//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using bs;
using System;
using System.Collections.Generic;
using System.IO;
namespace bs.Editor
{
/** @addtogroup Scene-Editor
* @{
*/
///
/// Displays the scene view camera and various scene controls.
///
internal sealed class SceneWindow : EditorWindow, IGlobalShortcuts
{
internal const string GizmoDrawSettingsKey = "SceneCamera0_GizmoDrawSettings";
internal const string ToggleProfilerOverlayBinding = "ToggleProfilerOverlay";
internal const string ViewToolBinding = "ViewTool";
internal const string MoveToolBinding = "MoveTool";
internal const string RotateToolBinding = "RotateTool";
internal const string ScaleToolBinding = "ScaleTool";
internal const string FrameBinding = "SceneFrame";
private const string CameraPositionKey = "SceneCamera0_Position";
private const string CameraRotationKey = "SceneCamera0_Rotation";
private const int HeaderHeight = 20;
private const float DefaultPlacementDepth = 5.0f;
private static readonly Color ClearColor = new Color(0.0f, 0.3685f, 0.7969f);
private const int HandleAxesGUISize = 50;
private const int HandleAxesGUIPaddingX = 10;
private const int HandleAxesGUIPaddingY = 5;
private Camera camera;
private SceneCamera sceneCamera;
private ulong cameraUpdateCount;
private RenderTexture renderTexture;
private GUILayoutY mainLayout;
private GUIPanel rtPanel;
private GUIPanel sceneAxesPanel;
private GUIButton focusCatcher;
private GUIRenderTexture renderTextureGUI;
private SceneGrid sceneGrid;
private SceneSelection sceneSelection;
private SceneGizmos sceneGizmos;
private SceneHandles sceneHandles;
private GUIToggle viewButton;
private GUIToggle moveButton;
private GUIToggle rotateButton;
private GUIToggle scaleButton;
private GUIToggle localCoordButton;
private GUIToggle worldCoordButton;
private GUIToggle pivotButton;
private GUIToggle centerButton;
private GUIToggle moveSnapButton;
private GUIFloatField moveSnapInput;
private GUIToggle rotateSnapButton;
private GUIFloatField rotateSnapInput;
private GUIButton cameraOptionsButton;
private GUILayout progressLayout;
private GUIProgressBar loadProgressBar;
private GUILabel loadLabel;
private SceneAxesGUI sceneAxesGUI;
private ProjectionType sceneAxesLastProjectionType;
private bool hasContentFocus = false;
private bool HasContentFocus { get { return HasFocus && hasContentFocus; } }
private bool loadingProgressShown = false;
private bool AllowViewportInput { get { return !loadingProgressShown; } }
private int editorSettingsHash = int.MaxValue;
private GizmoDrawSettings gizmoDrawSettings = GizmoDrawSettings.Default();
private VirtualButton frameKey;
// Tool shortcuts
private VirtualButton viewToolKey;
private VirtualButton moveToolKey;
private VirtualButton rotateToolKey;
private VirtualButton scaleToolKey;
// Drag & drop
private bool dragActive;
private SceneObject draggedSO;
private Vector3 draggedSOOffset;
private GUITexture dragSelection;
private bool isDraggingSelection;
private Vector2I dragSelectionStart;
private Vector2I dragSelectionEnd;
private Vector2I mouseDownPosition;
private GUIPanel selectionPanel;
// Camera previews
private const int MaxCameraPreviews = 0; // Disabled until we resolve issues with adding temporary camera copies
private List cameraPreviews = new List();
private GUIPanel cameraPreviewsPanel;
///
/// Returns the scene camera.
///
public SceneCamera Camera => sceneCamera;
///
/// Settings that control gizmo drawing.
///
public GizmoDrawSettings GizmoDrawSettings
{
get => gizmoDrawSettings;
set
{
gizmoDrawSettings = value;
if(sceneGizmos != null)
sceneGizmos.DrawSettings = gizmoDrawSettings;
if(sceneSelection != null)
sceneSelection.GizmoDrawSettings = gizmoDrawSettings;
}
}
///
/// Constructs a new scene window.
///
internal SceneWindow()
{ }
///
/// Opens a scene window if its not open already.
