BsSceneEditorWidget.cpp 8.0 KB

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  1. #include "BsSceneEditorWidget.h"
  2. #include "BsEditorWindow.h"
  3. #include "BsGUILabel.h"
  4. #include "BsGUIButton.h"
  5. #include "BsGUIInputBox.h"
  6. #include "BsGUIScrollArea.h"
  7. #include "BsGUIArea.h"
  8. #include "BsGUILayout.h"
  9. #include "BsEditorWidgetManager.h"
  10. #include "BsRenderTexture.h"
  11. #include "BsSceneObject.h"
  12. #include "BsSceneCameraController.h"
  13. #include "BsCamera.h"
  14. #include "BsGUIRenderTexture.h"
  15. #include "BsCoreThread.h"
  16. #include "BsEditorWidgetContainer.h"
  17. #include "BsRendererManager.h"
  18. #include "BsRenderer.h"
  19. #include "BsGUIWidget.h"
  20. #include "BsSceneGrid.h"
  21. #include "BsInput.h"
  22. #include "BsGUILayoutUtility.h"
  23. #include "BsScenePicking.h"
  24. #include "BsHandleManager.h"
  25. #include "BsSelection.h"
  26. // DEBUG ONLY
  27. #include "BsTime.h"
  28. #include "BsResources.h"
  29. #include "BsPath.h"
  30. #include "BsGUITexture.h"
  31. #include "BsSpriteTexture.h"
  32. #include "BsFileSystem.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. SceneEditorWidget* SceneEditorWidget::Instance = nullptr;
  37. SceneEditorWidget::SceneEditorWidget(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer)
  38. :EditorWidget<SceneEditorWidget>(HString(L"SceneEditorWidget"), parentContainer), mGUIRenderTexture(nullptr), mLeftButtonPressed(false)
  39. {
  40. SceneViewLocator::_provide(this);
  41. updateRenderTexture(getWidth(), getHeight());
  42. mRenderCallback = RendererManager::instance().getActive()->onRenderViewport.connect(std::bind(&SceneEditorWidget::render, this, _1, _2));
  43. mSceneGrid = bs_new<SceneGrid>();
  44. mOnPointerMovedConn = gInput().onPointerMoved.connect(std::bind(&SceneEditorWidget::onPointerMoved, this, _1));
  45. mOnPointerPressedConn = gInput().onPointerPressed.connect(std::bind(&SceneEditorWidget::onPointerPressed, this, _1));
  46. mOnPointerReleasedConn = gInput().onPointerReleased.connect(std::bind(&SceneEditorWidget::onPointerReleased, this, _1));
  47. determineParentWindow();
  48. }
  49. SceneEditorWidget::~SceneEditorWidget()
  50. {
  51. bs_delete(mSceneGrid);
  52. mRenderCallback.disconnect();
  53. mOnPointerMovedConn.disconnect();
  54. mOnPointerPressedConn.disconnect();
  55. mOnPointerReleasedConn.disconnect();
  56. SceneViewLocator::_provide(nullptr);
  57. }
  58. void SceneEditorWidget::_update()
  59. {
  60. if (mCameraController)
  61. {
  62. mCameraController->update();
  63. }
  64. //// DEBUG ONLY
  65. //if (gTime().getCurrentFrameNumber() == 100)
  66. //{
  67. // HTexture colorTex = mSceneRenderTarget->getBindableColorTexture();
  68. // gResources().save(colorTex, "C:\\SavedRenderTex.asset", true);
  69. // FileSystem::move("C:\\SavedRenderTex.asset", "C:\\SavedRenderTexNew.asset", true);
  70. // HTexture colorTexLoaded = gResources().load("C:\\SavedRenderTexNew.asset");
  71. // HSpriteTexture spriteTex = SpriteTexture::create(colorTexLoaded);
  72. // GUILayout& layout = mContent->getLayout();
  73. // layout.addElement(GUITexture::create(spriteTex));
  74. //}
  75. }
  76. bool SceneEditorWidget::toSceneViewPos(const Vector2I& screenPos, Vector2I& scenePos)
  77. {
  78. Vector2I windowPos = mParentWindow->screenToWindowPos(screenPos);
  79. Rect2I renderTextureBounds = GUILayoutUtility::calcBounds(mGUIRenderTexture);
  80. if (renderTextureBounds.contains(windowPos))
  81. {
  82. scenePos.x = windowPos.x - renderTextureBounds.x;
  83. scenePos.y = windowPos.y - renderTextureBounds.y;
  84. return true;
  85. }
  86. return false;
  87. }
  88. void SceneEditorWidget::onPointerMoved(const PointerEvent& event)
  89. {
  90. Vector2I scenePos;
  91. if (!toSceneViewPos(event.screenPos, scenePos))
  92. return;
  93. if (mLeftButtonPressed)
  94. {
  95. Ray inputRay = mCamera->screenPointToRay(scenePos);
  96. HandleManager::instance().update(scenePos, inputRay, mLeftButtonPressed);
  97. }
  98. }
  99. void SceneEditorWidget::onPointerReleased(const PointerEvent& event)
  100. {
  101. if (event.button != PointerEventButton::Left)
  102. return;
  103. Vector2I scenePos;
  104. if (!toSceneViewPos(event.screenPos, scenePos))
  105. return;
  106. mLeftButtonPressed = false;
  107. Ray inputRay = mCamera->screenPointToRay(scenePos);
  108. HandleManager::instance().update(scenePos, inputRay, mLeftButtonPressed);
  109. }
  110. void SceneEditorWidget::onPointerPressed(const PointerEvent& event)
