EditorView.as 89 KB

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  1. // Urho3D editor view & camera functions
  2. WeakHandle previewCamera;
  3. Node@ cameraLookAtNode;
  4. Node@ cameraNode;
  5. Camera@ camera;
  6. float orthoCameraZoom = 1.0f;
  7. Node@ gridNode;
  8. CustomGeometry@ grid;
  9. UIElement@ viewportUI; // holds the viewport ui, convienent for clearing and hiding
  10. uint setViewportCursor = 0; // used to set cursor in post update
  11. uint resizingBorder = 0; // current border that is dragging
  12. uint viewportMode = VIEWPORT_SINGLE;
  13. int viewportBorderOffset = 2; // used to center borders over viewport seams, should be half of width
  14. int viewportBorderWidth = 4; // width of a viewport resize border
  15. IntRect viewportArea; // the area where the editor viewport is. if we ever want to have the viewport not take up the whole screen this abstracts that
  16. IntRect viewportUIClipBorder = IntRect(27, 60, 0, 0); // used to clip viewport borders, the borders are ugly when going behind the transparent toolbars
  17. RenderPath@ renderPath; // Renderpath to use on all views
  18. String renderPathName;
  19. bool gammaCorrection = false;
  20. bool HDR = false;
  21. bool contextMenuActionWaitFrame = false;
  22. bool cameraFlyMode = true;
  23. int hotKeyMode = 0; // used for checking that kind of style manipulation user are prefer (see HotKeysMode)
  24. Vector3 lastSelectedNodesCenterPoint = Vector3(0,0,0); // for Blender mode to avoid own origin rotation when no nodes are selected. preserve last center for this
  25. WeakHandle lastSelectedNode = null;
  26. WeakHandle lastSelectedDrawable = null;
  27. WeakHandle lastSelectedComponent = null;
  28. Component@ coloringComponent = null;
  29. String coloringTypeName;
  30. String coloringPropertyName;
  31. Color coloringOldColor;
  32. float coloringOldScalar;
  33. bool debugRenderDisabled = false;
  34. bool restoreViewport = false;
  35. IntVector2 oldHierarchyWindowPosition; // used for restore hierarchy position when switch between viewport modes
  36. int oldHierarchyWindowHeight;
  37. IntVector2 oldInspectorWindowPosition; // used for restore inspector position when switch between viewport modes
  38. int oldInspectorWindowHeight;
  39. const uint VIEWPORT_BORDER_H = 0x00000001;
  40. const uint VIEWPORT_BORDER_H1 = 0x00000002;
  41. const uint VIEWPORT_BORDER_H2 = 0x00000004;
  42. const uint VIEWPORT_BORDER_V = 0x00000010;
  43. const uint VIEWPORT_BORDER_V1 = 0x00000020;
  44. const uint VIEWPORT_BORDER_V2 = 0x00000040;
  45. const uint VIEWPORT_SINGLE = 0x00000000;
  46. const uint VIEWPORT_COMPACT = 0x00009000;
  47. const uint VIEWPORT_TOP = 0x00000100;
  48. const uint VIEWPORT_BOTTOM = 0x00000200;
  49. const uint VIEWPORT_LEFT = 0x00000400;
  50. const uint VIEWPORT_RIGHT = 0x00000800;
  51. const uint VIEWPORT_TOP_LEFT = 0x00001000;
  52. const uint VIEWPORT_TOP_RIGHT = 0x00002000;
  53. const uint VIEWPORT_BOTTOM_LEFT = 0x00004000;
  54. const uint VIEWPORT_BOTTOM_RIGHT = 0x00008000;
  55. // Combinations for easier testing
  56. const uint VIEWPORT_BORDER_H_ANY = 0x00000007;
  57. const uint VIEWPORT_BORDER_V_ANY = 0x00000070;
  58. const uint VIEWPORT_SPLIT_H = 0x0000f300;
  59. const uint VIEWPORT_SPLIT_V = 0x0000fc00;
  60. const uint VIEWPORT_SPLIT_HV = 0x0000f000;
  61. const uint VIEWPORT_TOP_ANY = 0x00003300;
  62. const uint VIEWPORT_BOTTOM_ANY = 0x0000c200;
  63. const uint VIEWPORT_LEFT_ANY = 0x00005400;
  64. const uint VIEWPORT_RIGHT_ANY = 0x0000c800;
  65. const uint VIEWPORT_QUAD = 0x0000f000;
  66. enum HotKeysMode
  67. {
  68. HOTKEYS_MODE_STANDARD = 0,
  69. HOTKEYS_MODE_BLENDER
  70. }
  71. enum EditMode
  72. {
  73. EDIT_MOVE = 0,
  74. EDIT_ROTATE,
  75. EDIT_SCALE,
  76. EDIT_SELECT,
  77. EDIT_SPAWN
  78. }
  79. enum AxisMode
  80. {
  81. AXIS_WORLD = 0,
  82. AXIS_LOCAL
  83. }
  84. enum SnapScaleMode
  85. {
  86. SNAP_SCALE_FULL = 0,
  87. SNAP_SCALE_HALF,
  88. SNAP_SCALE_QUARTER
  89. }
  90. // Holds info about a viewport such as camera settings and splits up shared resources
  91. class ViewportContext
  92. {
  93. float cameraYaw = 0;
  94. float cameraPitch = 0;
  95. Camera@ camera;
  96. Node@ cameraLookAtNode;
  97. Node@ cameraNode;
  98. SoundListener@ soundListener;
  99. Viewport@ viewport;
  100. bool enabled = false;
  101. uint index = 0;
  102. uint viewportId = 0;
  103. UIElement@ viewportContextUI;
  104. UIElement@ statusBar;
  105. Text@ cameraPosText;
  106. Window@ settingsWindow;
  107. LineEdit@ cameraPosX;
  108. LineEdit@ cameraPosY;
  109. LineEdit@ cameraPosZ;
  110. LineEdit@ cameraRotX;
  111. LineEdit@ cameraRotY;
  112. LineEdit@ cameraRotZ;
  113. LineEdit@ cameraZoom;
  114. LineEdit@ cameraOrthoSize;
  115. CheckBox@ cameraOrthographic;
  116. ViewportContext(IntRect viewRect, uint index_, uint viewportId_)
  117. {
  118. cameraNode = Node();
  119. cameraLookAtNode = Node();
  120. cameraLookAtNode.AddChild(cameraNode);
  121. camera = cameraNode.CreateComponent("Camera");
  122. orthoCameraZoom = camera.zoom;
  123. camera.fillMode = fillMode;
  124. soundListener = cameraNode.CreateComponent("SoundListener");
  125. viewport = Viewport(editorScene, camera, viewRect, renderPath);
  126. index = index_;
  127. viewportId = viewportId_;
  128. camera.viewMask = 0xffffffff; // It's easier to only have 1 gizmo active this viewport is shared with the gizmo
  129. }
  130. void ResetCamera()
  131. {
  132. cameraSmoothInterpolate.Stop();
  133. cameraLookAtNode.position = Vector3(0, 0, 0);
  134. cameraLookAtNode.rotation = Quaternion();
  135. cameraNode.position = Vector3(0, 5, -10);
  136. // Look at the origin so user can see the scene.
  137. cameraNode.rotation = Quaternion(Vector3(0, 0, 1), -cameraNode.position);
  138. ReacquireCameraYawPitch();
  139. UpdateSettingsUI();
  140. }
  141. void ReacquireCameraYawPitch()
  142. {
  143. cameraYaw = cameraNode.rotation.yaw;
  144. cameraPitch = cameraNode.rotation.pitch;
  145. }
  146. void CreateViewportContextUI()
  147. {
  148. Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
  149. viewportContextUI = UIElement();
  150. viewportUI.AddChild(viewportContextUI);
  151. viewportContextUI.SetPosition(viewport.rect.left, viewport.rect.top);
  152. viewportContextUI.SetFixedSize(viewport.rect.width, viewport.rect.height);
  153. viewportContextUI.clipChildren = true;
  154. statusBar = BorderImage("ToolBar");
  155. statusBar.style = "EditorToolBar";
  156. viewportContextUI.AddChild(statusBar);
  157. statusBar.SetLayout(LM_HORIZONTAL);
  158. statusBar.SetAlignment(HA_LEFT, VA_BOTTOM);
  159. statusBar.layoutSpacing = 4;
  160. statusBar.opacity = uiMaxOpacity;
  161. Button@ settingsButton = CreateSmallToolBarButton("Settings");
  162. statusBar.AddChild(settingsButton);
  163. cameraPosText = Text();
  164. statusBar.AddChild(cameraPosText);
  165. cameraPosText.SetFont(font, 11);
  166. cameraPosText.color = Color(1, 1, 0);
  167. cameraPosText.textEffect = TE_SHADOW;
  168. cameraPosText.priority = -100;
  169. settingsWindow = LoadEditorUI("UI/EditorViewport.xml");
  170. settingsWindow.opacity = uiMaxOpacity;
  171. settingsWindow.visible = false;
  172. viewportContextUI.AddChild(settingsWindow);
  173. cameraPosX = settingsWindow.GetChild("PositionX", true);
  174. cameraPosY = settingsWindow.GetChild("PositionY", true);
  175. cameraPosZ = settingsWindow.GetChild("PositionZ", true);
  176. cameraRotX = settingsWindow.GetChild("RotationX", true);
  177. cameraRotY = settingsWindow.GetChild("RotationY", true);
  178. cameraRotZ = settingsWindow.GetChild("RotationZ", true);
  179. cameraOrthographic = settingsWindow.GetChild("Orthographic", true);
  180. cameraZoom = settingsWindow.GetChild("Zoom", true);
  181. cameraOrthoSize = settingsWindow.GetChild("OrthoSize", true);
  182. SubscribeToEvent(cameraPosX, "TextChanged", "HandleSettingsLineEditTextChange");
  183. SubscribeToEvent(cameraPosY, "TextChanged", "HandleSettingsLineEditTextChange");
  184. SubscribeToEvent(cameraPosZ, "TextChanged", "HandleSettingsLineEditTextChange");
  185. SubscribeToEvent(cameraRotX, "TextChanged", "HandleSettingsLineEditTextChange");
  186. SubscribeToEvent(cameraRotY, "TextChanged", "HandleSettingsLineEditTextChange");
  187. SubscribeToEvent(cameraRotZ, "TextChanged", "HandleSettingsLineEditTextChange");
  188. SubscribeToEvent(cameraZoom, "TextChanged", "HandleSettingsLineEditTextChange");
  189. SubscribeToEvent(cameraOrthoSize, "TextChanged", "HandleSettingsLineEditTextChange");
  190. SubscribeToEvent(cameraOrthographic, "Toggled", "HandleOrthographicToggled");
  191. SubscribeToEvent(settingsButton, "Released", "ToggleViewportSettingsWindow");
  192. SubscribeToEvent(settingsWindow.GetChild("ResetCamera", true), "Released", "ResetCamera");
  193. SubscribeToEvent(settingsWindow.GetChild("CopyTransform", true), "Released", "HandleCopyTransformClicked");
  194. SubscribeToEvent(settingsWindow.GetChild("CloseButton", true), "Released", "CloseViewportSettingsWindow");
  195. SubscribeToEvent(settingsWindow.GetChild("Refresh", true), "Released", "UpdateSettingsUI");
  196. HandleResize();
  197. }
  198. void HandleResize()
  199. {
  200. viewportContextUI.SetPosition(viewport.rect.left, viewport.rect.top);
  201. viewportContextUI.SetFixedSize(viewport.rect.width, viewport.rect.height);
  202. if (viewport.rect.left < 34)
  203. {
  204. statusBar.layoutBorder = IntRect(34 - viewport.rect.left, 4, 4, 8);
  205. IntVector2 pos = settingsWindow.position;
  206. pos.x = 32 - viewport.rect.left;
  207. settingsWindow.position = pos;
  208. }
  209. else
  210. {
  211. statusBar.layoutBorder = IntRect(8, 4, 4, 8);
  212. IntVector2 pos = settingsWindow.position;
  213. pos.x = 5;
  214. settingsWindow.position = pos;
  215. }
  216. statusBar.SetFixedSize(viewport.rect.width, 22);
  217. }
  218. void ToggleOrthographic()
  219. {
  220. SetOrthographic(!camera.orthographic);
  221. }
  222. void SetOrthographic(bool orthographic)
  223. {
  224. camera.orthographic = orthographic;
  225. if (camera.orthographic)
  226. camera.zoom = orthoCameraZoom;
  227. else
  228. camera.zoom = 1.0f;
  229. UpdateSettingsUI();
  230. }
  231. void Update(float timeStep)
  232. {
  233. // Update camera smooth move
  234. if (cameraSmoothInterpolate.IsRunning())
  235. {
  236. cameraSmoothInterpolate.Update(timeStep);
  237. }
  238. Vector3 cameraPos = cameraNode.position;
  239. String xText(cameraPos.x);
  240. String yText(cameraPos.y);
  241. String zText(cameraPos.z);
  242. xText.Resize(8);
  243. yText.Resize(8);
  244. zText.Resize(8);
  245. cameraPosText.text = String(
  246. "Pos: " + xText + " " + yText + " " + zText +
  247. " Zoom: " + camera.zoom);
  248. cameraPosText.size = cameraPosText.minSize;
  249. }
  250. void ToggleViewportSettingsWindow()
  251. {
  252. if (settingsWindow.visible)
  253. CloseViewportSettingsWindow();
  254. else
  255. OpenViewportSettingsWindow();
  256. }
  257. void OpenViewportSettingsWindow()
  258. {
  259. UpdateSettingsUI();
  260. /* settingsWindow.position = */
  261. settingsWindow.visible = true;
  262. settingsWindow.BringToFront();
  263. }
  264. void CloseViewportSettingsWindow()
  265. {
  266. settingsWindow.visible = false;
  267. }
  268. void UpdateSettingsUI()
  269. {
  270. cameraPosX.text = String(Floor(cameraNode.position.x * 1000) / 1000);
  271. cameraPosY.text = String(Floor(cameraNode.position.y * 1000) / 1000);
  272. cameraPosZ.text = String(Floor(cameraNode.position.z * 1000) / 1000);
  273. cameraRotX.text = String(Floor(cameraNode.rotation.pitch * 1000) / 1000);
  274. cameraRotY.text = String(Floor(cameraNode.rotation.yaw * 1000) / 1000);
  275. cameraRotZ.text = String(Floor(cameraNode.rotation.roll * 1000) / 1000);
  276. cameraZoom.text = String(Floor(camera.zoom * 1000) / 1000);
  277. cameraOrthoSize.text = String(Floor(camera.orthoSize * 1000) / 1000);
  278. cameraOrthographic.checked = camera.orthographic;
  279. }
  280. void HandleOrthographicToggled(StringHash eventType, VariantMap& eventData)
  281. {
  282. SetOrthographic(cameraOrthographic.checked);
  283. }
  284. void HandleSettingsLineEditTextChange(StringHash eventType, VariantMap& eventData)
  285. {
  286. LineEdit@ element = eventData["Element"].GetPtr();
