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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using bs;
- using System;
- using System.Collections.Generic;
- using System.IO;
- namespace bs.Editor
- {
- /** @addtogroup Scene-Editor
- * @{
- */
- /// <summary>
- /// Displays the scene view camera and various scene controls.
- /// </summary>
- 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 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<CameraPreview> cameraPreviews = new List<CameraPreview>();
- private GUIPanel cameraPreviewsPanel;
- /// <summary>
- /// Returns the scene camera.
- /// </summary>
- public SceneCamera Camera => sceneCamera;
- /// <summary>
- /// Settings that control gizmo drawing.
- /// </summary>
- public GizmoDrawSettings GizmoDrawSettings
- {
- get => gizmoDrawSettings;
- set
- {
- gizmoDrawSettings = value;
- if(sceneGizmos != null)
- sceneGizmos.DrawSettings = gizmoDrawSettings;
- if(sceneSelection != null)
- sceneSelection.GizmoDrawSettings = gizmoDrawSettings;
- }
- }
- /// <summary>
- /// Constructs a new scene window.
- /// </summary>
- internal SceneWindow()
- { }
- /// <summary>
- /// Opens a scene window if its not open already.
- /// </summary>
- [MenuItem("Windows/Scene", ButtonModifier.CtrlAlt, ButtonCode.S, 6000)]
- private static void OpenSceneWindow()
- {
- OpenWindow<SceneWindow>();
- }
- /// <summary>
- /// Focuses on the currently selected object.
- /// </summary>
- [MenuItem("Tools/Frame Selected", ButtonModifier.None, ButtonCode.F, 9275, true)]
- private static void OpenSettingsWindow()
- {
- SceneWindow window = GetWindow<SceneWindow>();
- if (window != null)
- window.sceneCamera.FrameSelected();
- }
- /// <summary>
- /// Switches the active tool to the view tool.
- /// </summary>
- [MenuItem("Tools/View", ButtonModifier.Ctrl, ButtonCode.Q, 9274, true)]
- private static void SetViewTool()
- {
- SceneWindow window = GetWindow<SceneWindow>();
- if (window != null)
- window.OnSceneToolButtonClicked(SceneViewTool.View);
- }
- /// <summary>
- /// Switches the active tool to the move tool.
- /// </summary>
- [MenuItem("Tools/Move", ButtonModifier.Ctrl, ButtonCode.W, 9273)]
- private static void SetMoveTool()
- {
- SceneWindow window = GetWindow<SceneWindow>();
- if (window != null)
- window.OnSceneToolButtonClicked(SceneViewTool.Move);
- }
- /// <summary>
- /// Switches the active tool to the rotate tool.
- /// </summary>
- [MenuItem("Tools/Rotate", ButtonModifier.Ctrl, ButtonCode.E, 9272)]
- private static void SetRotateTool()
- {
- SceneWindow window = GetWindow<SceneWindow>();
- if (window != null)
- window.OnSceneToolButtonClicked(SceneViewTool.Rotate);
- }
- /// <summary>
- /// Switches the active tool to the scale tool.
- /// </summary>
- [MenuItem("Tools/Scale", ButtonModifier.Ctrl, ButtonCode.R, 9271)]
- private static void SetScaleTool()
- {
- SceneWindow window = GetWindow<SceneWindow>();
- if (window != null)
- window.OnSceneToolButtonClicked(SceneViewTool.Scale);
- }
- /// <inheritdoc/>
- protected override LocString GetDisplayName()
- {
- return new LocEdString("Scene");
- }
- private void OnInitialize()
- {
- if (ProjectSettings.HasKey(GizmoDrawSettingsKey))
- gizmoDrawSettings = ProjectSettings.GetObject<GizmoDrawSettings>(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;
- }
- /// <summary>
- /// Deletes all currently selected objects.
- /// </summary>
- 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();
- }
- }
- /// <summary>
- /// Duplicates all currently selected objects.
- /// </summary>
- 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();
- }
- }
- /// <summary>
- /// Callback that triggers when a new set of scene objects or resources has been selected.