///
[MenuItem("Windows/Scene", ButtonModifier.CtrlAlt, ButtonCode.S, 6000)]
private static void OpenSceneWindow()
{
OpenWindow();
}
///
/// Focuses on the currently selected object.
///
[MenuItem("Tools/Frame Selected", ButtonModifier.None, ButtonCode.F, 9275, true)]
private static void OpenSettingsWindow()
{
SceneWindow window = GetWindow();
if (window != null)
window.sceneCamera.FrameSelected();
}
///
/// Switches the active tool to the view tool.
///
[MenuItem("Tools/View", ButtonModifier.Ctrl, ButtonCode.Q, 9274, true)]
private static void SetViewTool()
{
SceneWindow window = GetWindow();
if (window != null)
window.OnSceneToolButtonClicked(SceneViewTool.View);
}
///
/// Switches the active tool to the move tool.
///
[MenuItem("Tools/Move", ButtonModifier.Ctrl, ButtonCode.W, 9273)]
private static void SetMoveTool()
{
SceneWindow window = GetWindow();
if (window != null)
window.OnSceneToolButtonClicked(SceneViewTool.Move);
}
///
/// Switches the active tool to the rotate tool.
///
[MenuItem("Tools/Rotate", ButtonModifier.Ctrl, ButtonCode.E, 9272)]
private static void SetRotateTool()
{
SceneWindow window = GetWindow();
if (window != null)
window.OnSceneToolButtonClicked(SceneViewTool.Rotate);
}
///
/// Switches the active tool to the scale tool.
///
[MenuItem("Tools/Scale", ButtonModifier.Ctrl, ButtonCode.R, 9271)]
private static void SetScaleTool()
{
SceneWindow window = GetWindow();
if (window != null)
window.OnSceneToolButtonClicked(SceneViewTool.Scale);
}
///
protected override LocString GetDisplayName()
{
return new LocEdString("Scene");
}
private void OnInitialize()
{
if (ProjectSettings.HasKey(GizmoDrawSettingsKey))
gizmoDrawSettings = ProjectSettings.GetObject(SceneWindow.GizmoDrawSettingsKey);
else
gizmoDrawSettings = GizmoDrawSettings.Default();
mainLayout = GUI.AddLayoutY();
GUIContent viewIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.View),
new LocEdString("View"));
GUIContent moveIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Move),
new LocEdString("Move"));
GUIContent rotateIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Rotate),
new LocEdString("Rotate"));
GUIContent scaleIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Scale),
new LocEdString("Scale"));
GUIContent localIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Local),
new LocEdString("Local"));
GUIContent worldIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.World),
new LocEdString("World"));
GUIContent pivotIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Pivot),
new LocEdString("Pivot"));
GUIContent centerIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Center),
new LocEdString("Center"));
GUIContent moveSnapIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.MoveSnap),
new LocEdString("Move snap"));
GUIContent rotateSnapIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.RotateSnap),
new LocEdString("Rotate snap"));
GUIToggleGroup handlesTG = new GUIToggleGroup();
viewButton = new GUIToggle(viewIcon, handlesTG, EditorStyles.Button, GUIOption.FlexibleWidth(35));
moveButton = new GUIToggle(moveIcon, handlesTG, EditorStyles.Button, GUIOption.FlexibleWidth(35));
rotateButton = new GUIToggle(rotateIcon, handlesTG, EditorStyles.Button, GUIOption.FlexibleWidth(35));
scaleButton = new GUIToggle(scaleIcon, handlesTG, EditorStyles.Button, GUIOption.FlexibleWidth(35));
GUIToggleGroup coordModeTG = new GUIToggleGroup();
localCoordButton = new GUIToggle(localIcon, coordModeTG, EditorStyles.Button, GUIOption.FlexibleWidth(75));
worldCoordButton = new GUIToggle(worldIcon, coordModeTG, EditorStyles.Button, GUIOption.FlexibleWidth(75));
GUIToggleGroup pivotModeTG = new GUIToggleGroup();
pivotButton = new GUIToggle(pivotIcon, pivotModeTG, EditorStyles.Button, GUIOption.FlexibleWidth(35));
centerButton = new GUIToggle(centerIcon, pivotModeTG, EditorStyles.Button, GUIOption.FlexibleWidth(35));
moveSnapButton = new GUIToggle(moveSnapIcon, EditorStyles.Button, GUIOption.FlexibleWidth(35));
moveSnapInput = new GUIFloatField("", GUIOption.FlexibleWidth(35));
rotateSnapButton = new GUIToggle(rotateSnapIcon, EditorStyles.Button, GUIOption.FlexibleWidth(35));
rotateSnapInput = new GUIFloatField("", GUIOption.FlexibleWidth(35));
