399. Ray camRay = GetCameraRay();
  400. PODVector<RayQueryResult> result;
  401. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  402. octree_->RaycastSingle(query);
  403. if (query.result_.Size())
  404. {
  405. const RayQueryResult& r = result[0];
  406. if (r.drawable_ && (r.drawable_->GetType() == StaticModel::GetTypeStatic() || r.drawable_->GetType() == AnimatedModel::GetTypeStatic()))
  407. {
  408. ((StaticModel*)r.drawable_)->SetMaterial(material);
  409. }
  410. }
  411. }
  412. }
  413. }
  414. if (dragNode_.NotNull())
  415. {
  416. VariantMap neventData;
  417. neventData[EditorActiveNodeChange::P_NODE] = dragNode_;
  418. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  419. }
  420. dragAssetGUID_ = "";
  421. dragNode_ = 0;
  422. }
  423. }