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. // FIXME: this line below appears to be not only redundant but may cause infinite loop as well on Clang build
  279. // cameraOrthographic.checked = camera.orthographic;
  280. }
  281. void HandleOrthographicToggled(StringHash eventType, VariantMap& eventData)
  282. {
  283. SetOrthographic(cameraOrthographic.checked);
  284. }
  285. void HandleSettingsLineEditTextChange(StringHash eventType, VariantMap& eventData)
  286. {
  287. LineEdit@ element = eventData["Element"].GetPtr();
  288. if (element.text == "")
  289. return;
  290. if (element is cameraRotX || element is cameraRotY || element is cameraRotZ)
  291. {
  292. Vector3 euler = cameraNode.rotation.eulerAngles;
  293. if (element is cameraRotX)
  294. euler.x = element.text.ToFloat();
  295. else if (element is cameraRotY)
  296. euler.y = element.text.ToFloat();
  297. else if (element is cameraRotZ)
  298. euler.z = element.text.ToFloat();
  299. cameraNode.rotation = Quaternion(euler);
  300. }
  301. else if (element is cameraPosX || element is cameraPosY || element is cameraPosZ)
  302. {
  303. Vector3 pos = cameraNode.position;
  304. if (element is cameraPosX)
  305. pos.x = element.text.ToFloat();
  306. else if (element is cameraPosY)
  307. pos.y = element.text.ToFloat();
  308. else if (element is cameraPosZ)
  309. pos.z = element.text.ToFloat();
  310. cameraNode.position = pos;
  311. }
  312. else if (element is cameraZoom)
  313. camera.zoom = element.text.ToFloat();
  314. else if (element is cameraOrthoSize)
  315. camera.orthoSize = element.text.ToFloat();
  316. }
  317. void HandleCopyTransformClicked(StringHash eventType, VariantMap& eventData)
  318. {
  319. if (editNode !is null)
  320. {
  321. editNode.position = cameraNode.position;
  322. editNode.rotation = cameraNode.rotation;
  323. }
  324. }
  325. }
  326. Array<ViewportContext@> viewports;
  327. ViewportContext@ activeViewport;
  328. Text@ editorModeText;
  329. Text@ renderStatsText;
  330. Text@ modelInfoText;
  331. EditMode editMode = EDIT_MOVE;
  332. AxisMode axisMode = AXIS_WORLD;
  333. FillMode fillMode = FILL_SOLID;
  334. SnapScaleMode snapScaleMode = SNAP_SCALE_FULL;
  335. float viewNearClip = 0.1;
  336. float viewFarClip = 1000.0;
  337. float viewFov = 45.0;
  338. float cameraBaseSpeed = 3;
  339. float cameraBaseRotationSpeed = 0.2;
  340. float cameraShiftSpeedMultiplier = 5;
  341. float moveStep = 0.5;
  342. float rotateStep = 5;
  343. float scaleStep = 0.1;
  344. float snapScale = 1.0;
  345. bool limitRotation = false;
  346. bool moveSnap = false;
  347. bool rotateSnap = false;
  348. bool scaleSnap = false;
  349. bool renderingDebug = false;
  350. bool physicsDebug = false;
  351. bool octreeDebug = false;
  352. bool navigationDebug = false;
  353. int pickMode = PICK_GEOMETRIES;
  354. bool orbiting = false;
  355. enum MouseOrbitMode
  356. {
  357. ORBIT_RELATIVE = 0,
  358. ORBIT_WRAP
  359. }
  360. bool toggledMouseLock = false;
  361. int mouseOrbitMode = ORBIT_RELATIVE;
  362. bool mmbPanMode = false;
  363. bool rotateAroundSelect = false;
  364. enum NewNodeMode
  365. {
  366. NEW_NODE_CAMERA_LOOKAT = 0,
  367. NEW_NODE_IN_CENTER,
  368. NEW_NODE_RAYCAST
  369. }
  370. int newNodeMode = NEW_NODE_CAMERA_LOOKAT;
  371. bool showGrid = true;
  372. bool grid2DMode = false;
  373. uint gridSize = 16;
  374. uint gridSubdivisions = 3;