  287. if (element.text == "")
  288. return;
  289. if (element is cameraRotX || element is cameraRotY || element is cameraRotZ)
  290. {
  291. Vector3 euler = cameraNode.rotation.eulerAngles;
  292. if (element is cameraRotX)
  293. euler.x = element.text.ToFloat();
  294. else if (element is cameraRotY)
  295. euler.y = element.text.ToFloat();
  296. else if (element is cameraRotZ)
  297. euler.z = element.text.ToFloat();
  298. cameraNode.rotation = Quaternion(euler);
  299. }
  300. else if (element is cameraPosX || element is cameraPosY || element is cameraPosZ)
  301. {
  302. Vector3 pos = cameraNode.position;
  303. if (element is cameraPosX)
  304. pos.x = element.text.ToFloat();
  305. else if (element is cameraPosY)
  306. pos.y = element.text.ToFloat();
  307. else if (element is cameraPosZ)
  308. pos.z = element.text.ToFloat();
  309. cameraNode.position = pos;
  310. }
  311. else if (element is cameraZoom)
  312. camera.zoom = element.text.ToFloat();
  313. else if (element is cameraOrthoSize)
  314. camera.orthoSize = element.text.ToFloat();
  315. }
  316. void HandleCopyTransformClicked(StringHash eventType, VariantMap& eventData)
  317. {
  318. if (editNode !is null)
  319. {
  320. editNode.position = cameraNode.position;
  321. editNode.rotation = cameraNode.rotation;
  322. }
  323. }
  324. }
  325. Array<ViewportContext@> viewports;
  326. ViewportContext@ activeViewport;
  327. Text@ editorModeText;
  328. Text@ renderStatsText;
  329. Text@ modelInfoText;
  330. EditMode editMode = EDIT_MOVE;
  331. AxisMode axisMode = AXIS_WORLD;
  332. FillMode fillMode = FILL_SOLID;
  333. SnapScaleMode snapScaleMode = SNAP_SCALE_FULL;
  334. float viewNearClip = 0.1;
  335. float viewFarClip = 1000.0;
  336. float viewFov = 45.0;
  337. float cameraBaseSpeed = 3;
  338. float cameraBaseRotationSpeed = 0.2;
  339. float cameraShiftSpeedMultiplier = 5;
  340. float moveStep = 0.5;
  341. float rotateStep = 5;
  342. float scaleStep = 0.1;
  343. float snapScale = 1.0;
  344. bool limitRotation = false;
  345. bool moveSnap = false;
  346. bool rotateSnap = false;
  347. bool scaleSnap = false;
  348. bool renderingDebug = false;
  349. bool physicsDebug = false;
  350. bool octreeDebug = false;
  351. bool navigationDebug = false;
  352. int pickMode = PICK_GEOMETRIES;
  353. bool orbiting = false;
  354. enum MouseOrbitMode
  355. {
  356. ORBIT_RELATIVE = 0,
  357. ORBIT_WRAP
  358. }
  359. bool toggledMouseLock = false;
  360. int mouseOrbitMode = ORBIT_RELATIVE;
  361. bool mmbPanMode = false;
  362. bool rotateAroundSelect = false;
  363. enum NewNodeMode
  364. {
  365. NEW_NODE_CAMERA_LOOKAT = 0,
  366. NEW_NODE_IN_CENTER,
  367. NEW_NODE_RAYCAST
  368. }
  369. int newNodeMode = NEW_NODE_CAMERA_LOOKAT;
  370. bool showGrid = true;
  371. bool grid2DMode = false;
  372. uint gridSize = 16;
  373. uint gridSubdivisions = 3;
  374. float gridScale = 8.0;
  375. Color gridColor(0.1, 0.1, 0.1);
  376. Color gridSubdivisionColor(0.05, 0.05, 0.05);
  377. Color gridXColor(0.5, 0.1, 0.1);
  378. Color gridYColor(0.1, 0.5, 0.1);
  379. Color gridZColor(0.1, 0.1, 0.5);
  380. Array<int> pickModeDrawableFlags = {
  381. DRAWABLE_GEOMETRY,
  382. DRAWABLE_LIGHT,
  383. DRAWABLE_ZONE
  384. };
  385. Array<String> editModeText = {
  386. "Move",
  387. "Rotate",
  388. "Scale",
  389. "Select",
  390. "Spawn"
  391. };
  392. Array<String> axisModeText = {
  393. "World",
  394. "Local"
  395. };
  396. Array<String> pickModeText = {
  397. "Geometries",
  398. "Lights",
  399. "Zones",
  400. "Rigidbodies",
  401. "UI-elements"
  402. };
  403. Array<String> fillModeText = {
  404. "Solid",
  405. "Wire",
  406. "Point"
  407. };
  408. // This class provides smooth translation/rotation/zoom interpolation for the editor camera
  409. class CameraSmoothInterpolate
  410. {
  411. Vector3 lookAtNodeBeginPos;
  412. Vector3 cameraNodeBeginPos;
  413. Vector3 lookAtNodeEndPos;
  414. Vector3 cameraNodeEndPos;
  415. Quaternion cameraNodeBeginRot;
  416. Quaternion cameraNodeEndRot;
  417. float cameraBeginZoom;
  418. float cameraEndZoom;
  419. bool isRunning = false;
  420. float duration = 0.0f;
  421. float elapsedTime = 0.0f;
  422. bool interpLookAtNodePos = false;
  423. bool interpCameraNodePos = false;
  424. bool interpCameraRot = false;
  425. bool interpCameraZoom = false;
  426. CameraSmoothInterpolate()
  427. {
  428. }
  429. void SetLookAtNodePosition(Vector3 lookAtBeginPos, Vector3 lookAtEndPos)
  430. {
  431. lookAtNodeBeginPos = lookAtBeginPos;
  432. lookAtNodeEndPos = lookAtEndPos;
  433. interpLookAtNodePos = true;
  434. }
  435. void SetCameraNodePosition(Vector3 cameraBeginPos, Vector3 cameraEndPos)
  436. {
  437. cameraNodeBeginPos = cameraBeginPos;
  438. cameraNodeEndPos = cameraEndPos;
  439. interpCameraNodePos = true;
  440. }
  441. void SetCameraNodeRotation(Quaternion cameraBeginRot, Quaternion cameraEndRot)
  442. {
  443. cameraNodeBeginRot = cameraBeginRot;
  444. cameraNodeEndRot = cameraEndRot;
  445. interpCameraRot = true;
  446. }
  447. void SetCameraZoom(float beginZoom, float endZoom)
  448. {
  449. cameraBeginZoom = beginZoom;
  450. cameraEndZoom = endZoom;
  451. interpCameraZoom = true;
  452. }
  453. void Start(float duration_)
  454. {
  455. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  456. return;
  457. duration = duration_;
  458. elapsedTime = 0.0f;
  459. isRunning = true;
  460. }
  461. void Stop()
  462. {
  463. interpLookAtNodePos = false;
  464. interpCameraNodePos = false;
  465. interpCameraRot = false;
  466. interpCameraZoom = false;
  467. isRunning = false;
  468. }
  469. void Finish()
  470. {
  471. if (!isRunning)
  472. return;
  473. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  474. return;
  475. if (interpLookAtNodePos)
  476. cameraLookAtNode.worldPosition = lookAtNodeEndPos;
  477. if (interpCameraNodePos)
  478. cameraNode.position = cameraNodeEndPos;
  479. if (interpCameraRot)
  480. {
  481. cameraNode.rotation = cameraNodeEndRot;
  482. ReacquireCameraYawPitch();
  483. }
  484. if (interpCameraZoom)
  485. {
  486. orthoCameraZoom = cameraEndZoom;
  487. camera.zoom = cameraEndZoom;
  488. }
  489. interpLookAtNodePos = false;
  490. interpCameraNodePos = false;
  491. interpCameraRot = false;
  492. interpCameraZoom = false;
  493. isRunning = false;
  494. }
  495. bool IsRunning() const
  496. {
  497. return isRunning;
  498. }
  499. // Cubic easing out
  500. // http://robertpenner.com/easing/
  501. float EaseOut(float t, float b , float c, float d)
  502. {
  503. return c * ((t = t / d - 1) * t * t + 1) + b;
  504. }
  505. void Update(float timeStep)
  506. {
  507. if (!isRunning)
  508. return;
  509. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  510. return;
  511. elapsedTime += timeStep;
  512. if (elapsedTime <= duration)
  513. {
  514. float factor = EaseOut(elapsedTime, 0.0f, 1.0f, duration);
  515. if (interpLookAtNodePos)
  516. cameraLookAtNode.worldPosition = lookAtNodeBeginPos + (lookAtNodeEndPos - lookAtNodeBeginPos) * factor;
  517. if (interpCameraNodePos)
  518. cameraNode.position = cameraNodeBeginPos + (cameraNodeEndPos - cameraNodeBeginPos) * factor;
  519. if (interpCameraRot)
  520. {
  521. cameraNode.rotation = cameraNodeBeginRot.Slerp(cameraNodeEndRot, factor);
  522. ReacquireCameraYawPitch();
  523. }
  524. if (interpCameraZoom)
  525. {
  526. orthoCameraZoom = cameraBeginZoom + (cameraEndZoom - cameraBeginZoom) * factor;
  527. camera.zoom = orthoCameraZoom;
  528. }
  529. }
  530. else
  531. {
  532. Finish();
  533. }
  534. }
  535. }
  536. CameraSmoothInterpolate cameraSmoothInterpolate; // Camera smooth interpolation control
  537. void SetRenderPath(const String&in newRenderPathName)
  538. {
  539. renderPath = null;
  540. renderPathName = newRenderPathName.Trimmed();
  541. if (renderPathName.length > 0)
  542. {
  543. File@ file = cache.GetFile(renderPathName);
  544. if (file !is null)
  545. {
  546. XMLFile@ xml = XMLFile();
  547. if (xml.Load(file))
  548. {
  549. renderPath = RenderPath();
  550. if (!renderPath.Load(xml))
  551. renderPath = null;
  552. }
  553. }
  554. }
  555. if (renderPath is null)
  556. renderPath = renderer.defaultRenderPath.Clone();
  557. // Append gamma correction postprocess and disable/enable it as requested
  558. renderPath.Append(cache.GetResource("XMLFile", "PostProcess/GammaCorrection.xml"));
  559. renderPath.SetEnabled("GammaCorrection", gammaCorrection);
  560. renderer.hdrRendering = HDR;
  561. for (uint i = 0; i < renderer.numViewports; ++i)
  562. renderer.viewports[i].renderPath = renderPath;
  563. if (materialPreview !is null && materialPreview.viewport !is null)
  564. materialPreview.viewport.renderPath = renderPath;
  565. if (particleEffectPreview !is null && particleEffectPreview.viewport !is null)
  566. particleEffectPreview.viewport.renderPath = renderPath;
  567. }
  568. void SetGammaCorrection(bool enable)
  569. {
  570. gammaCorrection = enable;
  571. if (renderPath !is null)
  572. renderPath.SetEnabled("GammaCorrection", gammaCorrection);
  573. }
  574. void SetHDR(bool enable)
  575. {
  576. HDR = enable;
  577. if (renderer !is null)
  578. renderer.hdrRendering = HDR;
  579. }
  580. void CreateCamera()
  581. {
  582. // Set the initial viewport rect
  583. viewportArea = IntRect(0, 0, graphics.width, graphics.height);
  584. // Set viewport single to store default hierarchy/inspector height/positions
  585. if(viewportMode == VIEWPORT_COMPACT)
  586. {
  587. SetViewportMode(VIEWPORT_SINGLE);
  588. SetViewportMode(VIEWPORT_COMPACT);
  589. }
  590. else
  591. {
  592. SetViewportMode(viewportMode);
  593. }
  594. SetActiveViewport(viewports[0]);
  595. // Note: the camera is not inside the scene, so that it is not listed, and does not get deleted
  596. ResetCamera();
  597. // Set initial renderpath if defined
  598. SetRenderPath(renderPathName);
  599. }
  600. // Create any UI associated with changing the editor viewports
  601. void CreateViewportUI()
  602. {
  603. if (viewportUI is null)
  604. {
  605. viewportUI = UIElement();
  606. ui.root.AddChild(viewportUI);
  607. }
  608. viewportUI.SetFixedSize(viewportArea.width, viewportArea.height);
  609. viewportUI.position = IntVector2(viewportArea.top, viewportArea.left);
  610. viewportUI.clipChildren = true;
  611. viewportUI.clipBorder = viewportUIClipBorder;
  612. viewportUI.RemoveAllChildren();
  613. viewportUI.priority = -2000;
  614. Array<BorderImage@> borders;
  615. IntRect top;
  616. IntRect bottom;
  617. IntRect left;
  618. IntRect right;
  619. IntRect topLeft;
  620. IntRect topRight;
  621. IntRect bottomLeft;
  622. IntRect bottomRight;
  623. for (uint i = 0; i < viewports.length; ++i)
  624. {
  625. ViewportContext@ vc = viewports[i];
  626. vc.CreateViewportContextUI();
  627. if (vc.viewportId & VIEWPORT_TOP > 0)
  628. top = vc.viewport.rect;
  629. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  630. bottom = vc.viewport.rect;
  631. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  632. left = vc.viewport.rect;
  633. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  634. right = vc.viewport.rect;
  635. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  636. topLeft = vc.viewport.rect;
  637. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  638. topRight = vc.viewport.rect;
  639. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  640. bottomLeft = vc.viewport.rect;
  641. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  642. bottomRight = vc.viewport.rect;
  643. }
  644. // Creates resize borders based on the mode set
  645. if (viewportMode == VIEWPORT_QUAD) // independent borders for quad isn't easy
  646. {
  647. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V, topLeft.right - viewportBorderOffset, topLeft.top, viewportBorderWidth, viewportArea.height));
  648. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H, topLeft.left, topLeft.bottom-viewportBorderOffset, viewportArea.width, viewportBorderWidth));
  649. }
  650. else
  651. {
  652. // Figures what borders to create based on mode
  653. if (viewportMode & (VIEWPORT_LEFT|VIEWPORT_RIGHT) > 0)
  654. {
  655. borders.Push(
  656. viewportMode & VIEWPORT_LEFT > 0 ?