- /// </summary>
- /// <param name="objects">Selected scene objects.</param>
- /// <param name="resources">Selected resources.</param>
- private void OnSelectionChanged(SceneObject[] objects, string[] resources)
- {
- UpdateCameraPreviews();
- }
- /// <inheritdoc/>
- void IGlobalShortcuts.OnRenamePressed()
- {
- // Do nothing
- }
- /// <inheritdoc/>
- void IGlobalShortcuts.OnDuplicatePressed()
- {
- DuplicateSelection();
- }
- /// <inheritdoc/>
- void IGlobalShortcuts.OnDeletePressed()
- {
- DeleteSelection();
- }
- /// <inheritdoc/>
- void IGlobalShortcuts.OnCopyPressed()
- {
- // Do nothing
- }
- /// <inheritdoc/>
- void IGlobalShortcuts.OnCutPressed()
- {
- // Do nothing
- }
- /// <inheritdoc/>
- void IGlobalShortcuts.OnPastePressed()
- {
- // Do nothing
- }
- /// <summary>
- /// Orients the camera so it looks along the provided axis.
- /// </summary>
- /// <param name="axis">Axis to look along.</param>
- 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);
- }
- }
- }
- }
- /// <summary>
- /// Converts screen coordinates into coordinates relative to the scene view render texture.
- /// </summary>
- /// <param name="screenPos">Coordinates relative to the screen.</param>
- /// <param name="scenePos">Output coordinates relative to the scene view texture.</param>
- /// <returns>True if the coordinates are within the scene view texture, false otherwise.</returns>
- 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<Mesh>(draggedPaths[i]);
- string meshName = Path.GetFileNameWithoutExtension(draggedPaths[i]);
- draggedSO = new SceneObject(meshName);
- GameObjectUndo.RecordNewSceneObject(draggedSO);
- Renderable renderable = draggedSO.AddComponent<Renderable>();
- 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<Prefab>(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(sceneHandles.IsActive())
- 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 (VirtualInput.IsButtonDown(frameKey))
- sceneCamera.FrameSelected();
- }
- /// <inheritdoc/>
- protected override void WindowResized(int width, int height)
- {
- UpdateRenderTexture(width, height - HeaderHeight);
- base.WindowResized(width, height);
- }
- /// <inheritdoc/>
- protected override void FocusChanged(bool inFocus)
- {
- if (!inFocus)
- {
- sceneHandles.ClearSelection();
- NotifyNeedsRedraw();
- }
- }
- /// <summary>
- /// Triggered when one of the scene tool buttons is clicked, changing the active scene handle.
- /// </summary>
- /// <param name="tool">Clicked scene tool to activate.</param>
- private void OnSceneToolButtonClicked(SceneViewTool tool)
- {
- EditorApplication.ActiveSceneTool = tool;
- editorSettingsHash = EditorSettings.Hash;
- }
- /// <summary>
- /// Triggered when one of the coordinate mode buttons is clicked, changing the active coordinate mode.
- /// </summary>
- /// <param name="mode">Clicked coordinate mode to activate.</param>
- private void OnCoordinateModeButtonClicked(HandleCoordinateMode mode)
- {
- EditorApplication.ActiveCoordinateMode = mode;
- editorSettingsHash = EditorSettings.Hash;
- }
- /// <summary>
- /// Triggered when one of the pivot buttons is clicked, changing the active pivot mode.
- /// </summary>
- /// <param name="mode">Clicked pivot mode to activate.</param>
- private void OnPivotModeButtonClicked(HandlePivotMode mode)
- {
- EditorApplication.ActivePivotMode = mode;
- editorSettingsHash = EditorSettings.Hash;
- }
- /// <summary>
- /// Triggered when the move snap button is toggled.
- /// </summary>
- /// <param name="active">Determins should be move snap be activated or deactivated.</param>
- private void OnMoveSnapToggled(bool active)
- {
- Handles.MoveHandleSnapActive = active;
- editorSettingsHash = EditorSettings.Hash;
- }
- /// <summary>
- /// Triggered when the move snap increment value changes.
- /// </summary>
- /// <param name="value">Value that determines in what increments to perform move snapping.</param>
- private void OnMoveSnapValueChanged(float value)
- {
- Handles.MoveSnapAmount = MathEx.Clamp(value, 0.01f, 1000.0f);
- editorSettingsHash = EditorSettings.Hash;
- }
- /// <summary>
- /// Triggered when the rotate snap button is toggled.
