SceneView3D.cpp 10 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/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/Input/Input.h>
  18. #include <Atomic/IO/FileSystem.h>
  19. #include <Atomic/Resource/ResourceCache.h>
  20. #include <Atomic/Resource/XMLFile.h>
  21. #include <Atomic/Physics/PhysicsWorld.h>
  22. #include <Atomic/UI/UI.h>
  23. #include <Atomic/UI/UIEvents.h>
  24. #include <ToolCore/Assets/Asset.h>
  25. #include <ToolCore/Assets/AssetDatabase.h>
  26. #include "AEEditor.h"
  27. #include "AEEvents.h"
  28. #include "SceneView3D.h"
  29. #include "SceneEditor3D.h"
  30. using namespace ToolCore;
  31. namespace AtomicEditor
  32. {
  33. SceneView3D ::SceneView3D(Context* context, SceneEditor3D *sceneEditor) :
  34. UISceneView(context),
  35. yaw_(0.0f),
  36. pitch_(0.0f),
  37. mouseLeftDown_(false),
  38. mouseMoved_(false),
  39. enabled_(true)
  40. {
  41. sceneEditor_ = sceneEditor;
  42. ResourceCache* cache = GetSubsystem<ResourceCache>();
  43. scene_ = sceneEditor->GetScene();
  44. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  45. if (debugRenderer_.Null())
  46. {
  47. debugRenderer_ = scene_->CreateComponent<DebugRenderer>();
  48. }
  49. octree_ = scene_->GetComponent<Octree>();
  50. if (octree_.Null())
  51. {
  52. LOGWARNING("Scene without an octree loaded");
  53. octree_ = scene_->CreateComponent<Octree>();
  54. }
  55. cameraNode_ = scene_->CreateChild("Camera");
  56. cameraNode_->SetTemporary(true);
  57. camera_ = cameraNode_->CreateComponent<Camera>();
  58. debugRenderer_ = scene_->GetComponent<DebugRenderer>();
  59. assert(debugRenderer_.NotNull());
  60. octree_ = scene_->GetComponent<Octree>();
  61. assert(octree_.NotNull());
  62. cameraNode_->SetPosition(Vector3(0, 0, -10));
  63. SetView(scene_, camera_);
  64. SetAutoUpdate(false);
  65. SubscribeToEvent(E_UPDATE, HANDLER(SceneView3D, HandleUpdate));
  66. SubscribeToEvent(E_EDITORACTIVENODECHANGE, HANDLER(SceneView3D, HandleEditorActiveNodeChange));
  67. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SceneView3D, HandlePostRenderUpdate));
  68. SubscribeToEvent(E_DRAGENDED, HANDLER(SceneView3D, HandleDragEnded));
  69. // TODO: generate this event properly
  70. VariantMap eventData;
  71. eventData[EditorActiveSceneChange::P_SCENE] = scene_;
  72. SendEvent(E_EDITORACTIVESCENECHANGE, eventData);
  73. SetIsFocusable(true);
  74. }
  75. SceneView3D::~SceneView3D()
  76. {
  77. }
  78. void SceneView3D::Enable()
  79. {
  80. if (enabled_)
  81. return;
  82. enabled_ = true;
  83. SetVisibility(UI_WIDGET_VISIBILITY_VISIBLE);
  84. }
  85. void SceneView3D::Disable()
  86. {
  87. if (!enabled_)
  88. return;
  89. enabled_ = false;
  90. SetVisibility(UI_WIDGET_VISIBILITY_INVISIBLE);
  91. }
  92. void SceneView3D::MoveCamera(float timeStep)
  93. {
  94. if (!enabled_)
  95. return;
  96. Input* input = GetSubsystem<Input>();
  97. // Movement speed as world units per second
  98. float MOVE_SPEED = 20.0f;
  99. // Mouse sensitivity as degrees per pixel
  100. const float MOUSE_SENSITIVITY = 0.2f;
  101. if (input->GetKeyDown(KEY_LSHIFT) || input->GetKeyDown(KEY_RSHIFT))
  102. MOVE_SPEED *= 3.0f;
  103. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  104. if (input->GetMouseButtonDown(MOUSEB_RIGHT))
  105. {
  106. IntVector2 mouseMove = input->GetMouseMove();
  107. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  108. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  109. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  110. // Not working on OSX
  111. //input->SetMouseMode(MM_RELATIVE);
  112. }
  113. else
  114. {
  115. // Not working on OSX
  116. /*
  117. if (input->GetMouseMode() != MM_ABSOLUTE)
  118. input->SetMouseMode(MM_ABSOLUTE);
  119. */
  120. }
  121. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  122. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  123. //Vector3 pos = cameraNode_->GetWorldPosition();
  124. //Quaternion q = cameraNode_->GetWorldRotation();
  125. //LOGINFOF("%f %f %f : %f %f %f %f", pos.x_, pos.y_, pos.z_, q.x_, q.y_, q.z_, q.w_ );
  126. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  127. // Use the Translate() function (default local space) to move relative to the node's orientation.