  657. CreateViewportDragBorder(VIEWPORT_BORDER_V, left.right-viewportBorderOffset, left.top, viewportBorderWidth, left.height) :
  658. CreateViewportDragBorder(VIEWPORT_BORDER_V, right.left-viewportBorderOffset, right.top, viewportBorderWidth, right.height)
  659. );
  660. }
  661. else
  662. {
  663. if (viewportMode & (VIEWPORT_TOP_LEFT|VIEWPORT_TOP_RIGHT) > 0)
  664. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V1, topLeft.right-viewportBorderOffset, topLeft.top, viewportBorderWidth, topLeft.height));
  665. if (viewportMode & (VIEWPORT_BOTTOM_LEFT|VIEWPORT_BOTTOM_RIGHT) > 0)
  666. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V2, bottomLeft.right-viewportBorderOffset, bottomLeft.top, viewportBorderWidth, bottomLeft.height));
  667. }
  668. if (viewportMode & (VIEWPORT_TOP|VIEWPORT_BOTTOM) > 0)
  669. {
  670. borders.Push(
  671. viewportMode & VIEWPORT_TOP > 0 ?
  672. CreateViewportDragBorder(VIEWPORT_BORDER_H, top.left, top.bottom-viewportBorderOffset, top.width, viewportBorderWidth) :
  673. CreateViewportDragBorder(VIEWPORT_BORDER_H, bottom.left, bottom.top-viewportBorderOffset, bottom.width, viewportBorderWidth)
  674. );
  675. }
  676. else
  677. {
  678. if (viewportMode & (VIEWPORT_TOP_LEFT|VIEWPORT_BOTTOM_LEFT) > 0)
  679. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H1, topLeft.left, topLeft.bottom-viewportBorderOffset, topLeft.width, viewportBorderWidth));
  680. if (viewportMode & (VIEWPORT_TOP_RIGHT|VIEWPORT_BOTTOM_RIGHT) > 0)
  681. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H2, topRight.left, topRight.bottom-viewportBorderOffset, topRight.width, viewportBorderWidth));
  682. }
  683. }
  684. }
  685. BorderImage@ CreateViewportDragBorder(uint value, int posX, int posY, int sizeX, int sizeY)
  686. {
  687. BorderImage@ border = BorderImage();
  688. viewportUI.AddChild(border);
  689. border.name = "border";
  690. border.style = "ViewportBorder";
  691. border.vars["VIEWMODE"] = value;
  692. border.SetFixedSize(sizeX, sizeY); // relevant size gets set by viewport later
  693. border.position = IntVector2(posX, posY);
  694. border.opacity = uiMaxOpacity;
  695. SubscribeToEvent(border, "DragMove", "HandleViewportBorderDragMove");
  696. SubscribeToEvent(border, "DragEnd", "HandleViewportBorderDragEnd");
  697. return border;
  698. }
  699. void SetFillMode(FillMode fillMode_)
  700. {
  701. fillMode = fillMode_;
  702. for (uint i = 0; i < viewports.length; ++i)
  703. viewports[i].camera.fillMode = fillMode_;
  704. }
  705. // Sets the viewport mode
  706. void SetViewportMode(uint mode = VIEWPORT_SINGLE)
  707. {
  708. // Remember old viewport positions
  709. Array<Vector3> cameralookAtPositions;
  710. Array<Quaternion> cameraLookAtRotations;
  711. Array<Vector3> cameraPositions;
  712. Array<Quaternion> cameraRotations;
  713. for (uint i = 0; i < viewports.length; ++i)
  714. {
  715. cameralookAtPositions.Push(viewports[i].cameraLookAtNode.position);
  716. cameraLookAtRotations.Push(viewports[i].cameraLookAtNode.rotation);
  717. cameraPositions.Push(viewports[i].cameraNode.position);
  718. cameraRotations.Push(viewports[i].cameraNode.rotation);
  719. }
  720. viewports.Clear();
  721. if(mode == VIEWPORT_COMPACT)
  722. {
  723. // Remember old hierarchy/inspector height/positions
  724. if(viewportMode != VIEWPORT_COMPACT){
  725. restoreViewport = true;
  726. oldHierarchyWindowPosition = hierarchyWindow.position;
  727. oldHierarchyWindowHeight = hierarchyWindow.height;
  728. oldInspectorWindowPosition = attributeInspectorWindow.position;
  729. oldInspectorWindowHeight = attributeInspectorWindow.height;
  730. }
  731. // Move and scale hierarchy window to left of screen
  732. ShowHierarchyWindow();
  733. hierarchyWindow.position = IntVector2(secondaryToolBar.width,toolBar.height + uiMenuBar.height);
  734. hierarchyWindow.height = viewportArea.height-(toolBar.height + uiMenuBar.height);
  735. // Move and scale inspector window to left of screen
  736. ShowAttributeInspectorWindow();
  737. attributeInspectorWindow.position = IntVector2(viewportArea.width-attributeInspectorWindow.width,toolBar.height + uiMenuBar.height);
  738. attributeInspectorWindow.height = viewportArea.height-(toolBar.height + uiMenuBar.height);
  739. // Hide close button and disable resize/movement inspector/hierarchy of windows
  740. attributeInspectorWindow.GetChild("CloseButton",true).visible = false;
  741. attributeInspectorWindow.resizable = false;
  742. attributeInspectorWindow.movable = false;
  743. hierarchyWindow.GetChild("CloseButton",true).visible = false;
  744. hierarchyWindow.resizable = false;
  745. hierarchyWindow.movable = false;
  746. // Create viewport on center of window
  747. {
  748. uint viewport = 0;
  749. ViewportContext@ vc = ViewportContext(
  750. IntRect(
  751. secondaryToolBar.width + hierarchyWindow.width,
  752. toolBar.height + uiMenuBar.height,
  753. viewportArea.width-attributeInspectorWindow.width,
  754. viewportArea.height),
  755. viewports.length + 1,
  756. viewportMode & (VIEWPORT_TOP|VIEWPORT_LEFT|VIEWPORT_TOP_LEFT)
  757. );
  758. viewports.Push(vc);
  759. }
  760. viewportMode = mode;
  761. }
  762. else
  763. {
  764. if(viewportMode == VIEWPORT_COMPACT)
  765. {
  766. // Restore hierarchy/inspector windows height/positions
  767. if(restoreViewport)
  768. {
  769. hierarchyWindow.position = oldHierarchyWindowPosition;
  770. hierarchyWindow.height = oldHierarchyWindowHeight;
  771. attributeInspectorWindow.position = oldInspectorWindowPosition;
  772. attributeInspectorWindow.height = oldInspectorWindowHeight;
  773. }
  774. // Show close button and enable resize/movement of inspector/hierarchy windows
  775. attributeInspectorWindow.GetChild("CloseButton",true).visible = true;
  776. attributeInspectorWindow.resizable = true;
  777. attributeInspectorWindow.movable = true;
  778. hierarchyWindow.GetChild("CloseButton",true).visible = true;
  779. hierarchyWindow.resizable = true;
  780. hierarchyWindow.movable = true;
  781. }
  782. viewportMode = mode;
  783. // Always have quad a
  784. {
  785. uint viewport = 0;
  786. ViewportContext@ vc = ViewportContext(
  787. IntRect(
  788. 0,
  789. 0,
  790. mode & (VIEWPORT_LEFT|VIEWPORT_TOP_LEFT) > 0 ? viewportArea.width / 2 : viewportArea.width,
  791. mode & (VIEWPORT_TOP|VIEWPORT_TOP_LEFT) > 0 ? viewportArea.height / 2 : viewportArea.height),
  792. viewports.length + 1,
  793. viewportMode & (VIEWPORT_TOP|VIEWPORT_LEFT|VIEWPORT_TOP_LEFT)
  794. );
  795. viewports.Push(vc);
  796. }
  797. uint topRight = viewportMode & (VIEWPORT_RIGHT|VIEWPORT_TOP_RIGHT);
  798. if (topRight > 0)
  799. {
  800. ViewportContext@ vc = ViewportContext(
  801. IntRect(
  802. viewportArea.width/2,
  803. 0,
  804. viewportArea.width,
  805. mode & VIEWPORT_TOP_RIGHT > 0 ? viewportArea.height / 2 : viewportArea.height),
  806. viewports.length + 1,
  807. topRight
  808. );
  809. viewports.Push(vc);
  810. }
  811. uint bottomLeft = viewportMode & (VIEWPORT_BOTTOM|VIEWPORT_BOTTOM_LEFT);
  812. if (bottomLeft > 0)
  813. {
  814. ViewportContext@ vc = ViewportContext(
  815. IntRect(
  816. 0,
  817. viewportArea.height / 2,
  818. mode & (VIEWPORT_BOTTOM_LEFT) > 0 ? viewportArea.width / 2 : viewportArea.width,
  819. viewportArea.height),
  820. viewports.length + 1,
  821. bottomLeft
  822. );
  823. viewports.Push(vc);
  824. }
  825. uint bottomRight = viewportMode & (VIEWPORT_BOTTOM_RIGHT);
  826. if (bottomRight > 0)
  827. {
  828. ViewportContext@ vc = ViewportContext(
  829. IntRect(
  830. viewportArea.width / 2,
  831. viewportArea.height / 2,
  832. viewportArea.width,
  833. viewportArea.height),
  834. viewports.length + 1,
  835. bottomRight
  836. );
  837. viewports.Push(vc);
  838. }
  839. }
  840. renderer.numViewports = viewports.length;
  841. for (uint i = 0; i < viewports.length; ++i)
  842. renderer.viewports[i] = viewports[i].viewport;
  843. // Restore camera positions as applicable. Default new viewports to the last camera position
  844. if (cameraPositions.length > 0)
  845. {
  846. for (uint i = 0; i < viewports.length; ++i)
  847. {
  848. uint src = i;
  849. if (src >= cameraPositions.length)
  850. src = cameraPositions.length - 1;
  851. viewports[i].cameraLookAtNode.position = cameralookAtPositions[src];
  852. viewports[i].cameraLookAtNode.rotation = cameraLookAtRotations[src];
  853. viewports[i].cameraNode.position = cameraPositions[src];
  854. viewports[i].cameraNode.rotation = cameraRotations[src];
  855. }
  856. }
  857. ReacquireCameraYawPitch();
  858. UpdateViewParameters();
  859. UpdateCameraPreview();
  860. CreateViewportUI();
  861. }
  862. // Create a preview viewport if a camera component is selected
  863. void UpdateCameraPreview()
  864. {
  865. previewCamera = null;
  866. StringHash cameraType("Camera");
  867. for (uint i = 0; i < selectedComponents.length; ++i)
  868. {
  869. if (selectedComponents[i].type == cameraType)
  870. {
  871. // Take the first encountered camera
  872. previewCamera = selectedComponents[i];
  873. break;
  874. }
  875. }
  876. // Also try nodes if not found from components
  877. if (previewCamera.Get() is null)
  878. {
  879. for (uint i = 0; i < selectedNodes.length; ++i)
  880. {
  881. previewCamera = selectedNodes[i].GetComponent("Camera");
  882. if (previewCamera.Get() !is null)
  883. break;
  884. }
  885. }
  886. // Remove extra viewport if it exists and no camera is selected
  887. if (previewCamera.Get() is null)
  888. {
  889. if (renderer.numViewports > viewports.length)
  890. renderer.numViewports = viewports.length;
  891. }
  892. else
  893. {
  894. if (renderer.numViewports < viewports.length + 1)
  895. renderer.numViewports = viewports.length + 1;
  896. int previewWidth = graphics.width / 4;
  897. int previewHeight = previewWidth * 9 / 16;
  898. int previewX = graphics.width - 10 - previewWidth;
  899. int previewY = graphics.height - 30 - previewHeight;
  900. Viewport@ previewView = Viewport();
  901. previewView.scene = editorScene;
  902. previewView.camera = previewCamera.Get();
  903. previewView.rect = IntRect(previewX, previewY, previewX + previewWidth, previewY + previewHeight);
  904. previewView.renderPath = renderPath;
  905. renderer.viewports[viewports.length] = previewView;
  906. }
  907. }
  908. void HandleViewportBorderDragMove(StringHash eventType, VariantMap& eventData)
  909. {
  910. UIElement@ dragBorder = eventData["Element"].GetPtr();
  911. if (dragBorder is null)