  375. float gridScale = 8.0;
  376. Color gridColor(0.1, 0.1, 0.1);
  377. Color gridSubdivisionColor(0.05, 0.05, 0.05);
  378. Color gridXColor(0.5, 0.1, 0.1);
  379. Color gridYColor(0.1, 0.5, 0.1);
  380. Color gridZColor(0.1, 0.1, 0.5);
  381. Array<int> pickModeDrawableFlags = {
  382. DRAWABLE_GEOMETRY,
  383. DRAWABLE_LIGHT,
  384. DRAWABLE_ZONE
  385. };
  386. Array<String> editModeText = {
  387. "Move",
  388. "Rotate",
  389. "Scale",
  390. "Select",
  391. "Spawn"
  392. };
  393. Array<String> axisModeText = {
  394. "World",
  395. "Local"
  396. };
  397. Array<String> pickModeText = {
  398. "Geometries",
  399. "Lights",
  400. "Zones",
  401. "Rigidbodies",
  402. "UI-elements"
  403. };
  404. Array<String> fillModeText = {
  405. "Solid",
  406. "Wire",
  407. "Point"
  408. };
  409. // This class provides smooth translation/rotation/zoom interpolation for the editor camera
  410. class CameraSmoothInterpolate
  411. {
  412. Vector3 lookAtNodeBeginPos;
  413. Vector3 cameraNodeBeginPos;
  414. Vector3 lookAtNodeEndPos;
  415. Vector3 cameraNodeEndPos;
  416. Quaternion cameraNodeBeginRot;
  417. Quaternion cameraNodeEndRot;
  418. float cameraBeginZoom;
  419. float cameraEndZoom;
  420. bool isRunning = false;
  421. float duration = 0.0f;
  422. float elapsedTime = 0.0f;
  423. bool interpLookAtNodePos = false;
  424. bool interpCameraNodePos = false;
  425. bool interpCameraRot = false;
  426. bool interpCameraZoom = false;
  427. CameraSmoothInterpolate()
  428. {
  429. }
  430. void SetLookAtNodePosition(Vector3 lookAtBeginPos, Vector3 lookAtEndPos)
  431. {
  432. lookAtNodeBeginPos = lookAtBeginPos;
  433. lookAtNodeEndPos = lookAtEndPos;
  434. interpLookAtNodePos = true;
  435. }
  436. void SetCameraNodePosition(Vector3 cameraBeginPos, Vector3 cameraEndPos)
  437. {
  438. cameraNodeBeginPos = cameraBeginPos;
  439. cameraNodeEndPos = cameraEndPos;
  440. interpCameraNodePos = true;
  441. }
  442. void SetCameraNodeRotation(Quaternion cameraBeginRot, Quaternion cameraEndRot)
  443. {
  444. cameraNodeBeginRot = cameraBeginRot;
  445. cameraNodeEndRot = cameraEndRot;
  446. interpCameraRot = true;
  447. }
  448. void SetCameraZoom(float beginZoom, float endZoom)
  449. {
  450. cameraBeginZoom = beginZoom;
  451. cameraEndZoom = endZoom;
  452. interpCameraZoom = true;
  453. }
  454. void Start(float duration_)
  455. {
  456. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  457. return;
  458. duration = duration_;
  459. elapsedTime = 0.0f;
  460. isRunning = true;
  461. }
  462. void Stop()
  463. {
  464. interpLookAtNodePos = false;
  465. interpCameraNodePos = false;
  466. interpCameraRot = false;
  467. interpCameraZoom = false;
  468. isRunning = false;
  469. }
  470. void Finish()
  471. {
  472. if (!isRunning)
  473. return;
  474. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  475. return;
  476. if (interpLookAtNodePos)
  477. cameraLookAtNode.worldPosition = lookAtNodeEndPos;
  478. if (interpCameraNodePos)
  479. cameraNode.position = cameraNodeEndPos;
  480. if (interpCameraRot)
  481. {
  482. cameraNode.rotation = cameraNodeEndRot;
  483. ReacquireCameraYawPitch();
  484. }
  485. if (interpCameraZoom)
  486. {
  487. orthoCameraZoom = cameraEndZoom;
  488. camera.zoom = cameraEndZoom;
  489. }
  490. interpLookAtNodePos = false;
  491. interpCameraNodePos = false;
  492. interpCameraRot = false;
  493. interpCameraZoom = false;