  128. if (input->GetKeyDown('W'))
  129. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  130. if (input->GetKeyDown('S'))
  131. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  132. if (input->GetKeyDown('A'))
  133. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  134. if (input->GetKeyDown('D'))
  135. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  136. }
  137. Ray SceneView3D::GetCameraRay()
  138. {
  139. Ray camRay;
  140. Input* input = GetSubsystem<Input>();
  141. IntVector2 cpos = input->GetMousePosition();
  142. IntRect rect = GetRect();
  143. if (!rect.Width() || !rect.Height())
  144. return camRay;
  145. int x = rect.left_;
  146. int y = rect.top_;
  147. GetInternalWidget()->ConvertToRoot(x, y);
  148. return camera_->GetScreenRay(float(cpos.x_ - x) / rect.Width(),
  149. float(cpos.y_ - y) / rect.Height());
  150. }
  151. void SceneView3D::DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode)
  152. {
  153. if (drawNode)
  154. debug->AddNode(node, 1.0, false);
  155. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  156. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  157. // (TerrainPatch component itself draws nothing as debug geometry)
  158. if (node != scene_ && !node->GetComponent<Terrain>())
  159. {
  160. const Vector<SharedPtr<Component> >& components = node->GetComponents();
  161. for (unsigned j = 0; j < components.Size(); ++j)
  162. components[j]->DrawDebugGeometry(debug, false);
  163. // To avoid cluttering the view, do not draw the node axes for child nodes
  164. for (unsigned k = 0; k < node->GetNumChildren(); ++k)
  165. DrawNodeDebug(node->GetChild(k), debug, false);
  166. }
  167. }
  168. bool SceneView3D::MouseInView()
  169. {
  170. Input* input = GetSubsystem<Input>();
  171. IntVector2 pos = input->GetMousePosition();
  172. IntRect rect = GetRect();
  173. GetInternalWidget()->ConvertToRoot(rect.left_, rect.top_);
  174. GetInternalWidget()->ConvertToRoot(rect.right_, rect.bottom_);
  175. return rect.IsInside(pos);
  176. }
  177. void SceneView3D::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  178. {
  179. // Visualize the currently selected nodes
  180. if (selectedNode_.NotNull())
  181. {
  182. DrawNodeDebug(selectedNode_, debugRenderer_);
  183. }
  184. if (!MouseInView())
  185. return;
  186. Input* input = GetSubsystem<Input>();
  187. mouseLeftDown_ = false;
  188. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  189. {
  190. if (!mouseMoved_ && !sceneEditor_->GetGizmo()->Selected())
  191. {
  192. Ray camRay = GetCameraRay();
  193. PODVector<RayQueryResult> result;
  194. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  195. octree_->RaycastSingle(query);
  196. if (query.result_.Size())
  197. {
  198. const RayQueryResult& r = result[0];
  199. if (r.drawable_)
  200. {
  201. VariantMap neventData;
  202. neventData[EditorActiveNodeChange::P_NODE] = r.drawable_->GetNode();
  203. SendEvent(E_EDITORACTIVENODECHANGE, neventData);
  204. }
  205. }
  206. }
  207. mouseMoved_ = false;
  208. }
  209. else if (!input->GetMouseButtonDown(MOUSEB_LEFT))
  210. {
  211. Ray camRay = GetCameraRay();
  212. PODVector<RayQueryResult> result;
  213. mouseMoved_ = false;
  214. /*
  215. Array<int> pickModeDrawableFlags = {
  216. DRAWABLE_GEOMETRY,
  217. DRAWABLE_LIGHT,
  218. DRAWABLE_ZONE
  219. };
  220. */
  221. RayOctreeQuery query(result, camRay, RAY_TRIANGLE, camera_->GetFarClip(), DRAWABLE_GEOMETRY, 0x7fffffff);
  222. octree_->RaycastSingle(query);
  223. if (query.result_.Size())
  224. {
  225. const RayQueryResult& r = result[0];
  226. if (r.drawable_)
  227. {
  228. debugRenderer_->AddNode(r.drawable_->GetNode(), 1.0, false);
  229. r.drawable_->DrawDebugGeometry(debugRenderer_, false);
  230. }
  231. }
  232. }
  233. else
  234. {
  235. mouseLeftDown_ = true;
  236. if (Abs(input->GetMouseMoveX() > 3 || input->GetMouseMoveY() > 3))
  237. {
  238. mouseMoved_ = true;
  239. }
  240. }
  241. }
  242. void SceneView3D::SelectNode(Node* node)
  243. {
  244. selectedNode_ = node;
  245. }
  246. bool SceneView3D::OnEvent(const TBWidgetEvent &ev)
  247. {
  248. return sceneEditor_->OnEvent(ev);
  249. }
  250. void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  251. {
  252. // Timestep parameter is same no matter what event is being listened to
  253. float timeStep = eventData[Update::P_TIMESTEP].GetFloat();
  254. if (MouseInView())
  255. MoveCamera(timeStep);
  256. QueueUpdate();
  257. }
  258. void SceneView3D::HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData)
  259. {
  260. Node* node = (Node*) (eventData[EditorActiveNodeChange::P_NODE].GetPtr());
  261. SelectNode(node);
  262. }
  263. void SceneView3D::HandleDragEnded(StringHash eventType, VariantMap& eventData)
  264. {
  265. using namespace DragEnded;
  266. UIWidget* widget = static_cast<UIWidget*>(eventData[P_TARGET].GetPtr());
  267. if (widget != this)
  268. return;
  269. UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());
  270. Object* object = dragObject->GetObject();
  271. if (!object)
  272. return;
  273. if (object->GetType() == Asset::GetTypeStatic())
  274. {
  275. Asset* asset = (Asset*) object;
  276. ResourceCache* cache = GetSubsystem<ResourceCache>();
  277. const String& importer = asset->GetImporterName();
  278. if (importer == "ModelImporter")
  279. {
  280. Node* node = scene_->CreateChild(asset->GetName());
  281. XMLFile* xml = cache->GetResource<XMLFile>(asset->GetGUID());
  282. node->LoadXML(xml->GetRoot());
  283. }
  284. LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
  285. }
  286. }
  287. }