  912. return;
  913. uint hPos;
  914. uint vPos;
  915. // Moves border to new cursor position, restricts motion to 1 axis, and keeps borders within view area
  916. if (resizingBorder & VIEWPORT_BORDER_V_ANY > 0)
  917. {
  918. hPos = Clamp(ui.cursorPosition.x, 150, viewportArea.width-150);
  919. vPos = dragBorder.position.y;
  920. dragBorder.position = IntVector2(hPos, vPos);
  921. }
  922. if (resizingBorder & VIEWPORT_BORDER_H_ANY > 0)
  923. {
  924. vPos = Clamp(ui.cursorPosition.y, 150, viewportArea.height-150);
  925. hPos = dragBorder.position.x;
  926. dragBorder.position = IntVector2(hPos, vPos);
  927. }
  928. // Move all dependent borders
  929. Array<UIElement@> borders = viewportUI.GetChildren();
  930. for (uint i = 0; i < borders.length; ++i)
  931. {
  932. BorderImage@ border = borders[i];
  933. if (border is null || border is dragBorder || border.name != "border")
  934. continue;
  935. uint borderViewMode = border.vars["VIEWMODE"].GetUInt();
  936. if (resizingBorder == VIEWPORT_BORDER_H)
  937. {
  938. if (borderViewMode == VIEWPORT_BORDER_V1)
  939. {
  940. border.SetFixedHeight(vPos);
  941. }
  942. else if (borderViewMode == VIEWPORT_BORDER_V2)
  943. {
  944. border.position = IntVector2(border.position.x, vPos);
  945. border.SetFixedHeight(viewportArea.height - vPos);
  946. }
  947. }
  948. else if (resizingBorder == VIEWPORT_BORDER_V)
  949. {
  950. if (borderViewMode == VIEWPORT_BORDER_H1)
  951. {
  952. border.SetFixedWidth(hPos);
  953. }
  954. else if (borderViewMode == VIEWPORT_BORDER_H2)
  955. {
  956. border.position = IntVector2(hPos, border.position.y);
  957. border.SetFixedWidth(viewportArea.width - hPos);
  958. }
  959. }
  960. }
  961. }
  962. void HandleViewportBorderDragEnd(StringHash eventType, VariantMap& eventData)
  963. {
  964. // Sets the new viewports by checking all the dependencies
  965. Array<UIElement@> children = viewportUI.GetChildren();
  966. Array<BorderImage@> borders;
  967. BorderImage@ borderV;
  968. BorderImage@ borderV1;
  969. BorderImage@ borderV2;
  970. BorderImage@ borderH;
  971. BorderImage@ borderH1;
  972. BorderImage@ borderH2;
  973. for (uint i = 0; i < children.length; ++i)
  974. {
  975. if (children[i].name == "border")
  976. {
  977. BorderImage@ border = children[i];
  978. uint mode = border.vars["VIEWMODE"].GetUInt();
  979. if (mode == VIEWPORT_BORDER_V)
  980. borderV = border;
  981. else if (mode == VIEWPORT_BORDER_V1)
  982. borderV1 = border;
  983. else if (mode == VIEWPORT_BORDER_V2)
  984. borderV2 = border;
  985. else if (mode == VIEWPORT_BORDER_H)
  986. borderH = border;
  987. else if (mode == VIEWPORT_BORDER_H1)
  988. borderH1 = border;
  989. else if (mode == VIEWPORT_BORDER_H2)
  990. borderH2 = border;
  991. }
  992. }
  993. IntRect top;
  994. IntRect bottom;
  995. IntRect left;
  996. IntRect right;
  997. IntRect topLeft;
  998. IntRect topRight;
  999. IntRect bottomLeft;
  1000. IntRect bottomRight;
  1001. for (uint i = 0; i < viewports.length; ++i)
  1002. {
  1003. ViewportContext@ vc = viewports[i];
  1004. if (vc.viewportId & VIEWPORT_TOP > 0)
  1005. top = vc.viewport.rect;
  1006. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  1007. bottom = vc.viewport.rect;
  1008. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  1009. left = vc.viewport.rect;
  1010. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  1011. right = vc.viewport.rect;
  1012. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  1013. topLeft = vc.viewport.rect;
  1014. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  1015. topRight = vc.viewport.rect;
  1016. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  1017. bottomLeft = vc.viewport.rect;
  1018. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  1019. bottomRight = vc.viewport.rect;
  1020. }
  1021. if (borderV !is null)
  1022. {
  1023. if (viewportMode & VIEWPORT_LEFT > 0)
  1024. left.right = borderV.position.x + viewportBorderOffset;
  1025. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1026. topLeft.right = borderV.position.x + viewportBorderOffset;
  1027. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1028. topRight.left = borderV.position.x + viewportBorderOffset;
  1029. if (viewportMode & VIEWPORT_RIGHT > 0)
  1030. right.left = borderV.position.x + viewportBorderOffset;
  1031. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1032. bottomLeft.right = borderV.position.x + viewportBorderOffset;
  1033. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1034. bottomRight.left = borderV.position.x + viewportBorderOffset;
  1035. }
  1036. else
  1037. {
  1038. if (borderV1 !is null)
  1039. {
  1040. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1041. topLeft.right = borderV1.position.x + viewportBorderOffset;
  1042. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1043. topRight.left = borderV1.position.x + viewportBorderOffset;
  1044. }
  1045. if (borderV2 !is null)
  1046. {
  1047. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1048. bottomLeft.right = borderV2.position.x + viewportBorderOffset;
  1049. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1050. bottomRight.left = borderV2.position.x + viewportBorderOffset;
  1051. }
  1052. }
  1053. if (borderH !is null)
  1054. {
  1055. if (viewportMode & VIEWPORT_TOP > 0)
  1056. top.bottom = borderH.position.y + viewportBorderOffset;
  1057. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1058. topLeft.bottom = borderH.position.y + viewportBorderOffset;
  1059. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1060. bottomLeft.top = borderH.position.y + viewportBorderOffset;
  1061. if (viewportMode & VIEWPORT_BOTTOM > 0)
  1062. bottom.top = borderH.position.y + viewportBorderOffset;
  1063. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1064. topRight.bottom = borderH.position.y + viewportBorderOffset;
  1065. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1066. bottomRight.top = borderH.position.y + viewportBorderOffset;
  1067. }
  1068. else
  1069. {
  1070. if (borderH1 !is null)
  1071. {
  1072. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1073. topLeft.bottom = borderH1.position.y+viewportBorderOffset;
  1074. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1075. bottomLeft.top = borderH1.position.y+viewportBorderOffset;
  1076. }
  1077. if (borderH2 !is null)
  1078. {
  1079. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1080. topRight.bottom = borderH2.position.y+viewportBorderOffset;
  1081. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1082. bottomRight.top = borderH2.position.y+viewportBorderOffset;
  1083. }
  1084. }
  1085. // Applies the calculated changes
  1086. for (uint i = 0; i < viewports.length; ++i)
  1087. {
  1088. ViewportContext@ vc = viewports[i];
  1089. if (vc.viewportId & VIEWPORT_TOP > 0)
  1090. vc.viewport.rect = top;
  1091. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  1092. vc.viewport.rect = bottom;
  1093. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  1094. vc.viewport.rect = left;
  1095. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  1096. vc.viewport.rect = right;
  1097. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  1098. vc.viewport.rect = topLeft;
  1099. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  1100. vc.viewport.rect = topRight;
  1101. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  1102. vc.viewport.rect = bottomLeft;
  1103. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  1104. vc.viewport.rect = bottomRight;
  1105. vc.HandleResize();
  1106. }
  1107. // End drag state
  1108. resizingBorder = 0;
  1109. setViewportCursor = 0;
  1110. }
  1111. void SetViewportCursor()
  1112. {
  1113. if (setViewportCursor & VIEWPORT_BORDER_V_ANY > 0)
  1114. ui.cursor.shape = CS_RESIZEHORIZONTAL;
  1115. else if (setViewportCursor & VIEWPORT_BORDER_H_ANY > 0)
  1116. ui.cursor.shape = CS_RESIZEVERTICAL;
  1117. }
  1118. void SetActiveViewport(ViewportContext@ context)
  1119. {
  1120. // Sets the global variables to the current context
  1121. @cameraLookAtNode = context.cameraLookAtNode;
  1122. @cameraNode = context.cameraNode;
  1123. @camera = context.camera;
  1124. @audio.listener = context.soundListener;
  1125. // Camera is created before gizmo, this gets called again after UI is created
  1126. if (gizmo !is null)
  1127. gizmo.viewMask = camera.viewMask;
  1128. @activeViewport = context;
  1129. // If a mode is changed while in a drag or hovering over a border these can get out of sync
  1130. resizingBorder = 0;
  1131. setViewportCursor = 0;
  1132. }
  1133. void ResetCamera()
  1134. {
  1135. for (uint i = 0; i < viewports.length; ++i)
  1136. viewports[i].ResetCamera();
  1137. }
  1138. void ReacquireCameraYawPitch()
  1139. {
  1140. for (uint i = 0; i < viewports.length; ++i)
  1141. viewports[i].ReacquireCameraYawPitch();
  1142. }
  1143. void UpdateViewParameters()
  1144. {
  1145. for (uint i = 0; i < viewports.length; ++i)
  1146. {
  1147. viewports[i].camera.nearClip = viewNearClip;
  1148. viewports[i].camera.farClip = viewFarClip;
  1149. viewports[i].camera.fov = viewFov;
  1150. }
  1151. }
  1152. void CreateGrid()
  1153. {
  1154. if (gridNode !is null)
  1155. gridNode.Remove();
  1156. gridNode = Node();
  1157. gridNode.name = "EditorGrid";
  1158. grid = gridNode.CreateComponent("CustomGeometry");
  1159. grid.numGeometries = 1;
  1160. grid.material = cache.GetResource("Material", "Materials/VColUnlit.xml");
  1161. grid.viewMask = 0x80000000; // Editor raycasts use viewmask 0x7fffffff
  1162. grid.occludee = false;
  1163. UpdateGrid();
  1164. }
  1165. void HideGrid()
  1166. {
  1167. if (grid !is null)
  1168. grid.enabled = false;
  1169. }
  1170. void ShowGrid()
  1171. {
  1172. if (grid !is null)
  1173. {
  1174. grid.enabled = true;
  1175. if (editorScene.octree !is null)
  1176. editorScene.octree.AddManualDrawable(grid);
  1177. }
  1178. }
  1179. void UpdateGrid(bool updateGridGeometry = true)
  1180. {
  1181. showGrid ? ShowGrid() : HideGrid();
  1182. gridNode.scale = Vector3(gridScale, gridScale, gridScale);
  1183. if (!updateGridGeometry)
  1184. return;
  1185. uint size = uint(Floor(gridSize / 2) * 2);
  1186. float halfSizeScaled = size / 2;
  1187. float scale = 1.0;
  1188. uint subdivisionSize = uint(Pow(2.0f, float(gridSubdivisions)));
  1189. if (subdivisionSize > 0)
  1190. {
  1191. size *= subdivisionSize;
  1192. scale /= subdivisionSize;
  1193. }
  1194. uint halfSize = size / 2;