GUIContent cameraOptionsIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.SceneCameraOptions), new LocEdString("Camera options"));
cameraOptionsButton = new GUIButton(cameraOptionsIcon);
viewButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.View);
moveButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.Move);
rotateButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.Rotate);
scaleButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.Scale);
localCoordButton.OnClick += () => OnCoordinateModeButtonClicked(HandleCoordinateMode.Local);
worldCoordButton.OnClick += () => OnCoordinateModeButtonClicked(HandleCoordinateMode.World);
pivotButton.OnClick += () => OnPivotModeButtonClicked(HandlePivotMode.Pivot);
centerButton.OnClick += () => OnPivotModeButtonClicked(HandlePivotMode.Center);
moveSnapButton.OnToggled += (bool active) => OnMoveSnapToggled(active);
moveSnapInput.OnChanged += (float value) => OnMoveSnapValueChanged(value);
rotateSnapButton.OnToggled += (bool active) => OnRotateSnapToggled(active);
rotateSnapInput.OnChanged += (float value) => OnRotateSnapValueChanged(value);
cameraOptionsButton.OnClick += () => OnCameraOptionsClicked();
GUILayout handlesLayout = mainLayout.AddLayoutX();
handlesLayout.AddElement(viewButton);
handlesLayout.AddElement(moveButton);
handlesLayout.AddElement(rotateButton);
handlesLayout.AddElement(scaleButton);
handlesLayout.AddSpace(10);
handlesLayout.AddElement(localCoordButton);
handlesLayout.AddElement(worldCoordButton);
handlesLayout.AddSpace(10);
handlesLayout.AddElement(pivotButton);
handlesLayout.AddElement(centerButton);
handlesLayout.AddFlexibleSpace();
handlesLayout.AddElement(moveSnapButton);
handlesLayout.AddElement(moveSnapInput);
handlesLayout.AddSpace(10);
handlesLayout.AddElement(rotateSnapButton);
handlesLayout.AddElement(rotateSnapInput);
handlesLayout.AddSpace(10);
handlesLayout.AddElement(cameraOptionsButton);
handlesLayout.SetHeight(viewButton.Bounds.height);
GUIPanel mainPanel = mainLayout.AddPanel();
rtPanel = mainPanel.AddPanel();
// Loading progress
loadLabel = new GUILabel(new LocEdString("Loading scene..."));
loadProgressBar = new GUIProgressBar("", GUIOption.FixedWidth(200));
progressLayout = mainPanel.AddLayoutY();
progressLayout.AddFlexibleSpace();
GUILayout loadLabelLayout = progressLayout.AddLayoutX();
loadLabelLayout.AddFlexibleSpace();
loadLabelLayout.AddElement(loadLabel);
loadLabelLayout.AddFlexibleSpace();
GUILayout progressBarLayout = progressLayout.AddLayoutX();
progressBarLayout.AddFlexibleSpace();
progressBarLayout.AddElement(loadProgressBar);
progressBarLayout.AddFlexibleSpace();
progressLayout.AddFlexibleSpace();
progressLayout.Active = false;
selectionPanel = mainPanel.AddPanel(-1);
sceneAxesPanel = mainPanel.AddPanel(-1);
sceneAxesGUI = new SceneAxesGUI(this, sceneAxesPanel, HandleAxesGUISize, HandleAxesGUISize, ProjectionType.Perspective);
sceneAxesLastProjectionType = ProjectionType.Perspective;
focusCatcher = new GUIButton("", EditorStyles.Blank);
focusCatcher.OnFocusGained += () => hasContentFocus = true;
focusCatcher.OnFocusLost += () => hasContentFocus = false;
GUIPanel focusPanel = GUI.AddPanel(-2);
focusPanel.AddElement(focusCatcher);
cameraPreviewsPanel = GUI.AddPanel(-3);
viewToolKey = new VirtualButton(ViewToolBinding);
moveToolKey = new VirtualButton(MoveToolBinding);
rotateToolKey = new VirtualButton(RotateToolBinding);
scaleToolKey = new VirtualButton(ScaleToolBinding);
frameKey = new VirtualButton(FrameBinding);
UpdateRenderTexture(Width, Height - HeaderHeight);
UpdateLoadingProgress();
UpdateCameraPreviews();
Selection.OnSelectionChanged += OnSelectionChanged;
}
private void OnCameraOptionsClicked()
{
SceneCameraSettingsWindow.Open();
}
private void OnDestroy()
{
if (camera != null)
{
Vector3 pos = camera.SceneObject.Position;
Quaternion rot = camera.SceneObject.Rotation;
ProjectSettings.SetObject(CameraPositionKey, pos);
ProjectSettings.SetObject(CameraRotationKey, rot);
camera.SceneObject.Destroy(true);
camera = null;
}
sceneAxesGUI.Destroy();
sceneAxesGUI = null;
Selection.OnSelectionChanged -= OnSelectionChanged;
}
///
/// Deletes all currently selected objects.