  494. isRunning = false;
  495. }
  496. bool IsRunning() const
  497. {
  498. return isRunning;
  499. }
  500. // Cubic easing out
  501. // http://robertpenner.com/easing/
  502. float EaseOut(float t, float b , float c, float d)
  503. {
  504. return c * ((t = t / d - 1) * t * t + 1) + b;
  505. }
  506. void Update(float timeStep)
  507. {
  508. if (!isRunning)
  509. return;
  510. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  511. return;
  512. elapsedTime += timeStep;
  513. if (elapsedTime <= duration)
  514. {
  515. float factor = EaseOut(elapsedTime, 0.0f, 1.0f, duration);
  516. if (interpLookAtNodePos)
  517. cameraLookAtNode.worldPosition = lookAtNodeBeginPos + (lookAtNodeEndPos - lookAtNodeBeginPos) * factor;
  518. if (interpCameraNodePos)
  519. cameraNode.position = cameraNodeBeginPos + (cameraNodeEndPos - cameraNodeBeginPos) * factor;
  520. if (interpCameraRot)
  521. {
  522. cameraNode.rotation = cameraNodeBeginRot.Slerp(cameraNodeEndRot, factor);
  523. ReacquireCameraYawPitch();
  524. }
  525. if (interpCameraZoom)
  526. {
  527. orthoCameraZoom = cameraBeginZoom + (cameraEndZoom - cameraBeginZoom) * factor;
  528. camera.zoom = orthoCameraZoom;
  529. }
  530. }
  531. else
  532. {
  533. Finish();
  534. }
  535. }
  536. }
  537. CameraSmoothInterpolate cameraSmoothInterpolate; // Camera smooth interpolation control
  538. void SetRenderPath(const String&in newRenderPathName)
  539. {
  540. renderPath = null;
  541. renderPathName = newRenderPathName.Trimmed();
  542. if (renderPathName.length > 0)
  543. {
  544. File@ file = cache.GetFile(renderPathName);
  545. if (file !is null)
  546. {
  547. XMLFile@ xml = XMLFile();
  548. if (xml.Load(file))
  549. {
  550. renderPath = RenderPath();
  551. if (!renderPath.Load(xml))
  552. renderPath = null;
  553. }
  554. }
  555. }
  556. if (renderPath is null)
  557. renderPath = renderer.defaultRenderPath.Clone();
  558. // Append gamma correction postprocess and disable/enable it as requested
  559. renderPath.Append(cache.GetResource("XMLFile", "PostProcess/GammaCorrection.xml"));
  560. renderPath.SetEnabled("GammaCorrection", gammaCorrection);
  561. renderer.hdrRendering = HDR;
  562. for (uint i = 0; i < renderer.numViewports; ++i)
  563. renderer.viewports[i].renderPath = renderPath;
  564. if (materialPreview !is null && materialPreview.viewport !is null)
  565. materialPreview.viewport.renderPath = renderPath;
  566. if (particleEffectPreview !is null && particleEffectPreview.viewport !is null)
  567. particleEffectPreview.viewport.renderPath = renderPath;
  568. }
  569. void SetGammaCorrection(bool enable)
  570. {
  571. gammaCorrection = enable;
  572. if (renderPath !is null)
  573. renderPath.SetEnabled("GammaCorrection", gammaCorrection);
  574. }
  575. void SetHDR(bool enable)
  576. {
  577. HDR = enable;
  578. if (renderer !is null)
  579. renderer.hdrRendering = HDR;
  580. }
  581. void CreateCamera()
  582. {
  583. // Set the initial viewport rect
  584. viewportArea = IntRect(0, 0, graphics.width, graphics.height);
  585. // Set viewport single to store default hierarchy/inspector height/positions
  586. if(viewportMode == VIEWPORT_COMPACT)
  587. {
  588. SetViewportMode(VIEWPORT_SINGLE);
  589. SetViewportMode(VIEWPORT_COMPACT);
  590. }
  591. else
  592. {
  593. SetViewportMode(viewportMode);
  594. }
  595. SetActiveViewport(viewports[0]);