  1195. grid.BeginGeometry(0, LINE_LIST);
  1196. float lineOffset = -halfSizeScaled;
  1197. for (uint i = 0; i <= size; ++i)
  1198. {
  1199. bool lineCenter = i == halfSize;
  1200. bool lineSubdiv = !Equals(Mod(i, subdivisionSize), 0.0);
  1201. if (!grid2DMode)
  1202. {
  1203. grid.DefineVertex(Vector3(lineOffset, 0.0, halfSizeScaled));
  1204. grid.DefineColor(lineCenter ? gridZColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1205. grid.DefineVertex(Vector3(lineOffset, 0.0, -halfSizeScaled));
  1206. grid.DefineColor(lineCenter ? gridZColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1207. grid.DefineVertex(Vector3(-halfSizeScaled, 0.0, lineOffset));
  1208. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1209. grid.DefineVertex(Vector3(halfSizeScaled, 0.0, lineOffset));
  1210. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1211. }
  1212. else
  1213. {
  1214. grid.DefineVertex(Vector3(lineOffset, halfSizeScaled, 0.0));
  1215. grid.DefineColor(lineCenter ? gridYColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1216. grid.DefineVertex(Vector3(lineOffset, -halfSizeScaled, 0.0));
  1217. grid.DefineColor(lineCenter ? gridYColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1218. grid.DefineVertex(Vector3(-halfSizeScaled, lineOffset, 0.0));
  1219. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1220. grid.DefineVertex(Vector3(halfSizeScaled, lineOffset, 0.0));
  1221. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1222. }
  1223. lineOffset += scale;
  1224. }
  1225. grid.Commit();
  1226. }
  1227. void CreateStatsBar()
  1228. {
  1229. editorModeText = Text();
  1230. ui.root.AddChild(editorModeText);
  1231. renderStatsText = Text();
  1232. ui.root.AddChild(renderStatsText);
  1233. modelInfoText = Text();
  1234. ui.root.AddChild(modelInfoText);
  1235. }
  1236. void SetupStatsBarText(Text@ text, Font@ font, int x, int y, HorizontalAlignment hAlign, VerticalAlignment vAlign)
  1237. {
  1238. text.position = IntVector2(x, y);
  1239. text.horizontalAlignment = hAlign;
  1240. text.verticalAlignment = vAlign;
  1241. text.SetFont(font, 11);
  1242. text.color = Color(1, 1, 0);
  1243. text.textEffect = TE_SHADOW;
  1244. text.priority = -100;
  1245. }
  1246. void UpdateStats(float timeStep)
  1247. {
  1248. String adding = "";
  1249. // Todo: add localization
  1250. if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  1251. adding = localization.Get(" CameraFlyMode: ") + (cameraFlyMode ? "True" : "False");
  1252. editorModeText.text = String(
  1253. localization.Get("Mode: ") + localization.Get(editModeText[editMode]) +
  1254. localization.Get(" Axis: ") + localization.Get(axisModeText[axisMode]) +
  1255. localization.Get(" Pick: ") + localization.Get(pickModeText[pickMode]) +
  1256. localization.Get(" Fill: ") + localization.Get(fillModeText[fillMode]) +
  1257. localization.Get(" Updates: ") + (runUpdate ? localization.Get("Running") : localization.Get("Paused") + adding));
  1258. renderStatsText.text = String(
  1259. localization.Get("Tris: ") + renderer.numPrimitives +
  1260. localization.Get(" Batches: ") + renderer.numBatches +
  1261. localization.Get(" Lights: ") + renderer.numLights[true] +
  1262. localization.Get(" Shadowmaps: ") + renderer.numShadowMaps[true] +
  1263. localization.Get(" Occluders: ") + renderer.numOccluders[true]);
  1264. editorModeText.size = editorModeText.minSize;
  1265. renderStatsText.size = renderStatsText.minSize;
  1266. // Relayout stats bar
  1267. Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
  1268. if(viewportMode != VIEWPORT_COMPACT)
  1269. {
  1270. if (ui.root.width >= editorModeText.size.x + renderStatsText.size.x + 45)
  1271. {
  1272. SetupStatsBarText(editorModeText, font, 35, 64, HA_LEFT, VA_TOP);
  1273. SetupStatsBarText(renderStatsText, font, -4, 64, HA_RIGHT, VA_TOP);
  1274. SetupStatsBarText(modelInfoText, font, 35, 88, HA_LEFT, VA_TOP);
  1275. }
  1276. else
  1277. {
  1278. SetupStatsBarText(editorModeText, font, 35, 64, HA_LEFT, VA_TOP);
  1279. SetupStatsBarText(renderStatsText, font, 35, 78, HA_LEFT, VA_TOP);
  1280. SetupStatsBarText(modelInfoText, font, 35, 102, HA_LEFT, VA_TOP);
  1281. }
  1282. }
  1283. else
  1284. {
  1285. SetupStatsBarText(editorModeText, font, secondaryToolBar.width + hierarchyWindow.width + 10 , 64, HA_LEFT, VA_TOP);
  1286. SetupStatsBarText(renderStatsText, font, secondaryToolBar.width + hierarchyWindow.width + 10 , 84, HA_LEFT, VA_TOP);
  1287. SetupStatsBarText(modelInfoText, font, secondaryToolBar.width + hierarchyWindow.width + 10, 104, HA_LEFT, VA_TOP);
  1288. }
  1289. }
  1290. void UpdateViewports(float timeStep)
  1291. {
  1292. for(uint i = 0; i < viewports.length; ++i)
  1293. {
  1294. ViewportContext@ viewportContext = viewports[i];
  1295. viewportContext.Update(timeStep);
  1296. }
  1297. }
  1298. void SetMouseMode(bool enable)
  1299. {
  1300. if (enable)
  1301. {
  1302. if (mouseOrbitMode == ORBIT_RELATIVE)
  1303. {
  1304. input.mouseMode = MM_RELATIVE;
  1305. ui.cursor.visible = false;
  1306. }
  1307. else if (mouseOrbitMode == ORBIT_WRAP)
  1308. input.mouseMode = MM_WRAP;
  1309. }
  1310. else
  1311. {
  1312. input.mouseMode = MM_ABSOLUTE;
  1313. ui.cursor.visible = true;
  1314. }
  1315. }
  1316. void SetMouseLock()
  1317. {
  1318. toggledMouseLock = true;
  1319. SetMouseMode(true);
  1320. FadeUI();
  1321. }
  1322. void ReleaseMouseLock()
  1323. {
  1324. if (toggledMouseLock)
  1325. {
  1326. toggledMouseLock = false;
  1327. SetMouseMode(false);
  1328. }
  1329. }
  1330. void CameraPan(Vector3 trans)
  1331. {
  1332. cameraSmoothInterpolate.Stop();
  1333. cameraLookAtNode.Translate(trans);
  1334. }
  1335. void CameraMoveForward(Vector3 trans)
  1336. {
  1337. cameraSmoothInterpolate.Stop();
  1338. cameraNode.Translate(trans, TS_PARENT);
  1339. }
  1340. void CameraRotateAroundLookAt(Quaternion rot)
  1341. {
  1342. cameraSmoothInterpolate.Stop();
  1343. cameraNode.rotation = rot;
  1344. Vector3 dir = cameraNode.direction;
  1345. dir.Normalize();
  1346. float dist = cameraNode.position.length;
  1347. cameraNode.position = -dir * dist;
  1348. }
  1349. void CameraRotateAroundCenter(Quaternion rot)
  1350. {
  1351. cameraSmoothInterpolate.Stop();
  1352. cameraNode.rotation = rot;
  1353. Vector3 oldPos = cameraNode.worldPosition;
  1354. Vector3 dir = cameraNode.worldDirection;
  1355. dir.Normalize();
  1356. float dist = cameraNode.position.length;
  1357. cameraLookAtNode.worldPosition = cameraNode.worldPosition + dir * dist;
  1358. cameraNode.worldPosition = oldPos;
  1359. }
  1360. void CameraRotateAroundSelect(Quaternion rot)
  1361. {
  1362. cameraSmoothInterpolate.Stop();
  1363. cameraNode.rotation = rot;
  1364. Vector3 dir = cameraNode.direction;
  1365. dir.Normalize();
  1366. float dist = cameraNode.position.length;
  1367. cameraNode.position = -dir * dist;
  1368. Vector3 centerPoint;
  1369. if ((selectedNodes.length > 0 || selectedComponents.length > 0))
  1370. centerPoint = SelectedNodesCenterPoint();
  1371. else
  1372. centerPoint = lastSelectedNodesCenterPoint;
  1373. // legacy way, camera look-at will jump to the selection
  1374. cameraLookAtNode.worldPosition = centerPoint;
  1375. }
  1376. void CameraZoom(float zoom)
  1377. {
  1378. cameraSmoothInterpolate.Stop();
  1379. camera.zoom = Clamp(zoom, .1, 30);
  1380. }
  1381. void HandleStandardUserInput(float timeStep)
  1382. {
  1383. // Speedup camera move if Shift key is down
  1384. float speedMultiplier = 1.0;
  1385. if (input.keyDown[KEY_LSHIFT])
  1386. speedMultiplier = cameraShiftSpeedMultiplier;
  1387. // Handle FPS mode
  1388. if (!input.keyDown[KEY_LCTRL] && !input.keyDown[KEY_LALT])
  1389. {
  1390. if (input.keyDown[KEY_W] || input.keyDown[KEY_UP])
  1391. {
  1392. Vector3 dir = cameraNode.direction;
  1393. dir.Normalize();
  1394. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1395. FadeUI();
  1396. }
  1397. if (input.keyDown[KEY_S] || input.keyDown[KEY_DOWN])
  1398. {
  1399. Vector3 dir = cameraNode.direction;
  1400. dir.Normalize();
  1401. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1402. FadeUI();
  1403. }
  1404. if (input.keyDown[KEY_A] || input.keyDown[KEY_LEFT])
  1405. {
  1406. Vector3 dir = cameraNode.right;
  1407. dir.Normalize();
  1408. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1409. FadeUI();
  1410. }
  1411. if (input.keyDown[KEY_D] || input.keyDown[KEY_RIGHT])
  1412. {
  1413. Vector3 dir = cameraNode.right;
  1414. dir.Normalize();
  1415. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1416. FadeUI();
  1417. }
  1418. if (input.keyDown[KEY_E] || input.keyDown[KEY_PAGEUP])
  1419. {
  1420. Vector3 dir = cameraNode.up;
  1421. dir.Normalize();
  1422. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1423. FadeUI();
  1424. }
  1425. if (input.keyDown[KEY_Q] || input.keyDown[KEY_PAGEDOWN])
  1426. {
  1427. Vector3 dir = cameraNode.up;
  1428. dir.Normalize();
  1429. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1430. FadeUI();
  1431. }
  1432. }
  1433. // Zoom in/out
  1434. if (input.mouseMoveWheel != 0 && ui.GetElementAt(ui.cursor.position) is null)
  1435. {
  1436. float distance = cameraNode.position.length;
  1437. float ratio = distance / 40.0f;
  1438. float factor = ratio < 1.0f ? ratio : 1.0f;
  1439. if (!camera.orthographic)
  1440. {
  1441. Vector3 dir = cameraNode.direction;
  1442. dir.Normalize();
  1443. dir *= input.mouseMoveWheel * 40 * timeStep * cameraBaseSpeed * speedMultiplier * factor;
  1444. CameraMoveForward(dir);
  1445. }
  1446. else
  1447. {
  1448. float zoom = camera.zoom + input.mouseMoveWheel * speedMultiplier * factor;
  1449. CameraZoom(zoom);
  1450. }
  1451. }
  1452. // Rotate/orbit/pan camera
  1453. bool changeCamViewButton = false;
  1454. changeCamViewButton = input.mouseButtonDown[MOUSEB_RIGHT] || input.mouseButtonDown[MOUSEB_MIDDLE];
  1455. if (changeCamViewButton)
  1456. {
  1457. SetMouseLock();
  1458. IntVector2 mouseMove = input.mouseMove;
  1459. if (mouseMove.x != 0 || mouseMove.y != 0)
  1460. {
  1461. bool panTheCamera = false;
  1462. if (input.mouseButtonDown[MOUSEB_MIDDLE])
  1463. {
  1464. if (mmbPanMode)
  1465. panTheCamera = !input.keyDown[KEY_LSHIFT];
  1466. else
  1467. panTheCamera = input.keyDown[KEY_LSHIFT];
  1468. }
  1469. // Pan the camera
  1470. if (panTheCamera)
  1471. {
  1472. Vector3 right = -cameraNode.worldRight;
  1473. right.Normalize();
  1474. right *= mouseMove.x;