///
private void DeleteSelection()
{
SceneObject[] selectedObjects = Selection.SceneObjects;
CleanDuplicates(ref selectedObjects);
if (selectedObjects.Length > 0)
{
foreach (var so in selectedObjects)
{
string message = "Deleted " + so.Name;
UndoRedo.DeleteSO(so, message);
}
EditorApplication.SetSceneDirty();
}
}
///
/// Duplicates all currently selected objects.
///
private void DuplicateSelection()
{
SceneObject[] selectedObjects = Selection.SceneObjects;
CleanDuplicates(ref selectedObjects);
if (selectedObjects.Length > 0)
{
string message;
if (selectedObjects.Length == 1)
message = "Duplicated " + selectedObjects[0].Name;
else
message = "Duplicated " + selectedObjects.Length + " elements";
Transform[] savedTransforms = new Transform[selectedObjects.Length];
for (int i = 0; i < savedTransforms.Length; i++)
savedTransforms[i] = new Transform(selectedObjects[i]);
SceneObject[] clonedObjects = UndoRedo.CloneSO(selectedObjects, message);
// Restore world positions
for (int i = 0; i < savedTransforms.Length; i++)
savedTransforms[i].Apply(clonedObjects[i]);
EditorApplication.SetSceneDirty();
}
}
///
/// Callback that triggers when a new set of scene objects or resources has been selected.
///
/// Selected scene objects.
/// Selected resources.
private void OnSelectionChanged(SceneObject[] objects, string[] resources)
{
UpdateCameraPreviews();
}
///
void IGlobalShortcuts.OnRenamePressed()
{
// Do nothing
}
///
void IGlobalShortcuts.OnDuplicatePressed()
{
DuplicateSelection();
}
///
void IGlobalShortcuts.OnDeletePressed()
{
DeleteSelection();
}
///
void IGlobalShortcuts.OnCopyPressed()
{
// Do nothing
}
///
void IGlobalShortcuts.OnCutPressed()
{
// Do nothing
}
///
void IGlobalShortcuts.OnPastePressed()
{
// Do nothing
}
///
/// Orients the camera so it looks along the provided axis.
///
/// Axis to look along.
internal void LookAlong(Vector3 axis)
{
axis.Normalize();
sceneCamera.LookAlong(axis);
UpdateGridMode();
}
private void UpdateGridMode()
{
Vector3 forward = camera.SceneObject.Forward;
if (camera.ProjectionType == ProjectionType.Perspective)
sceneGrid.SetMode(GridMode.Perspective);
else
{
float dotX = Vector3.Dot(forward, Vector3.XAxis);
if (dotX >= 0.95f)
sceneGrid.SetMode(GridMode.OrthoX);
else if (dotX <= -0.95f)
sceneGrid.SetMode(GridMode.OrthoNegX);
else
{
float dotY = Vector3.Dot(forward, Vector3.YAxis);
if (dotY >= 0.95f)
sceneGrid.SetMode(GridMode.OrthoY);
else if (dotY <= -0.95f)
sceneGrid.SetMode(GridMode.OrthoNegY);
else
{
float dotZ = Vector3.Dot(forward, Vector3.ZAxis);
if (dotZ >= 0.95f)
sceneGrid.SetMode(GridMode.OrthoZ);
else if (dotZ <= -0.95f)
sceneGrid.SetMode(GridMode.OrthoNegZ);
else
sceneGrid.SetMode(GridMode.Perspective);
}
}
}
}
///
/// Converts screen coordinates into coordinates relative to the scene view render texture.