  596. // Note: the camera is not inside the scene, so that it is not listed, and does not get deleted
  597. ResetCamera();
  598. // Set initial renderpath if defined
  599. SetRenderPath(renderPathName);
  600. }
  601. // Create any UI associated with changing the editor viewports
  602. void CreateViewportUI()
  603. {
  604. if (viewportUI is null)
  605. {
  606. viewportUI = UIElement();
  607. ui.root.AddChild(viewportUI);
  608. }
  609. viewportUI.SetFixedSize(viewportArea.width, viewportArea.height);
  610. viewportUI.position = IntVector2(viewportArea.top, viewportArea.left);
  611. viewportUI.clipChildren = true;
  612. viewportUI.clipBorder = viewportUIClipBorder;
  613. viewportUI.RemoveAllChildren();
  614. viewportUI.priority = -2000;
  615. Array<BorderImage@> borders;
  616. IntRect top;
  617. IntRect bottom;
  618. IntRect left;
  619. IntRect right;
  620. IntRect topLeft;
  621. IntRect topRight;
  622. IntRect bottomLeft;
  623. IntRect bottomRight;
  624. for (uint i = 0; i < viewports.length; ++i)
  625. {
  626. ViewportContext@ vc = viewports[i];
  627. vc.CreateViewportContextUI();
  628. if (vc.viewportId & VIEWPORT_TOP > 0)
  629. top = vc.viewport.rect;
  630. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  631. bottom = vc.viewport.rect;
  632. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  633. left = vc.viewport.rect;
  634. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  635. right = vc.viewport.rect;
  636. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  637. topLeft = vc.viewport.rect;
  638. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  639. topRight = vc.viewport.rect;
  640. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  641. bottomLeft = vc.viewport.rect;
  642. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  643. bottomRight = vc.viewport.rect;
  644. }
  645. // Creates resize borders based on the mode set
  646. if (viewportMode == VIEWPORT_QUAD) // independent borders for quad isn't easy
  647. {
  648. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V, topLeft.right - viewportBorderOffset, topLeft.top, viewportBorderWidth, viewportArea.height));
  649. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H, topLeft.left, topLeft.bottom-viewportBorderOffset, viewportArea.width, viewportBorderWidth));
  650. }
  651. else
  652. {
  653. // Figures what borders to create based on mode
  654. if (viewportMode & (VIEWPORT_LEFT|VIEWPORT_RIGHT) > 0)
  655. {
  656. borders.Push(
  657. viewportMode & VIEWPORT_LEFT > 0 ?
  658. CreateViewportDragBorder(VIEWPORT_BORDER_V, left.right-viewportBorderOffset, left.top, viewportBorderWidth, left.height) :
  659. CreateViewportDragBorder(VIEWPORT_BORDER_V, right.left-viewportBorderOffset, right.top, viewportBorderWidth, right.height)
  660. );
  661. }
  662. else
  663. {
  664. if (viewportMode & (VIEWPORT_TOP_LEFT|VIEWPORT_TOP_RIGHT) > 0)
  665. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V1, topLeft.right-viewportBorderOffset, topLeft.top, viewportBorderWidth, topLeft.height));
  666. if (viewportMode & (VIEWPORT_BOTTOM_LEFT|VIEWPORT_BOTTOM_RIGHT) > 0)
  667. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V2, bottomLeft.right-viewportBorderOffset, bottomLeft.top, viewportBorderWidth, bottomLeft.height));
  668. }
  669. if (viewportMode & (VIEWPORT_TOP|VIEWPORT_BOTTOM) > 0)
  670. {
  671. borders.Push(
  672. viewportMode & VIEWPORT_TOP > 0 ?