- /// </summary>
- /// <param name="active">Determins should be rotate snap be activated or deactivated.</param>
- private void OnRotateSnapToggled(bool active)
- {
- Handles.RotateHandleSnapActive = active;
- editorSettingsHash = EditorSettings.Hash;
- }
- /// <summary>
- /// Triggered when the rotate snap increment value changes.
- /// </summary>
- /// <param name="value">Value that determines in what increments to perform rotate snapping.</param>
- private void OnRotateSnapValueChanged(float value)
- {
- Handles.RotateSnapAmount = (Degree)MathEx.Clamp(value, 0.01f, 360.0f);
- editorSettingsHash = EditorSettings.Hash;
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="width">Width of the scene render target, in pixels.</param>
- /// <param name="height">Height of the scene render target, in pixels.</param>
- 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>();
- 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<object>(CameraPositionKey);
- if (camPosObj is Vector3)
- camPosition = (Vector3)camPosObj;
- Quaternion camRotation = Quaternion.Identity;
- object camRotObj = ProjectSettings.GetObject<object>(CameraRotationKey);
- if (camRotObj is Quaternion)
- camRotation = (Quaternion)camRotObj;
- sceneCameraSO.Position = camPosition;
- sceneCameraSO.Rotation = camRotation;
- camera.Priority = 2;
- camera.Viewport.ClearColor = ClearColor;
- camera.Layers = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera
- camera.Flags = CameraFlag.OnDemand;
- sceneCamera = sceneCameraSO.AddComponent<SceneCamera>();
- renderTextureGUI = new GUIRenderTexture(renderTexture);
- rtPanel.AddElement(renderTextureGUI);
- sceneGrid = new SceneGrid(camera);
- sceneSelection = new SceneSelection(camera, gizmoDrawSettings);
- sceneGizmos = new SceneGizmos(camera, gizmoDrawSettings);
- sceneHandles = new SceneHandles(this, camera);
- }
- else
- {
- camera.Viewport.Target = renderTexture;
- renderTextureGUI.RenderTexture = renderTexture;
- }
- Rect2I rtBounds = new Rect2I(0, 0, width, height);
- renderTextureGUI.Bounds = rtBounds;
- focusCatcher.Bounds = GUIUtility.CalculateBounds(rtPanel, GUI);
- sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);
- // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
- // render target destroy/create cycle for every single pixel.
- camera.AspectRatio = width / (float)height;
- camera.NotifyNeedsRedraw();
- }
- /// <summary>
- /// Notifies the system that the 3D viewport should be redrawn.
- /// </summary>
- internal void NotifyNeedsRedraw()
- {
- sceneCamera?.NotifyNeedsRedraw();
- }
- /// <summary>
- /// Enables or disables on-demand drawing. When enabled the 3D viewport will only be redrawn when
- /// <see cref="NotifyNeedsRedraw"/> is called. If disabled the viewport will be redrawn every frame.
- /// </summary>
- /// <param name="enabled">True to enable on-demand drawing, false otherwise.</param>
- internal void ToggleOnDemandDrawing(bool enabled)
- {
- sceneCamera?.ToggleOnDemandDrawing(enabled);
- }
- /// <summary>
- /// Set up preview boxes for the currently selected cameras.