///
/// Coordinates relative to the screen.
/// Output coordinates relative to the scene view texture.
/// True if the coordinates are within the scene view texture, false otherwise.
private bool ScreenToScenePos(Vector2I screenPos, out Vector2I scenePos)
{
scenePos = screenPos;
Vector2I windowPos = ScreenToWindowPos(screenPos);
Rect2I bounds = GUIUtility.CalculateBounds(renderTextureGUI, GUI);
if (bounds.Contains(windowPos))
{
scenePos.x = windowPos.x - bounds.x;
scenePos.y = windowPos.y - bounds.y;
return true;
}
return false;
}
private void OnEditorUpdate()
{
UpdateLoadingProgress();
if (HasFocus)
{
if (!Input.IsPointerButtonHeld(PointerButton.Right))
{
if (VirtualInput.IsButtonDown(EditorApplication.DuplicateKey))
DuplicateSelection();
else if (VirtualInput.IsButtonDown(EditorApplication.DeleteKey))
DeleteSelection();
else if (VirtualInput.IsButtonDown(viewToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.View;
else if (VirtualInput.IsButtonDown(moveToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.Move;
else if (VirtualInput.IsButtonDown(rotateToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.Rotate;
else if (VirtualInput.IsButtonDown(scaleToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.Scale;
}
}
// Refresh GUI buttons if needed (in case someones changes the values from script)
if (editorSettingsHash != EditorSettings.Hash)
{
UpdateButtonStates();
editorSettingsHash = EditorSettings.Hash;
}
// Update scene view handles and selection
sceneGrid.Draw();
ProjectionType currentProjType = camera.ProjectionType;
if (sceneAxesLastProjectionType != currentProjType)
{
sceneAxesGUI.ProjectionType = currentProjType;
sceneAxesLastProjectionType = currentProjType;
}
bool handleActive = sceneHandles.IsActive() || sceneAxesGUI.IsActive();
Vector2I scenePos;
bool inBounds = ScreenToScenePos(Input.PointerPosition, out scenePos);
bool clearSelection = false;
if (AllowViewportInput)
{
if (Input.IsPointerButtonUp(PointerButton.Left))
clearSelection = true;
else if (Input.IsPointerButtonDown(PointerButton.Left))
mouseDownPosition = scenePos;
}
else
{
clearSelection = true;
inBounds = false;
}
bool dragResult = false;
if (clearSelection)
{
dragResult = EndDragSelection();
if (sceneHandles.IsActive())
{
sceneHandles.ClearSelection();
NotifyNeedsRedraw();
}
if (sceneAxesGUI.IsActive())
sceneAxesGUI.ClearSelection();
}
bool draggedOver = DragDrop.DragInProgress || DragDrop.DropInProgress;
draggedOver &= IsPointerHovering && inBounds && DragDrop.Type == DragDropType.Resource;
if (draggedOver)
{
if (DragDrop.DropInProgress)
{
dragActive = false;
if (draggedSO != null)
{
Selection.SceneObject = draggedSO;
EditorApplication.SetSceneDirty();
}
draggedSO = null;
}
else
{
if (!dragActive)
{
dragActive = true;
ResourceDragDropData dragData = (ResourceDragDropData)DragDrop.Data;
string[] draggedPaths = dragData.Paths;
for (int i = 0; i < draggedPaths.Length; i++)
{
ResourceMeta meta = ProjectLibrary.GetMeta(draggedPaths[i]);
if (meta != null)
{
if (meta.ResType == ResourceType.Mesh)
{
if (!string.IsNullOrEmpty(draggedPaths[i]))
{
Mesh mesh = ProjectLibrary.Load(draggedPaths[i]);
string meshName = Path.GetFileNameWithoutExtension(draggedPaths[i]);
draggedSO = new SceneObject(meshName);
GameObjectUndo.RecordNewSceneObject(draggedSO);