  673. CreateViewportDragBorder(VIEWPORT_BORDER_H, top.left, top.bottom-viewportBorderOffset, top.width, viewportBorderWidth) :
  674. CreateViewportDragBorder(VIEWPORT_BORDER_H, bottom.left, bottom.top-viewportBorderOffset, bottom.width, viewportBorderWidth)
  675. );
  676. }
  677. else
  678. {
  679. if (viewportMode & (VIEWPORT_TOP_LEFT|VIEWPORT_BOTTOM_LEFT) > 0)
  680. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H1, topLeft.left, topLeft.bottom-viewportBorderOffset, topLeft.width, viewportBorderWidth));
  681. if (viewportMode & (VIEWPORT_TOP_RIGHT|VIEWPORT_BOTTOM_RIGHT) > 0)
  682. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H2, topRight.left, topRight.bottom-viewportBorderOffset, topRight.width, viewportBorderWidth));
  683. }
  684. }
  685. }
  686. BorderImage@ CreateViewportDragBorder(uint value, int posX, int posY, int sizeX, int sizeY)
  687. {
  688. BorderImage@ border = BorderImage();
  689. viewportUI.AddChild(border);
  690. border.name = "border";
  691. border.style = "ViewportBorder";
  692. border.vars["VIEWMODE"] = value;
  693. border.SetFixedSize(sizeX, sizeY); // relevant size gets set by viewport later
  694. border.position = IntVector2(posX, posY);
  695. border.opacity = uiMaxOpacity;
  696. SubscribeToEvent(border, "DragMove", "HandleViewportBorderDragMove");
  697. SubscribeToEvent(border, "DragEnd", "HandleViewportBorderDragEnd");
  698. return border;
  699. }
  700. void SetFillMode(FillMode fillMode_)
  701. {
  702. fillMode = fillMode_;
  703. for (uint i = 0; i < viewports.length; ++i)
  704. viewports[i].camera.fillMode = fillMode_;
  705. }
  706. // Sets the viewport mode
  707. void SetViewportMode(uint mode = VIEWPORT_SINGLE)
  708. {
  709. // Remember old viewport positions
  710. Array<Vector3> cameralookAtPositions;
  711. Array<Quaternion> cameraLookAtRotations;
  712. Array<Vector3> cameraPositions;
  713. Array<Quaternion> cameraRotations;
  714. for (uint i = 0; i < viewports.length; ++i)
  715. {
  716. cameralookAtPositions.Push(viewports[i].cameraLookAtNode.position);
  717. cameraLookAtRotations.Push(viewports[i].cameraLookAtNode.rotation);
  718. cameraPositions.Push(viewports[i].cameraNode.position);
  719. cameraRotations.Push(viewports[i].cameraNode.rotation);
  720. }
  721. viewports.Clear();
  722. if(mode == VIEWPORT_COMPACT)
  723. {
  724. // Remember old hierarchy/inspector height/positions
  725. if(viewportMode != VIEWPORT_COMPACT){
  726. restoreViewport = true;
  727. oldHierarchyWindowPosition = hierarchyWindow.position;
  728. oldHierarchyWindowHeight = hierarchyWindow.height;
  729. oldInspectorWindowPosition = attributeInspectorWindow.position;
  730. oldInspectorWindowHeight = attributeInspectorWindow.height;
  731. }
  732. // Move and scale hierarchy window to left of screen
  733. ShowHierarchyWindow();
  734. hierarchyWindow.position = IntVector2(secondaryToolBar.width,toolBar.height + uiMenuBar.height);
  735. hierarchyWindow.height = viewportArea.height-(toolBar.height + uiMenuBar.height);
  736. // Move and scale inspector window to left of screen
  737. ShowAttributeInspectorWindow();
  738. attributeInspectorWindow.position = IntVector2(viewportArea.width-attributeInspectorWindow.width,toolBar.height + uiMenuBar.height);
  739. attributeInspectorWindow.height = viewportArea.height-(toolBar.height + uiMenuBar.height);
  740. // Hide close button and disable resize/movement inspector/hierarchy of windows
  741. attributeInspectorWindow.GetChild("CloseButton",true).visible = false;
  742. attributeInspectorWindow.resizable = false;
  743. attributeInspectorWindow.movable = false;
  744. hierarchyWindow.GetChild("CloseButton",true).visible = false;
  745. hierarchyWindow.resizable = false;
  746. hierarchyWindow.movable = false;
  747. // Create viewport on center of window