  1475. Vector3 up = cameraNode.worldUp;
  1476. up.Normalize();
  1477. up *= mouseMove.y;
  1478. Vector3 trans = (right + up) * timeStep * cameraBaseSpeed * 0.5;
  1479. CameraPan(trans);
  1480. }
  1481. else // Rotate the camera
  1482. {
  1483. activeViewport.cameraYaw += mouseMove.x * cameraBaseRotationSpeed;
  1484. activeViewport.cameraPitch += mouseMove.y * cameraBaseRotationSpeed;
  1485. if (limitRotation)
  1486. activeViewport.cameraPitch = Clamp(activeViewport.cameraPitch, -90.0, 90.0);
  1487. Quaternion rot = Quaternion(activeViewport.cameraPitch, activeViewport.cameraYaw, 0);
  1488. if (input.mouseButtonDown[MOUSEB_MIDDLE]) // Rotate around the camera center
  1489. {
  1490. if (rotateAroundSelect)
  1491. CameraRotateAroundSelect(rot);
  1492. else
  1493. CameraRotateAroundLookAt(rot);
  1494. orbiting = true;
  1495. }
  1496. else // Rotate around the look-at
  1497. {
  1498. CameraRotateAroundCenter(rot);
  1499. orbiting = true;
  1500. }
  1501. }
  1502. }
  1503. }
  1504. else
  1505. ReleaseMouseLock();
  1506. if (orbiting && !input.mouseButtonDown[MOUSEB_MIDDLE])
  1507. orbiting = false;
  1508. }
  1509. void HandleBlenderUserInput(float timeStep)
  1510. {
  1511. if (ui.HasModalElement() || ui.focusElement !is null)
  1512. {
  1513. ReleaseMouseLock();
  1514. return;
  1515. }
  1516. // Check for camara fly mode
  1517. if (input.keyDown[KEY_LSHIFT] && input.keyPress[KEY_F])
  1518. {
  1519. cameraFlyMode = !cameraFlyMode;
  1520. }
  1521. // Speedup camera move if Shift key is down
  1522. float speedMultiplier = 1.0;
  1523. if (input.keyDown[KEY_LSHIFT])
  1524. speedMultiplier = cameraShiftSpeedMultiplier;
  1525. // Handle FPS mode
  1526. if (!input.keyDown[KEY_LCTRL] && !input.keyDown[KEY_LALT])
  1527. {
  1528. if (cameraFlyMode /*&& !input.keyDown[KEY_LSHIFT]*/)
  1529. {
  1530. if (input.keyDown[KEY_W] || input.keyDown[KEY_UP])
  1531. {
  1532. Vector3 dir = cameraNode.direction;
  1533. dir.Normalize();
  1534. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1535. FadeUI();
  1536. }
  1537. if (input.keyDown[KEY_S] || input.keyDown[KEY_DOWN])
  1538. {
  1539. Vector3 dir = cameraNode.direction;
  1540. dir.Normalize();
  1541. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1542. FadeUI();
  1543. }
  1544. if (input.keyDown[KEY_A] || input.keyDown[KEY_LEFT])
  1545. {
  1546. Vector3 dir = cameraNode.right;
  1547. dir.Normalize();
  1548. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1549. FadeUI();
  1550. }
  1551. if (input.keyDown[KEY_D] || input.keyDown[KEY_RIGHT])
  1552. {
  1553. Vector3 dir = cameraNode.right;
  1554. dir.Normalize();
  1555. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1556. FadeUI();
  1557. }
  1558. if (input.keyDown[KEY_E] || input.keyDown[KEY_PAGEUP])
  1559. {
  1560. Vector3 dir = cameraNode.up;
  1561. dir.Normalize();
  1562. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1563. FadeUI();
  1564. }
  1565. if (input.keyDown[KEY_Q] || input.keyDown[KEY_PAGEDOWN])
  1566. {
  1567. Vector3 dir = cameraNode.up;
  1568. dir.Normalize();
  1569. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1570. FadeUI();
  1571. }
  1572. }
  1573. }
  1574. if (input.mouseMoveWheel != 0 && ui.GetElementAt(ui.cursor.position) is null)
  1575. {
  1576. if (!camera.orthographic)
  1577. {
  1578. if (input.keyDown[KEY_LSHIFT])
  1579. {
  1580. Vector3 dir = cameraNode.up;
  1581. dir.Normalize();
  1582. CameraPan(dir * input.mouseMoveWheel * 5 * timeStep * cameraBaseSpeed * speedMultiplier);
  1583. }
  1584. else if (input.keyDown[KEY_LCTRL])
  1585. {
  1586. Vector3 dir = cameraNode.right;
  1587. dir.Normalize();
  1588. CameraPan(dir * input.mouseMoveWheel * 5 * timeStep * cameraBaseSpeed * speedMultiplier);
  1589. }
  1590. else // Zoom in/out
  1591. {
  1592. float distance = cameraNode.position.length;
  1593. float ratio = distance / 40.0f;
  1594. float factor = ratio < 1.0f ? ratio : 1.0f;
  1595. Vector3 dir = cameraNode.direction;
  1596. dir.Normalize();
  1597. dir *= input.mouseMoveWheel * 40 * timeStep * cameraBaseSpeed * speedMultiplier * factor;
  1598. CameraMoveForward(dir);
  1599. }
  1600. }
  1601. else
  1602. {
  1603. if (input.keyDown[KEY_LSHIFT])
  1604. {
  1605. Vector3 dir = cameraNode.up;
  1606. dir.Normalize();
  1607. CameraPan(dir * input.mouseMoveWheel * timeStep * cameraBaseSpeed * speedMultiplier * 4.0f);
  1608. }
  1609. else if (input.keyDown[KEY_LCTRL])
  1610. {
  1611. Vector3 dir = cameraNode.right;
  1612. dir.Normalize();
  1613. CameraPan(dir * input.mouseMoveWheel * timeStep * cameraBaseSpeed * speedMultiplier * 4.0f);
  1614. }
  1615. else
  1616. {
  1617. float zoom = camera.zoom + input.mouseMoveWheel * speedMultiplier * 0.5f;
  1618. CameraZoom(zoom);
  1619. }
  1620. }
  1621. }
  1622. // Rotate/orbit/pan camera
  1623. bool changeCamViewButton = input.mouseButtonDown[MOUSEB_MIDDLE] || cameraFlyMode;
  1624. if (input.mouseButtonPress[MOUSEB_RIGHT] || input.keyDown[KEY_ESCAPE])
  1625. cameraFlyMode = false;
  1626. if (changeCamViewButton)
  1627. {
  1628. SetMouseLock();
  1629. IntVector2 mouseMove = input.mouseMove;
  1630. if (mouseMove.x != 0 || mouseMove.y != 0)
  1631. {
  1632. bool panTheCamera = false;
  1633. if (!cameraFlyMode)
  1634. panTheCamera = input.keyDown[KEY_LSHIFT];
  1635. if (panTheCamera)
  1636. {
  1637. Vector3 right = -cameraNode.worldRight;
  1638. right.Normalize();
  1639. right *= mouseMove.x;
  1640. Vector3 up = cameraNode.worldUp;
  1641. up.Normalize();
  1642. up *= mouseMove.y;
  1643. Vector3 trans = (right + up) * timeStep * cameraBaseSpeed * 0.5;
  1644. CameraPan(trans);
  1645. }
  1646. else
  1647. {
  1648. activeViewport.cameraYaw += mouseMove.x * cameraBaseRotationSpeed;
  1649. activeViewport.cameraPitch += mouseMove.y * cameraBaseRotationSpeed;
  1650. if (limitRotation)
  1651. activeViewport.cameraPitch = Clamp(activeViewport.cameraPitch, -90.0, 90.0);
  1652. Quaternion rot = Quaternion(activeViewport.cameraPitch, activeViewport.cameraYaw, 0);
  1653. if (cameraFlyMode)
  1654. {
  1655. CameraRotateAroundCenter(rot);
  1656. orbiting = true;
  1657. }
  1658. else if (input.mouseButtonDown[MOUSEB_MIDDLE])
  1659. {
  1660. if (rotateAroundSelect)
  1661. CameraRotateAroundSelect(rot);
  1662. else
  1663. CameraRotateAroundLookAt(rot);
  1664. orbiting = true;
  1665. }
  1666. }
  1667. }
  1668. }
  1669. else
  1670. ReleaseMouseLock();
  1671. if (orbiting && !input.mouseButtonDown[MOUSEB_MIDDLE])
  1672. orbiting = false;
  1673. // force to select component node for manipulation if selected only component and not his node
  1674. if ((editMode != EDIT_SELECT && editNodes.empty) && lastSelectedComponent.Get() !is null)
  1675. {
  1676. if (lastSelectedComponent.Get() !is null)
  1677. {
  1678. Component@ component = lastSelectedComponent.Get();
  1679. SelectNode(component.node, false);
  1680. }
  1681. }
  1682. }
  1683. void UpdateView(float timeStep)
  1684. {
  1685. if (ui.HasModalElement() || ui.focusElement !is null)
  1686. {
  1687. ReleaseMouseLock();
  1688. return;
  1689. }
  1690. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  1691. {
  1692. HandleStandardUserInput(timeStep);
  1693. }
  1694. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  1695. {
  1696. HandleBlenderUserInput(timeStep);
  1697. }
  1698. if (!editNodes.empty && editMode != EDIT_SELECT && input.keyDown[KEY_LCTRL])
  1699. {
  1700. Vector3 adjust(0, 0, 0);
  1701. if (input.keyDown[KEY_UP])
  1702. adjust.z = 1;
  1703. if (input.keyDown[KEY_DOWN])
  1704. adjust.z = -1;
  1705. if (input.keyDown[KEY_LEFT])
  1706. adjust.x = -1;
  1707. if (input.keyDown[KEY_RIGHT])
  1708. adjust.x = 1;
  1709. if (input.keyDown[KEY_PAGEUP])
  1710. adjust.y = 1;
  1711. if (input.keyDown[KEY_PAGEDOWN])
  1712. adjust.y = -1;
  1713. if (editMode == EDIT_SCALE)
  1714. {
  1715. if (input.keyDown[KEY_KP_PLUS])
  1716. adjust = Vector3(1, 1, 1);
  1717. if (input.keyDown[KEY_KP_MINUS])
  1718. adjust = Vector3(-1, -1, -1);
  1719. }
  1720. if (adjust == Vector3(0, 0, 0))
  1721. return;
  1722. bool moved = false;
  1723. adjust *= timeStep * 10;
  1724. switch (editMode)
  1725. {
  1726. case EDIT_MOVE:
  1727. if (!moveSnap)
  1728. moved = MoveNodes(adjust * moveStep);
  1729. break;
  1730. case EDIT_ROTATE:
  1731. if (!rotateSnap)
  1732. moved = RotateNodes(adjust * rotateStep);
  1733. break;
  1734. case EDIT_SCALE:
  1735. if (!scaleSnap)
  1736. moved = ScaleNodes(adjust * scaleStep);
  1737. break;
  1738. }
  1739. if (moved)
  1740. UpdateNodeAttributes();
  1741. }
  1742. // If not dragging
  1743. if (resizingBorder == 0)
  1744. {
  1745. UIElement@ uiElement = ui.GetElementAt(ui.cursorPosition);
  1746. if (uiElement !is null && uiElement.vars.Contains("VIEWMODE"))
  1747. {
  1748. setViewportCursor = uiElement.vars["VIEWMODE"].GetUInt();
  1749. if (input.mouseButtonDown[MOUSEB_LEFT])
  1750. resizingBorder = setViewportCursor;
  1751. }
  1752. }
  1753. }
  1754. void SteppedObjectManipulation(int key)
  1755. {
  1756. if (editNodes.empty || editMode == EDIT_SELECT)
  1757. return;
  1758. // Do not react in non-snapped mode, because that is handled in frame update
  1759. if (editMode == EDIT_MOVE && !moveSnap)
  1760. return;
  1761. if (editMode == EDIT_ROTATE && !rotateSnap)
  1762. return;
  1763. if (editMode == EDIT_SCALE && !scaleSnap)
  1764. return;
  1765. Vector3 adjust(0, 0, 0);
  1766. if (key == KEY_UP)
  1767. adjust.z = 1;
  1768. if (key == KEY_DOWN)
  1769. adjust.z = -1;
  1770. if (key == KEY_LEFT)
  1771. adjust.x = -1;
  1772. if (key == KEY_RIGHT)
  1773. adjust.x = 1;
  1774. if (key == KEY_PAGEUP)
  1775. adjust.y = 1;
  1776. if (key == KEY_PAGEDOWN)
  1777. adjust.y = -1;
  1778. if (editMode == EDIT_SCALE)
  1779. {
  1780. if (key == KEY_KP_PLUS)
  1781. adjust = Vector3(1, 1, 1);
  1782. if (key == KEY_KP_MINUS)
  1783. adjust = Vector3(-1, -1, -1);
  1784. }
  1785. if (adjust == Vector3(0, 0, 0))
  1786. return;
  1787. bool moved = false;
  1788. switch (editMode)
  1789. {
  1790. case EDIT_MOVE:
  1791. moved = MoveNodes(adjust);
  1792. break;
  1793. case EDIT_ROTATE:
  1794. {
  1795. float rotateStepScaled = rotateStep * snapScale;
  1796. moved = RotateNodes(adjust * rotateStepScaled);
  1797. }
  1798. break;
  1799. case EDIT_SCALE:
  1800. {
  1801. float scaleStepScaled = scaleStep * snapScale;
  1802. moved = ScaleNodes(adjust * scaleStepScaled);
  1803. }
  1804. break;
  1805. }