Renderable renderable = draggedSO.AddComponent();
renderable.Mesh = mesh;
GameObjectUndo.ResolveDiffs();
if (mesh != null)
draggedSOOffset = mesh.Bounds.Box.Center;
else
draggedSOOffset = Vector3.Zero;
}
break;
}
else if (meta.ResType == ResourceType.Prefab)
{
if (!string.IsNullOrEmpty(draggedPaths[i]))
{
Prefab prefab = ProjectLibrary.Load(draggedPaths[i]);
draggedSO = UndoRedo.Instantiate(prefab, "Instantiating " + prefab.Name);
if (draggedSO != null)
{
AABox draggedObjBounds = EditorUtility.CalculateBounds(draggedSO);
draggedSOOffset = draggedObjBounds.Center;
}
else
draggedSOOffset = Vector3.Zero;
}
break;
}
}
}
}
if (draggedSO != null)
{
if (Input.IsButtonHeld(ButtonCode.Space))
{
SnapData snapData;
sceneSelection.Snap(scenePos, out snapData, new SceneObject[] { draggedSO });
Quaternion q = Quaternion.FromToRotation(Vector3.YAxis, snapData.normal);
draggedSO.Position = snapData.position;
draggedSO.Rotation = q;
}
else
{
Ray worldRay = camera.ScreenPointToRay(scenePos);
draggedSO.Position = worldRay * DefaultPlacementDepth - draggedSOOffset;
}
}
}
return;
}
else
{
if (dragActive)
{
dragActive = false;
if (draggedSO != null)
{
draggedSO.Destroy();
draggedSO = null;
}
}
}
if ((HasContentFocus || IsPointerHovering) && AllowViewportInput)
{
sceneCamera.EnableInput(true);
if (inBounds && HasContentFocus)
{
if (Input.IsPointerButtonDown(PointerButton.Left))
{
Rect2I sceneAxesGUIBounds = new Rect2I(Width - HandleAxesGUISize - HandleAxesGUIPaddingX,
HandleAxesGUIPaddingY, HandleAxesGUISize, HandleAxesGUISize);
if (sceneAxesGUIBounds.Contains(scenePos))
sceneAxesGUI.TrySelect(scenePos);
else
{
if(sceneHandles.TrySelect(scenePos))
NotifyNeedsRedraw();
}
}
else if (Input.IsPointerButtonHeld(PointerButton.Left) && !handleActive && !dragActive &&
draggedSO == null && scenePos != mouseDownPosition)
{
if (isDraggingSelection)
UpdateDragSelection(scenePos);
else
StartDragSelection(scenePos);
}
else if (Input.IsPointerButtonUp(PointerButton.Left))
{
if (!handleActive && !dragActive && !dragResult)
{
bool ctrlHeld = Input.IsButtonHeld(ButtonCode.LeftControl) ||
Input.IsButtonHeld(ButtonCode.RightControl);
sceneSelection.PickObject(scenePos, ctrlHeld, new SceneObject[] { draggedSO });
}
}
}
}
else
sceneCamera.EnableInput(false);
if (AllowViewportInput)
{
SceneHandles.BeginInput();
if(sceneHandles.UpdateInput(scenePos, Input.PointerDelta))
NotifyNeedsRedraw();
sceneAxesGUI.UpdateInput(scenePos);
SceneHandles.EndInput();
}
if(handleActive)
NotifyNeedsRedraw();
sceneHandles.Draw();
sceneAxesGUI.Draw();
// Must be done after handle input is processed, in order to reflect most recent transform
sceneGizmos.Draw();
sceneSelection.Draw();
UpdateGridMode();
if (cameraUpdateCount != sceneCamera.UpdateCount)
{
sceneAxesGUI.NotifyNeedsRedraw();
cameraUpdateCount = sceneCamera.UpdateCount;
}
if (VirtualInput.IsButtonDown(frameKey))
sceneCamera.FrameSelected();
}
///
protected override void WindowResized(int width, int height)
{
UpdateRenderTexture(width, height - HeaderHeight);
base.WindowResized(width, height);
}
///
protected override void FocusChanged(bool inFocus)
{
if (!inFocus)
{
sceneHandles.ClearSelection();
NotifyNeedsRedraw();
}
}
///
/// Triggered when one of the scene tool buttons is clicked, changing the active scene handle.