  111. {
  112. if (event.button != PointerEventButton::Left)
  113. return;
  114. Vector2I scenePos;
  115. if (!toSceneViewPos(event.screenPos, scenePos))
  116. return;
  117. mLeftButtonPressed = true;
  118. Ray inputRay = mCamera->screenPointToRay(scenePos);
  119. HandleManager::instance().update(scenePos, inputRay, mLeftButtonPressed);
  120. // If we didn't hit a handle, perform normal selection
  121. if (!HandleManager::instance().isHandleActive())
  122. {
  123. // TODO - Handle multi-selection (i.e. selection rectangle when dragging)
  124. // TODO - Handle selecting gizmos (will likely require slight refactor of ScenePicking)
  125. HSceneObject pickedObject = ScenePicking::instance().pickClosestObject(mCamera, scenePos, Vector2I(1, 1));
  126. if (pickedObject)
  127. {
  128. if (event.control) // Append to existing selection
  129. {
  130. Vector<HSceneObject> selectedSOs = Selection::instance().getSceneObjects();
  131. auto iterFind = std::find_if(selectedSOs.begin(), selectedSOs.end(),
  132. [&](const HSceneObject& obj) { return obj == pickedObject; }
  133. );
  134. if (iterFind != selectedSOs.end())
  135. selectedSOs.push_back(pickedObject);
  136. Selection::instance().setSceneObjects(selectedSOs);
  137. }
  138. else
  139. {
  140. Vector<HSceneObject> selectedSOs = { pickedObject };
  141. Selection::instance().setSceneObjects(selectedSOs);
  142. }
  143. }
  144. }
  145. }
  146. void SceneEditorWidget::doOnResized(UINT32 width, UINT32 height)
  147. {
  148. EditorWidget::doOnResized(width, height);
  149. updateRenderTexture(width, height);
  150. }
  151. void SceneEditorWidget::doOnParentChanged()
  152. {
  153. determineParentWindow();
  154. }
  155. void SceneEditorWidget::determineParentWindow()
  156. {
  157. mParentWindow = nullptr;
  158. if (mParent == nullptr)
  159. return;
  160. GUIWidget& parentWidget = getParentWidget();
  161. RenderTargetPtr parentTarget = parentWidget.getTarget()->getTarget();
  162. if (!parentTarget->getProperties().isWindow())
  163. {
  164. BS_EXCEPT(InvalidStateException, "Scene view parent render target is not a window. This is not supported.");
  165. return;
  166. }
  167. mParentWindow = std::static_pointer_cast<RenderWindow>(parentTarget);
  168. }
  169. void SceneEditorWidget::render(const Viewport* viewport, DrawList& drawList)
  170. {
  171. if (mCamera == nullptr)
  172. return;
  173. if (mCamera->getViewport().get() != viewport)
  174. return;
  175. mSceneGrid->render(mCamera.getInternalPtr(), drawList);
  176. }
  177. void SceneEditorWidget::updateRenderTexture(UINT32 width, UINT32 height)
  178. {
  179. width = std::max(20U, width);
  180. height = std::max(20U, height);
  181. if (mSceneRenderTarget != nullptr)
  182. mSceneRenderTarget->destroy();
  183. mSceneRenderTarget = RenderTexture::create(TEX_TYPE_2D, width, height);
  184. gCoreAccessor().setPriority(mSceneRenderTarget, 1);
  185. if (mCamera == nullptr)
  186. {
  187. HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
  188. mCamera = sceneCameraSO->addComponent<Camera>(mSceneRenderTarget, 0.0f, 0.0f, 1.0f, 1.0f);
  189. sceneCameraSO->setPosition(Vector3(0, 0.5f, 1));
  190. sceneCameraSO->lookAt(Vector3(0, 0, 0));
  191. mCamera->setPriority(1);
  192. mCamera->setNearClipDistance(0.005f);
  193. mCamera->setFarClipDistance(1000.0f);
  194. mCameraController = sceneCameraSO->addComponent<SceneCameraController>();
  195. GUILayout& layout = mContent->getLayout();
  196. mGUIRenderTexture = GUIRenderTexture::create(mSceneRenderTarget);
  197. layout.addElement(mGUIRenderTexture);
  198. }
  199. else
  200. {
  201. mCamera->getViewport()->setTarget(mSceneRenderTarget);
  202. mGUIRenderTexture->setRenderTexture(mSceneRenderTarget);
  203. }
  204. // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
  205. // render target destroy/create cycle for every little pixel.
  206. mCamera->setAspectRatio(width / (float)height);
  207. }
  208. SceneEditorWidget* SceneEditorWidget::instance()
  209. {
  210. return Instance;
  211. }
  212. SceneEditorWidget* SceneEditorWidget::open()
  213. {
  214. return static_cast<SceneEditorWidget*>(EditorWidgetManager::instance().open(getTypeName()));
  215. }
  216. void SceneEditorWidget::close()
  217. {
  218. if (Instance != nullptr)
  219. EditorWidgetManager::instance().close(Instance);
  220. Instance = nullptr;
  221. }
  222. const String& SceneEditorWidget::getTypeName()
  223. {
  224. static String name = "SceneEditorWidget";
  225. return name;
  226. }
  227. }