  1806. if (moved)
  1807. UpdateNodeAttributes();
  1808. }
  1809. void HandlePostRenderUpdate()
  1810. {
  1811. DebugRenderer@ debug = editorScene.debugRenderer;
  1812. if (debug is null || orbiting || debugRenderDisabled)
  1813. return;
  1814. // Visualize the currently selected nodes
  1815. for (uint i = 0; i < selectedNodes.length; ++i)
  1816. DrawNodeDebug(selectedNodes[i], debug);
  1817. // Visualize the currently selected components
  1818. for (uint i = 0; i < selectedComponents.length; ++i)
  1819. selectedComponents[i].DrawDebugGeometry(debug, false);
  1820. // Visualize the currently selected UI-elements
  1821. for (uint i = 0; i < selectedUIElements.length; ++i)
  1822. ui.DebugDraw(selectedUIElements[i]);
  1823. if (renderingDebug)
  1824. renderer.DrawDebugGeometry(false);
  1825. if (physicsDebug && editorScene.physicsWorld !is null)
  1826. editorScene.physicsWorld.DrawDebugGeometry(true);
  1827. if (physicsDebug && editorScene.physicsWorld2D !is null)
  1828. {
  1829. bool needDraw = true;
  1830. for (uint i = 0; i < selectedComponents.length; ++i)
  1831. {
  1832. if (cast<PhysicsWorld2D>(selectedComponents[i]) !is null)
  1833. {
  1834. needDraw = false; // Already drawed
  1835. break;
  1836. }
  1837. }
  1838. if (needDraw)
  1839. physicsWorld2D.DrawDebugGeometry();
  1840. }
  1841. if (octreeDebug && editorScene.octree !is null)
  1842. editorScene.octree.DrawDebugGeometry(true);
  1843. if (navigationDebug)
  1844. {
  1845. CrowdManager@ crowdManager = editorScene.GetComponent("CrowdManager");
  1846. if (crowdManager !is null)
  1847. crowdManager.DrawDebugGeometry(true);
  1848. Array<Component@>@ navMeshes = editorScene.GetComponents("NavigationMesh", true);
  1849. for (uint i = 0; i < navMeshes.length; ++i)
  1850. cast<NavigationMesh>(navMeshes[i]).DrawDebugGeometry(true);
  1851. Array<Component@>@ dynNavMeshes = editorScene.GetComponents("DynamicNavigationMesh", true);
  1852. for (uint i = 0; i < dynNavMeshes.length; ++i)
  1853. cast<DynamicNavigationMesh>(dynNavMeshes[i]).DrawDebugGeometry(true);
  1854. }
  1855. if (setViewportCursor | resizingBorder > 0)
  1856. {
  1857. SetViewportCursor();
  1858. if (resizingBorder == 0)
  1859. setViewportCursor = 0;
  1860. }
  1861. ViewRaycast(false);
  1862. }
  1863. void DrawNodeDebug(Node@ node, DebugRenderer@ debug, bool drawNode = true)
  1864. {
  1865. if (drawNode)
  1866. debug.AddNode(node, 1.0, false);
  1867. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  1868. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  1869. // (TerrainPatch component itself draws nothing as debug geometry)
  1870. if (node !is editorScene && node.GetComponent("Terrain") is null)
  1871. {
  1872. for (uint j = 0; j < node.numComponents; ++j)
  1873. node.components[j].DrawDebugGeometry(debug, false);
  1874. // To avoid cluttering the view, do not draw the node axes for child nodes
  1875. for (uint k = 0; k < node.numChildren; ++k)
  1876. DrawNodeDebug(node.children[k], debug, false);
  1877. }
  1878. }
  1879. void ViewMouseMove()
  1880. {
  1881. Ray cameraRay = GetActiveViewportCameraRay();
  1882. Component@ selectedComponent;
  1883. if (pickMode < PICK_RIGIDBODIES && editorScene.octree !is null)
  1884. {
  1885. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip,
  1886. pickModeDrawableFlags[pickMode], 0x7fffffff);
  1887. if (result.drawable !is null && result.drawable.typeName == "TerrainPatch" && result.drawable.node.parent !is null)
  1888. {
  1889. Terrain@ terrainComponent = result.drawable.node.parent.GetComponent("Terrain");
  1890. terrainEditor.UpdateBrushVisualizer(terrainComponent, result.position);
  1891. }
  1892. else {
  1893. terrainEditor.HideBrushVisualizer();
  1894. }
  1895. }
  1896. // setting mouse position based on mouse position
  1897. if (ui.IsDragging()) { }
  1898. else if (ui.focusElement !is null || input.mouseButtonDown[MOUSEB_LEFT|MOUSEB_MIDDLE|MOUSEB_RIGHT])
  1899. return;
  1900. IntVector2 pos = ui.cursor.position;
  1901. for (uint i = 0; i < viewports.length; ++i)
  1902. {
  1903. ViewportContext@ vc = viewports[i];
  1904. if (vc !is activeViewport && vc.viewport.rect.IsInside(pos) == INSIDE)
  1905. SetActiveViewport(vc);
  1906. }
  1907. }
  1908. void ViewMouseClick()
  1909. {
  1910. ViewRaycast(true);
  1911. }
  1912. Ray GetActiveViewportCameraRay()
  1913. {
  1914. IntRect view = activeViewport.viewport.rect;
  1915. return camera.GetScreenRay(
  1916. float(ui.cursorPosition.x - view.left) / view.width,
  1917. float(ui.cursorPosition.y - view.top) / view.height
  1918. );
  1919. }
  1920. void ViewMouseClickEnd()
  1921. {
  1922. // checks to close open popup windows
  1923. IntVector2 pos = ui.cursorPosition;
  1924. if (contextMenu !is null && contextMenu.enabled)
  1925. {
  1926. if (contextMenuActionWaitFrame)
  1927. contextMenuActionWaitFrame = false;
  1928. else
  1929. {
  1930. if (!contextMenu.IsInside(pos, true))
  1931. CloseContextMenu();
  1932. }
  1933. }
  1934. if (quickMenu !is null && quickMenu.enabled)
  1935. {
  1936. bool enabled = quickMenu.IsInside(pos, true);
  1937. quickMenu.enabled = enabled;
  1938. quickMenu.visible = enabled;
  1939. }
  1940. }
  1941. void ViewRaycast(bool mouseClick)
  1942. {
  1943. // Ignore if UI has modal element
  1944. if (ui.HasModalElement())
  1945. return;
  1946. // Ignore if mouse is grabbed by other operation
  1947. if (input.mouseGrabbed)
  1948. return;
  1949. IntVector2 pos = ui.cursorPosition;
  1950. UIElement@ elementAtPos = ui.GetElementAt(pos, pickMode != PICK_UI_ELEMENTS);
  1951. if (editMode == EDIT_SPAWN)
  1952. {
  1953. if(mouseClick && input.mouseButtonPress[MOUSEB_LEFT] && elementAtPos is null)
  1954. SpawnObject();
  1955. return;
  1956. }
  1957. // Do not raycast / change selection if hovering over the gizmo
  1958. if (IsGizmoSelected())
  1959. return;
  1960. DebugRenderer@ debug = editorScene.debugRenderer;
  1961. if (pickMode == PICK_UI_ELEMENTS)
  1962. {
  1963. bool leftClick = mouseClick && input.mouseButtonPress[MOUSEB_LEFT];
  1964. bool multiselect = input.qualifierDown[QUAL_CTRL];
  1965. // Only interested in user-created UI elements
  1966. if (elementAtPos !is null && elementAtPos !is editorUIElement && elementAtPos.GetElementEventSender() is editorUIElement)
  1967. {
  1968. ui.DebugDraw(elementAtPos);
  1969. if (leftClick)
  1970. SelectUIElement(elementAtPos, multiselect);
  1971. }
  1972. // If clicked on emptiness in non-multiselect mode, clear the selection
  1973. else if (leftClick && !multiselect && ui.GetElementAt(pos) is null)
  1974. hierarchyList.ClearSelection();
  1975. return;
  1976. }
  1977. // Do not raycast / change selection if hovering over a UI element when not in PICK_UI_ELEMENTS Mode
  1978. if (elementAtPos !is null)
  1979. return;
  1980. Ray cameraRay = GetActiveViewportCameraRay();
  1981. Component@ selectedComponent;
  1982. if (pickMode < PICK_RIGIDBODIES)
  1983. {
  1984. if (editorScene.octree is null)
  1985. return;
  1986. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip,
  1987. pickModeDrawableFlags[pickMode], 0x7fffffff);
  1988. if (result.drawable !is null)
  1989. {
  1990. Drawable@ drawable = result.drawable;
  1991. // for actual last selected node or component in both modes
  1992. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  1993. {
  1994. if (input.mouseButtonDown[MOUSEB_LEFT])
  1995. {
  1996. lastSelectedNode = drawable.node;
  1997. lastSelectedDrawable = drawable;
  1998. lastSelectedComponent = drawable;
  1999. }
  2000. }
  2001. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  2002. {
  2003. if (input.mouseButtonDown[MOUSEB_RIGHT])
  2004. {
  2005. lastSelectedNode = drawable.node;
  2006. lastSelectedDrawable = drawable;
  2007. lastSelectedComponent = drawable;
  2008. }
  2009. }
  2010. // If selecting a terrain patch, select the parent terrain instead
  2011. if (drawable.typeName != "TerrainPatch")
  2012. {
  2013. selectedComponent = drawable;
  2014. if (debug !is null)
  2015. {
  2016. debug.AddNode(drawable.node, 1.0, false);
  2017. drawable.DrawDebugGeometry(debug, false);
  2018. }
  2019. }
  2020. else if (drawable.node.parent !is null){
  2021. Terrain@ terrainComponent = drawable.node.parent.GetComponent("Terrain");
  2022. selectedComponent = terrainComponent;
  2023. if (selectedComponent is terrainComponent && input.mouseButtonDown[MOUSEB_LEFT])
  2024. {
  2025. selectedComponent = terrainComponent;
  2026. terrainEditor.Work(terrainComponent, result.position);
  2027. }
  2028. else
  2029. {
  2030. terrainEditor.targetColorSelected = false;
  2031. }
  2032. }
  2033. }
  2034. }
  2035. else
  2036. {
  2037. if (editorScene.physicsWorld is null)
  2038. return;
  2039. // If we are not running the actual physics update, refresh collisions before raycasting
  2040. if (!runUpdate)
  2041. editorScene.physicsWorld.UpdateCollisions();
  2042. PhysicsRaycastResult result = editorScene.physicsWorld.RaycastSingle(cameraRay, camera.farClip);
  2043. if (result.body !is null)
  2044. {
  2045. RigidBody@ body = result.body;
  2046. if (debug !is null)
  2047. {
  2048. debug.AddNode(body.node, 1.0, false);
  2049. body.DrawDebugGeometry(debug, false);
  2050. }
  2051. selectedComponent = body;
  2052. }
  2053. }
  2054. bool multiselect = false;
  2055. bool componentSelectQualifier = false;
  2056. bool mouseButtonPressRL = false;
  2057. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  2058. {
  2059. mouseButtonPressRL = input.mouseButtonPress[MOUSEB_LEFT];
  2060. componentSelectQualifier = input.qualifierDown[QUAL_SHIFT];
  2061. multiselect = input.qualifierDown[QUAL_CTRL];
  2062. }
  2063. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  2064. {
  2065. mouseButtonPressRL = input.mouseButtonPress[MOUSEB_RIGHT];
  2066. componentSelectQualifier = input.qualifierDown[QUAL_CTRL];
  2067. multiselect = input.qualifierDown[QUAL_SHIFT];
  2068. }
  2069. if (mouseClick && mouseButtonPressRL)
  2070. {
  2071. if (selectedComponent !is null)
  2072. {
  2073. if (componentSelectQualifier)
  2074. {
  2075. // If we are selecting components, but have nodes in existing selection, do not multiselect to prevent confusion
  2076. if (!selectedNodes.empty)
  2077. multiselect = false;
  2078. SelectComponent(selectedComponent, multiselect);
  2079. }
  2080. else
  2081. {
  2082. // If we are selecting nodes, but have components in existing selection, do not multiselect to prevent confusion