///
/// Clicked scene tool to activate.
private void OnSceneToolButtonClicked(SceneViewTool tool)
{
EditorApplication.ActiveSceneTool = tool;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when one of the coordinate mode buttons is clicked, changing the active coordinate mode.
///
/// Clicked coordinate mode to activate.
private void OnCoordinateModeButtonClicked(HandleCoordinateMode mode)
{
EditorApplication.ActiveCoordinateMode = mode;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when one of the pivot buttons is clicked, changing the active pivot mode.
///
/// Clicked pivot mode to activate.
private void OnPivotModeButtonClicked(HandlePivotMode mode)
{
EditorApplication.ActivePivotMode = mode;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the move snap button is toggled.
///
/// Determins should be move snap be activated or deactivated.
private void OnMoveSnapToggled(bool active)
{
Handles.MoveHandleSnapActive = active;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the move snap increment value changes.
///
/// Value that determines in what increments to perform move snapping.
private void OnMoveSnapValueChanged(float value)
{
Handles.MoveSnapAmount = MathEx.Clamp(value, 0.01f, 1000.0f);
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the rotate snap button is toggled.
///
/// Determins should be rotate snap be activated or deactivated.
private void OnRotateSnapToggled(bool active)
{
Handles.RotateHandleSnapActive = active;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the rotate snap increment value changes.
///
/// Value that determines in what increments to perform rotate snapping.
private void OnRotateSnapValueChanged(float value)
{
Handles.RotateSnapAmount = (Degree)MathEx.Clamp(value, 0.01f, 360.0f);
editorSettingsHash = EditorSettings.Hash;
}
///
/// Updates toggle button states according to current editor options. This is useful if tools, coordinate mode,
/// pivot or other scene view options have been modified externally.
///
private void UpdateButtonStates()
{
switch (EditorApplication.ActiveSceneTool)
{
case SceneViewTool.View:
viewButton.Value = true;
break;
case SceneViewTool.Move:
moveButton.Value = true;
break;
case SceneViewTool.Rotate:
rotateButton.Value = true;
break;
case SceneViewTool.Scale:
scaleButton.Value = true;
break;
}
switch (EditorApplication.ActiveCoordinateMode)
{
case HandleCoordinateMode.Local:
localCoordButton.Value = true;
break;
case HandleCoordinateMode.World:
worldCoordButton.Value = true;
break;
}
switch (EditorApplication.ActivePivotMode)
{
case HandlePivotMode.Center:
centerButton.Value = true;
break;
case HandlePivotMode.Pivot:
pivotButton.Value = true;
break;
}
if (Handles.MoveHandleSnapActive)
moveSnapButton.Value = true;
else
moveSnapButton.Value = false;
moveSnapInput.Value = Handles.MoveSnapAmount;
if (Handles.RotateHandleSnapActive)
rotateSnapButton.Value = true;
else
rotateSnapButton.Value = false;
moveSnapInput.Value = Handles.RotateSnapAmount.Degrees;
}
///
/// Creates the scene camera and updates the render texture. Should be called at least once before using the
/// scene view. Should be called whenever the window is resized.
///
/// Width of the scene render target, in pixels.
/// Height of the scene render target, in pixels.
private void UpdateRenderTexture(int width, int height)
{
width = MathEx.Max(20, width);
height = MathEx.Max(20, height);
// Note: Depth buffer and readable flags are required because ScenePicking uses it
Texture colorTex = Texture.Create2D(width, height, PixelFormat.RGBA8, TextureUsage.Render | TextureUsage.CPUReadable);
Texture depthTex = Texture.Create2D(width, height, PixelFormat.D32_S8X24, TextureUsage.DepthStencil | TextureUsage.CPUReadable);
renderTexture = new RenderTexture(colorTex, depthTex);
renderTexture.Priority = 1;
if (camera == null)
{
SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
camera = sceneCameraSO.AddComponent();
camera.Viewport.Target = renderTexture;
camera.Viewport.Area = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);
Vector3 camPosition = new Vector3(0.0f, 1.7f, 5.0f);
object camPosObj = ProjectSettings.GetObject