  748. {
  749. uint viewport = 0;
  750. ViewportContext@ vc = ViewportContext(
  751. IntRect(
  752. secondaryToolBar.width + hierarchyWindow.width,
  753. toolBar.height + uiMenuBar.height,
  754. viewportArea.width-attributeInspectorWindow.width,
  755. viewportArea.height),
  756. viewports.length + 1,
  757. viewportMode & (VIEWPORT_TOP|VIEWPORT_LEFT|VIEWPORT_TOP_LEFT)
  758. );
  759. viewports.Push(vc);
  760. }
  761. viewportMode = mode;
  762. }
  763. else
  764. {
  765. if(viewportMode == VIEWPORT_COMPACT)
  766. {
  767. // Restore hierarchy/inspector windows height/positions
  768. if(restoreViewport)
  769. {
  770. hierarchyWindow.position = oldHierarchyWindowPosition;
  771. hierarchyWindow.height = oldHierarchyWindowHeight;
  772. attributeInspectorWindow.position = oldInspectorWindowPosition;
  773. attributeInspectorWindow.height = oldInspectorWindowHeight;
  774. }
  775. // Show close button and enable resize/movement of inspector/hierarchy windows
  776. attributeInspectorWindow.GetChild("CloseButton",true).visible = true;
  777. attributeInspectorWindow.resizable = true;
  778. attributeInspectorWindow.movable = true;
  779. hierarchyWindow.GetChild("CloseButton",true).visible = true;
  780. hierarchyWindow.resizable = true;
  781. hierarchyWindow.movable = true;
  782. }
  783. viewportMode = mode;
  784. // Always have quad a
  785. {
  786. uint viewport = 0;
  787. ViewportContext@ vc = ViewportContext(
  788. IntRect(
  789. 0,
  790. 0,
  791. mode & (VIEWPORT_LEFT|VIEWPORT_TOP_LEFT) > 0 ? viewportArea.width / 2 : viewportArea.width,
  792. mode & (VIEWPORT_TOP|VIEWPORT_TOP_LEFT) > 0 ? viewportArea.height / 2 : viewportArea.height),
  793. viewports.length + 1,
  794. viewportMode & (VIEWPORT_TOP|VIEWPORT_LEFT|VIEWPORT_TOP_LEFT)
  795. );
  796. viewports.Push(vc);
  797. }
  798. uint topRight = viewportMode & (VIEWPORT_RIGHT|VIEWPORT_TOP_RIGHT);
  799. if (topRight > 0)
  800. {
  801. ViewportContext@ vc = ViewportContext(
  802. IntRect(
  803. viewportArea.width/2,
  804. 0,
  805. viewportArea.width,
  806. mode & VIEWPORT_TOP_RIGHT > 0 ? viewportArea.height / 2 : viewportArea.height),
  807. viewports.length + 1,
  808. topRight
  809. );
  810. viewports.Push(vc);
  811. }
  812. uint bottomLeft = viewportMode & (VIEWPORT_BOTTOM|VIEWPORT_BOTTOM_LEFT);
  813. if (bottomLeft > 0)
  814. {
  815. ViewportContext@ vc = ViewportContext(
  816. IntRect(
  817. 0,
  818. viewportArea.height / 2,
  819. mode & (VIEWPORT_BOTTOM_LEFT) > 0 ? viewportArea.width / 2 : viewportArea.width,
  820. viewportArea.height),
  821. viewports.length + 1,
  822. bottomLeft
  823. );
  824. viewports.Push(vc);
  825. }
  826. uint bottomRight = viewportMode & (VIEWPORT_BOTTOM_RIGHT);
  827. if (bottomRight > 0)
  828. {
  829. ViewportContext@ vc = ViewportContext(
  830. IntRect(
  831. viewportArea.width / 2,
  832. viewportArea.height / 2,
  833. viewportArea.width,
  834. viewportArea.height),
  835. viewports.length + 1,
  836. bottomRight
  837. );
  838. viewports.Push(vc);
  839. }
  840. }
  841. renderer.numViewports = viewports.length;
  842. for (uint i = 0; i < viewports.length; ++i)
  843. renderer.viewports[i] = viewports[i].viewport;
  844. // Restore camera positions as applicable. Default new viewports to the last camera position
  845. if (cameraPositions.length > 0)
  846. {
  847. for (uint i = 0; i < viewports.length; ++i)
  848. {
  849. uint src = i;
  850. if (src >= cameraPositions.length)
  851. src = cameraPositions.length - 1;
  852. viewports[i].cameraLookAtNode.position = cameralookAtPositions[src];
  853. viewports[i].cameraLookAtNode.rotation = cameraLookAtRotations[src];
  854. viewports[i].cameraNode.position = cameraPositions[src];
  855. viewports[i].cameraNode.rotation = cameraRotations[src];
  856. }
  857. }