- /// </summary>
- private void UpdateCameraPreviews()
- {
- SceneObject[] selectedObjects = Selection.SceneObjects;
- // Hide unpinned camera previews which are not selected
- for (int i = 0; i < cameraPreviews.Count; i++)
- {
- var cameraPreview = cameraPreviews[i];
- // Remove preview for destroyed cameras
- if (cameraPreview.Camera == null || cameraPreview.Camera.SceneObject == null
- || /*Temporary hack until we can render preview non-main cameras properly*/ !cameraPreview.Camera.Main)
- {
- HideCameraPreview(cameraPreview.Camera);
- continue;
- }
- if (cameraPreview.IsPinned)
- continue;
- bool cameraExists = Array.Exists(selectedObjects, x => x == cameraPreview.Camera.SceneObject);
- if (!cameraExists)
- HideCameraPreview(cameraPreview.Camera);
- }
- // Create preview for selected cameras
- for (int i = 0; i < selectedObjects.Length; i++)
- {
- if (cameraPreviews.Count >= MaxCameraPreviews)
- break;
- var selectedCamera = selectedObjects[i].GetComponent<Camera>();
- if (selectedCamera != null && /*Temporary hack until we can render preview non-main cameras properly*/ selectedCamera.Main)
- {
- var cameraPreview = cameraPreviews.Find(x => x.Camera == selectedCamera);
- if (cameraPreview == null)
- cameraPreviews.Add(new CameraPreview(selectedCamera, cameraPreviewsPanel));
- }
- }
- // Update preview box placement
- int previewsCount = cameraPreviews.Count;
- if (previewsCount > 0)
- {
- const float PreviewBoxAspect = 16.0f / 9.0f;
- const float PreviewBoxMinHeight = 80;
- const float PreviewBoxMinWidth = PreviewBoxMinHeight * PreviewBoxAspect;
- const float PreviewBoxMaxHeight = 150;
- const float PreviewBoxMaxWidth = PreviewBoxMaxHeight * PreviewBoxAspect;
- const float PreviewBoxViewSpaceMaxPercentage = 0.9f;
- const float PreviewBoxMarigin = 10;
- Rect2I rtBounds = renderTextureGUI.VisibleBounds;
- Vector2 rtSize = new Vector2(rtBounds.width, rtBounds.height);
- Vector2 usableSize = rtSize * PreviewBoxViewSpaceMaxPercentage - PreviewBoxMarigin;
- Vector2 previewSize = usableSize / previewsCount - previewsCount * PreviewBoxMarigin;
- float previewWidth = MathEx.Clamp(previewSize.x, PreviewBoxMinWidth, PreviewBoxMaxWidth);
- float previewHeight = previewWidth / PreviewBoxAspect;
- previewSize = new Vector2(previewWidth, previewHeight);
- int countPerRow = MathEx.FloorToInt(usableSize.x / previewSize.x);
- int countPerColumn = MathEx.FloorToInt(usableSize.y / previewSize.y);
- int index = 0;
- for (int y = 1; y <= countPerColumn; y++)
- {
- for (int x = 1; x <= countPerRow; x++)
- {
- if (index == previewsCount)
- break;
- var pos = rtSize - (previewSize + PreviewBoxMarigin) * new Vector2(x, y);
- var cameraPreview = cameraPreviews[index++];
- cameraPreview.ShowPreview(cameraPreview.Camera,
- new Rect2I((int)pos.x, (int)pos.y, (int)previewSize.x, (int)previewSize.y));
- }
- if (index == previewsCount)
- break;
- }
- }
- }
- /// <summary>
- /// Hides the preview box for the provided camera, if one exists.
- /// </summary>
- /// <param name="camera">Camera whose preview box to hide.</param>
- private void HideCameraPreview(Camera camera)
- {
- var cameraPreview = cameraPreviews.Find(x => x.Camera == camera);
- if (cameraPreview != null)
- {
- cameraPreviews.Remove(cameraPreview);
- cameraPreview.Destroy();
- }
- }
- /// <summary>
- /// Hides all the camera preview boxes.
- /// </summary>
- private void HideAllCameraPreviews()
- {
- foreach(var entry in cameraPreviews)
- entry.Destroy();
- cameraPreviews.Clear();
- }
- /// <summary>
- /// Parses an array of scene objects and removes elements that are children of elements that are also in the array.
- /// </summary>
- /// <param name="objects">Array containing duplicate objects as input, and array without duplicate objects as
- /// output.</param>
- private void CleanDuplicates(ref SceneObject[] objects)
- {
- List<SceneObject> cleanList = new List<SceneObject>();
- for (int i = 0; i < objects.Length; i++)
- {
- bool foundParent = false;
- for (int j = 0; j < objects.Length; j++)
- {
- SceneObject elem = objects[i];
- while (elem != null && elem != objects[j])
- elem = elem.Parent;
- bool isChildOf = elem == objects[j];
- if (i != j && isChildOf)
- {
- foundParent = true;
- break;
- }
- }
- if (!foundParent)
- cleanList.Add(objects[i]);
- }
- objects = cleanList.ToArray();
- }
- /// <summary>
- /// Checks if the load progress bar needs to be shown, shows/hides it and updates the progress accordingly.