  2083. if (!selectedComponents.empty)
  2084. multiselect = false;
  2085. SelectNode(selectedComponent.node, multiselect);
  2086. }
  2087. }
  2088. else
  2089. {
  2090. // If clicked on emptiness in non-multiselect mode, clear the selection
  2091. if (!multiselect)
  2092. SelectComponent(null, false);
  2093. }
  2094. }
  2095. }
  2096. Vector3 GetNewNodePosition(bool raycastToMouse = false)
  2097. {
  2098. if (newNodeMode == NEW_NODE_IN_CENTER)
  2099. return Vector3(0, 0, 0);
  2100. if (newNodeMode == NEW_NODE_RAYCAST)
  2101. {
  2102. Ray cameraRay = raycastToMouse ? GetActiveViewportCameraRay() : camera.GetScreenRay(0.5, 0.5);
  2103. Vector3 position, normal;
  2104. if (GetSpawnPosition(cameraRay, camera.farClip, position, normal, 0, false))
  2105. return position;
  2106. }
  2107. return cameraLookAtNode.worldPosition;
  2108. }
  2109. int GetShadowResolution()
  2110. {
  2111. if (!renderer.drawShadows)
  2112. return 0;
  2113. int level = 1;
  2114. int res = renderer.shadowMapSize;
  2115. while (res > 512)
  2116. {
  2117. res >>= 1;
  2118. ++level;
  2119. }
  2120. if (level > 3)
  2121. level = 3;
  2122. return level;
  2123. }
  2124. void SetShadowResolution(int level)
  2125. {
  2126. if (level <= 0)
  2127. {
  2128. renderer.drawShadows = false;
  2129. return;
  2130. }
  2131. else
  2132. {
  2133. renderer.drawShadows = true;
  2134. renderer.shadowMapSize = 256 << level;
  2135. }
  2136. }
  2137. void ToggleRenderingDebug()
  2138. {
  2139. renderingDebug = !renderingDebug;
  2140. }
  2141. void TogglePhysicsDebug()
  2142. {
  2143. physicsDebug = !physicsDebug;
  2144. }
  2145. void ToggleOctreeDebug()
  2146. {
  2147. octreeDebug = !octreeDebug;
  2148. }
  2149. void ToggleNavigationDebug()
  2150. {
  2151. navigationDebug = !navigationDebug;
  2152. }
  2153. bool StopTestAnimation()
  2154. {
  2155. testAnimState = null;
  2156. return true;
  2157. }
  2158. void MergeNodeBoundingBox(BoundingBox &inout box, Array<Component@>&inout visitedComponents, Node@ node)
  2159. {
  2160. if (node is null || node is editorScene)
  2161. return;
  2162. // if node has no component, merge its world position
  2163. if (node.numComponents == 0)
  2164. {
  2165. box.Merge(node.worldPosition);
  2166. }
  2167. // Merge components bounding box of this node
  2168. for (uint i = 0; i < node.numComponents; ++i)
  2169. {
  2170. MergeComponentBoundingBox(box, visitedComponents, node.components[i]);
  2171. }
  2172. // Merge bounding boxes of child nodes recursively
  2173. for (uint i = 0; i < node.numChildren; ++i)
  2174. {
  2175. Node@ child = node.children[i];
  2176. MergeNodeBoundingBox(box, visitedComponents, child);
  2177. }
  2178. }
  2179. void MergeComponentBoundingBox(BoundingBox &inout box, Array<Component@>&inout visitedComponents, Component@ component)
  2180. {
  2181. if (component is null || visitedComponents.FindByRef(component) != -1)
  2182. return;
  2183. Drawable@ drawable = cast<Drawable>(component);
  2184. // Merge drawable component's bounding box. Skip skybox, as its box is very large, as well as lights
  2185. if (drawable !is null && cast<Skybox>(drawable) is null && cast<Light>(drawable) is null)
  2186. {
  2187. box.Merge(drawable.worldBoundingBox);
  2188. visitedComponents.Push(component);
  2189. return;
  2190. }
  2191. // If the component is not a drawable, merge the world position of its node
  2192. if (component.node !is editorScene)
  2193. box.Merge(component.node.worldPosition);
  2194. visitedComponents.Push(component);
  2195. }
  2196. void LocateNodes(Array<Node@> nodes)
  2197. {
  2198. if (nodes.empty || (nodes.length == 1 && nodes[0] is editorScene))
  2199. return;
  2200. // Calculate bounding box of all nodes
  2201. BoundingBox box;
  2202. Array<Component@> visitedComponents;
  2203. for (uint i = 0; i < nodes.length; ++i)
  2204. {
  2205. MergeNodeBoundingBox(box, visitedComponents, nodes[i]);
  2206. }
  2207. FitCamera(box, true);
  2208. }
  2209. void LocateComponents(Array<Component@> components)
  2210. {
  2211. if (components.empty || components.length == 1 && components[0].node is editorScene)
  2212. return;
  2213. // Calculate bounding box of all nodes
  2214. BoundingBox box;
  2215. Array<Component@> visitedComponents;
  2216. for (uint i = 0; i < components.length; ++i)
  2217. {
  2218. MergeComponentBoundingBox(box, visitedComponents, components[i]);
  2219. }
  2220. FitCamera(box, true);
  2221. }
  2222. void LocateNodesAndComponents(Array<Node@> nodes, Array<Component@> components)
  2223. {
  2224. if (nodes.length == 0 && components.length == 0)
  2225. return;
  2226. // Calculate bounding box of all nodes
  2227. BoundingBox box;
  2228. Array<Component@> visitedComponents;
  2229. if (!nodes.empty && !(nodes.length == 1 && nodes[0] is editorScene))
  2230. {
  2231. for (uint i = 0; i < nodes.length; ++i)
  2232. {
  2233. MergeNodeBoundingBox(box, visitedComponents, nodes[i]);
  2234. }
  2235. }
  2236. if (!components.empty)
  2237. {
  2238. for (uint i = 0; i < components.length; ++i)
  2239. {
  2240. MergeComponentBoundingBox(box, visitedComponents, components[i]);
  2241. }
  2242. }
  2243. FitCamera(box, true);
  2244. }
  2245. void FitCamera(BoundingBox box, bool smooth)
  2246. {
  2247. // Calculate proper camera distance - fit the bounding sphere into the camera frustum
  2248. Sphere sphere = Sphere(box);
  2249. float aspect = camera.aspectRatio;
  2250. float fov = 0.0f;
  2251. // Choose the small one from vertical and horizontal fovs
  2252. if (aspect > 1.0f)
  2253. fov = camera.fov;
  2254. else
  2255. fov = camera.fov * aspect;
  2256. fov *= 0.5f;
  2257. if (sphere.radius < 1.0f)
  2258. sphere.radius = 1.0f;
  2259. float distance = sphere.radius / Sin(fov);
  2260. if (distance > viewFarClip)
  2261. distance = viewFarClip;
  2262. Vector3 dir = cameraNode.direction;
  2263. dir.Normalize();
  2264. // Make the distance a little farther
  2265. distance *= 1.1f;
  2266. // Set zoom value a little bigger
  2267. float zoom = camera.orthoSize / (sphere.radius * 2.0f);
  2268. zoom *= 1.1f;
  2269. // We put the pivot node to the center of the bounding sphere
  2270. // and put the camera node to the opposite of view direction
  2271. Vector3 lookAtPos = sphere.center;
  2272. Vector3 cameraPos = -dir * distance;
  2273. cameraSmoothInterpolate.Stop();
  2274. if (smooth)
  2275. {
  2276. cameraSmoothInterpolate.SetLookAtNodePosition(cameraLookAtNode.worldPosition, lookAtPos);
  2277. cameraSmoothInterpolate.SetCameraNodePosition(cameraNode.position, cameraPos);
  2278. if (camera.orthographic)
  2279. cameraSmoothInterpolate.SetCameraZoom(camera.zoom, zoom);
  2280. cameraSmoothInterpolate.Start(0.5f);
  2281. }
  2282. else
  2283. {
  2284. cameraLookAtNode.worldPosition = lookAtPos;
  2285. cameraNode.position = cameraPos;
  2286. if (camera.orthographic)
  2287. camera.zoom = zoom;
  2288. }
  2289. }
  2290. Vector3 SelectedNodesCenterPoint()
  2291. {
  2292. Vector3 centerPoint;
  2293. uint count = selectedNodes.length;
  2294. for (uint i = 0; i < selectedNodes.length; ++i)
  2295. centerPoint += selectedNodes[i].worldPosition;
  2296. for (uint i = 0; i < selectedComponents.length; ++i)
  2297. {
  2298. Drawable@ drawable = cast<Drawable>(selectedComponents[i]);
  2299. count++;
  2300. if (drawable !is null)
  2301. centerPoint += drawable.node.LocalToWorld(drawable.boundingBox.center);
  2302. else
  2303. centerPoint += selectedComponents[i].node.worldPosition;
  2304. }
  2305. if (count > 0)
  2306. {
  2307. lastSelectedNodesCenterPoint = centerPoint / count;
  2308. return centerPoint / count;
  2309. }
  2310. else
  2311. {
  2312. lastSelectedNodesCenterPoint = centerPoint;
  2313. return centerPoint;
  2314. }
  2315. }
  2316. Drawable@ GetDrawableAtMousePostion()
  2317. {
  2318. IntVector2 pos = ui.cursorPosition;
  2319. Ray cameraRay = camera.GetScreenRay(float(pos.x) / activeViewport.viewport.rect.width, float(pos.y) / activeViewport.viewport.rect.height);
  2320. if (editorScene.octree is null)
  2321. return null;
  2322. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip, DRAWABLE_GEOMETRY, 0x7fffffff);
  2323. return result.drawable;
  2324. }
  2325. void HandleBeginViewUpdate(StringHash eventType, VariantMap& eventData)
  2326. {
  2327. // Hide gizmo, grid and debug icons from any camera other then active viewport
  2328. if (eventData["Camera"].GetPtr() !is camera)
  2329. {
  2330. if (gizmo !is null)
  2331. gizmo.viewMask = 0;
  2332. }
  2333. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2334. {
  2335. suppressSceneChanges = true;
  2336. if (grid !is null)
  2337. grid.viewMask = 0;
  2338. if (debugIconsNode !is null)
  2339. debugIconsNode.enabled = false;
  2340. suppressSceneChanges = false;
  2341. }
  2342. }
  2343. void HandleEndViewUpdate(StringHash eventType, VariantMap& eventData)
  2344. {
  2345. // Restore gizmo and grid after camera view update
  2346. if (eventData["Camera"].GetPtr() !is camera)
  2347. {
  2348. if (gizmo !is null)
  2349. gizmo.viewMask = 0x80000000;
  2350. }
  2351. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2352. {
  2353. suppressSceneChanges = true;
  2354. if (grid !is null)
  2355. grid.viewMask = 0x80000000;
  2356. if (debugIconsNode !is null)
  2357. debugIconsNode.enabled = true;
  2358. suppressSceneChanges = false;
  2359. }
  2360. }
  2361. bool debugWasEnabled = true;
  2362. void HandleBeginViewRender(StringHash eventType, VariantMap& eventData)
  2363. {
  2364. // Hide debug geometry from preview camera
  2365. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2366. {
  2367. DebugRenderer@ debug = editorScene.GetComponent("DebugRenderer");
  2368. if (debug !is null)
  2369. {
  2370. suppressSceneChanges = true; // Do not want UI update now
  2371. debugWasEnabled = debug.enabled;
  2372. debug.enabled = false;
  2373. suppressSceneChanges = false;
  2374. }
  2375. }
  2376. }
  2377. void HandleEndViewRender(StringHash eventType, VariantMap& eventData)
  2378. {
  2379. // Restore debug geometry after preview camera render
  2380. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2381. {
  2382. DebugRenderer@ debug = editorScene.GetComponent("DebugRenderer");
  2383. if (debug !is null)
  2384. {
  2385. suppressSceneChanges = true; // Do not want UI update now
  2386. debug.enabled = debugWasEnabled;
  2387. suppressSceneChanges = false;
  2388. }
  2389. }
  2390. }