  858. ReacquireCameraYawPitch();
  859. UpdateViewParameters();
  860. UpdateCameraPreview();
  861. CreateViewportUI();
  862. }
  863. // Create a preview viewport if a camera component is selected
  864. void UpdateCameraPreview()
  865. {
  866. previewCamera = null;
  867. StringHash cameraType("Camera");
  868. for (uint i = 0; i < selectedComponents.length; ++i)
  869. {
  870. if (selectedComponents[i].type == cameraType)
  871. {
  872. // Take the first encountered camera
  873. previewCamera = selectedComponents[i];
  874. break;
  875. }
  876. }
  877. // Also try nodes if not found from components
  878. if (previewCamera.Get() is null)
  879. {
  880. for (uint i = 0; i < selectedNodes.length; ++i)
  881. {
  882. previewCamera = selectedNodes[i].GetComponent("Camera");
  883. if (previewCamera.Get() !is null)
  884. break;
  885. }
  886. }
  887. // Remove extra viewport if it exists and no camera is selected
  888. if (previewCamera.Get() is null)
  889. {
  890. if (renderer.numViewports > viewports.length)
  891. renderer.numViewports = viewports.length;
  892. }
  893. else
  894. {
  895. if (renderer.numViewports < viewports.length + 1)
  896. renderer.numViewports = viewports.length + 1;
  897. int previewWidth = graphics.width / 4;
  898. int previewHeight = previewWidth * 9 / 16;
  899. int previewX = graphics.width - 10 - previewWidth;
  900. int previewY = graphics.height - 30 - previewHeight;
  901. Viewport@ previewView = Viewport();
  902. previewView.scene = editorScene;
  903. previewView.camera = previewCamera.Get();
  904. previewView.rect = IntRect(previewX, previewY, previewX + previewWidth, previewY + previewHeight);
  905. previewView.renderPath = renderPath;
  906. renderer.viewports[viewports.length] = previewView;
  907. }
  908. }
  909. void HandleViewportBorderDragMove(StringHash eventType, VariantMap& eventData)
  910. {
  911. UIElement@ dragBorder = eventData["Element"].GetPtr();
  912. if (dragBorder is null)
  913. return;
  914. uint hPos;
  915. uint vPos;
  916. // Moves border to new cursor position, restricts motion to 1 axis, and keeps borders within view area
  917. if (resizingBorder & VIEWPORT_BORDER_V_ANY > 0)
  918. {
  919. hPos = Clamp(ui.cursorPosition.x, 150, viewportArea.width-150);
  920. vPos = dragBorder.position.y;
  921. dragBorder.position = IntVector2(hPos, vPos);
  922. }
  923. if (resizingBorder & VIEWPORT_BORDER_H_ANY > 0)
  924. {
  925. vPos = Clamp(ui.cursorPosition.y, 150, viewportArea.height-150);
  926. hPos = dragBorder.position.x;
  927. dragBorder.position = IntVector2(hPos, vPos);
  928. }
  929. // Move all dependent borders
  930. Array<UIElement@> borders = viewportUI.GetChildren();
  931. for (uint i = 0; i < borders.length; ++i)
  932. {
  933. BorderImage@ border = borders[i];
  934. if (border is null || border is dragBorder || border.name != "border")
  935. continue;
  936. uint borderViewMode = border.vars["VIEWMODE"].GetUInt();
  937. if (resizingBorder == VIEWPORT_BORDER_H)
  938. {
  939. if (borderViewMode == VIEWPORT_BORDER_V1)
  940. {
  941. border.SetFixedHeight(vPos);
  942. }
  943. else if (borderViewMode == VIEWPORT_BORDER_V2)
  944. {
  945. border.position = IntVector2(border.position.x, vPos);
  946. border.SetFixedHeight(viewportArea.height - vPos);
  947. }
  948. }
  949. else if (resizingBorder == VIEWPORT_BORDER_V)
  950. {
  951. if (borderViewMode == VIEWPORT_BORDER_H1)
  952. {
  953. border.SetFixedWidth(hPos);
  954. }
  955. else if (borderViewMode == VIEWPORT_BORDER_H2)
  956. {
  957. border.position = IntVector2(hPos, border.position.y);
  958. border.SetFixedWidth(viewportArea.width - hPos);
  959. }
  960. }
  961. }
  962. }
  963. void HandleViewportBorderDragEnd(StringHash eventType, VariantMap& eventData)
  964. {