- /// </summary>
- private void UpdateLoadingProgress()
- {
- bool needsProgress = EditorApplication.IsSceneLoading;
- if (needsProgress && !loadingProgressShown)
- {
- progressLayout.Active = true;
- rtPanel.Active = false;
- sceneAxesPanel.Active = false;
- loadingProgressShown = true;
- }
- else if (!needsProgress && loadingProgressShown)
- {
- progressLayout.Active = false;
- rtPanel.Active = true;
- sceneAxesPanel.Active = true;
- loadingProgressShown = false;
- }
- if (needsProgress)
- loadProgressBar.Percent = EditorApplication.SceneLoadProgress;
- }
- /// <summary>
- /// Starts a drag operation that displays a selection outline allowing the user to select multiple entries at once.
- /// </summary>
- /// <param name="scenePos">Coordinates relative to the scene where the drag originated.</param>
- private void StartDragSelection(Vector2I scenePos)
- {
- isDraggingSelection = true;
- dragSelectionStart = scenePos;
- dragSelectionEnd = dragSelectionStart;
- }
- /// <summary>
- /// Updates a selection outline drag operation by expanding the outline to the new location. Elements in the outline
- /// are selected.
- /// </summary>
- /// <param name="scenePos">Coordinates of the pointer relative to the scene.</param>
- /// <returns>True if the selection outline drag is valid and was updated, false otherwise.</returns>
- private bool UpdateDragSelection(Vector2I scenePos)
- {
- if (!isDraggingSelection)
- return false;
- if (dragSelection == null)
- {
- dragSelection = new GUITexture(null, true, EditorStylesInternal.SelectionArea);
- selectionPanel.AddElement(dragSelection);
- }
- dragSelectionEnd = scenePos;
- Rect2I selectionArea = new Rect2I();
- Vector2I min = new Vector2I(Math.Min(dragSelectionStart.x, dragSelectionEnd.x), Math.Min(dragSelectionStart.y, dragSelectionEnd.y));
- Vector2I max = new Vector2I(Math.Max(dragSelectionStart.x, dragSelectionEnd.x), Math.Max(dragSelectionStart.y, dragSelectionEnd.y));
- selectionArea.x = min.x;
- selectionArea.y = min.y;
- selectionArea.width = Math.Max(max.x - min.x, 1);
- selectionArea.height = Math.Max(max.y - min.y, 1);
- dragSelection.Bounds = selectionArea;
- return true;
- }
- /// <summary>
- /// Ends the selection outline drag operation. Elements in the outline are selected.
- /// </summary>
- /// <returns>True if the selection outline drag is valid and was ended, false otherwise.</returns>
- private bool EndDragSelection()
- {
- if (!isDraggingSelection)
- return false;
- if (dragSelection != null)
- {
- dragSelection.Destroy();
- dragSelection = null;
- }
- if ((dragSelectionEnd - dragSelectionStart).Length < 1)
- {
- isDraggingSelection = false;
- return false;
- }
- Vector2I min = new Vector2I(Math.Min(dragSelectionStart.x, dragSelectionEnd.x),
- Math.Min(dragSelectionStart.y, dragSelectionEnd.y));
- Vector2I max = new Vector2I(Math.Max(dragSelectionStart.x, dragSelectionEnd.x),
- Math.Max(dragSelectionStart.y, dragSelectionEnd.y));
- sceneSelection.PickObjects(min, max - min,
- Input.IsButtonHeld(ButtonCode.LeftControl) || Input.IsButtonHeld(ButtonCode.RightControl));
- isDraggingSelection = false;
- return true;
- }
- /// <summary>
- /// Contains information about world transform of a single scene object.
- /// </summary>
- struct Transform
- {
- public Transform(SceneObject so)
- {
- position = so.Position;
- rotation = so.Rotation;
- scale = so.Scale;
- }
- /// <summary>
- /// Applies the saved transform to the specified scene object. The transform is assumed to be in world space.
- /// </summary>
- /// <param name="so">Scene object to apply the transform to.</param>
- public void Apply(SceneObject so)
- {
- so.Position = position;
- so.Rotation = rotation;
- so.LocalScale = scale;
- }
- public Vector3 position;
- public Quaternion rotation;
- public Vector3 scale;
- }
- }
- /** @} */
- }
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