  965. // Sets the new viewports by checking all the dependencies
  966. Array<UIElement@> children = viewportUI.GetChildren();
  967. Array<BorderImage@> borders;
  968. BorderImage@ borderV;
  969. BorderImage@ borderV1;
  970. BorderImage@ borderV2;
  971. BorderImage@ borderH;
  972. BorderImage@ borderH1;
  973. BorderImage@ borderH2;
  974. for (uint i = 0; i < children.length; ++i)
  975. {
  976. if (children[i].name == "border")
  977. {
  978. BorderImage@ border = children[i];
  979. uint mode = border.vars["VIEWMODE"].GetUInt();
  980. if (mode == VIEWPORT_BORDER_V)
  981. borderV = border;
  982. else if (mode == VIEWPORT_BORDER_V1)
  983. borderV1 = border;
  984. else if (mode == VIEWPORT_BORDER_V2)
  985. borderV2 = border;
  986. else if (mode == VIEWPORT_BORDER_H)
  987. borderH = border;
  988. else if (mode == VIEWPORT_BORDER_H1)
  989. borderH1 = border;
  990. else if (mode == VIEWPORT_BORDER_H2)
  991. borderH2 = border;
  992. }
  993. }
  994. IntRect top;
  995. IntRect bottom;
  996. IntRect left;
  997. IntRect right;
  998. IntRect topLeft;
  999. IntRect topRight;
  1000. IntRect bottomLeft;
  1001. IntRect bottomRight;
  1002. for (uint i = 0; i < viewports.length; ++i)
  1003. {
  1004. ViewportContext@ vc = viewports[i];
  1005. if (vc.viewportId & VIEWPORT_TOP > 0)
  1006. top = vc.viewport.rect;
  1007. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  1008. bottom = vc.viewport.rect;
  1009. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  1010. left = vc.viewport.rect;
  1011. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  1012. right = vc.viewport.rect;
  1013. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  1014. topLeft = vc.viewport.rect;
  1015. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  1016. topRight = vc.viewport.rect;
  1017. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  1018. bottomLeft = vc.viewport.rect;
  1019. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  1020. bottomRight = vc.viewport.rect;
  1021. }
  1022. if (borderV !is null)
  1023. {
  1024. if (viewportMode & VIEWPORT_LEFT > 0)
  1025. left.right = borderV.position.x + viewportBorderOffset;
  1026. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1027. topLeft.right = borderV.position.x + viewportBorderOffset;
  1028. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1029. topRight.left = borderV.position.x + viewportBorderOffset;
  1030. if (viewportMode & VIEWPORT_RIGHT > 0)
  1031. right.left = borderV.position.x + viewportBorderOffset;
  1032. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1033. bottomLeft.right = borderV.position.x + viewportBorderOffset;
  1034. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1035. bottomRight.left = borderV.position.x + viewportBorderOffset;
  1036. }
  1037. else
  1038. {
  1039. if (borderV1 !is null)
  1040. {
  1041. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1042. topLeft.right = borderV1.position.x + viewportBorderOffset;
  1043. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1044. topRight.left = borderV1.position.x + viewportBorderOffset;
  1045. }
  1046. if (borderV2 !is null)
  1047. {
  1048. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1049. bottomLeft.right = borderV2.position.x + viewportBorderOffset;
  1050. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1051. bottomRight.left = borderV2.position.x + viewportBorderOffset;
  1052. }
  1053. }
  1054. if (borderH !is null)
  1055. {
  1056. if (viewportMode & VIEWPORT_TOP > 0)
  1057. top.bottom = borderH.position.y + viewportBorderOffset;
  1058. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1059. topLeft.bottom = borderH.position.y + viewportBorderOffset;
  1060. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1061. bottomLeft.top = borderH.position.y + viewportBorderOffset;
  1062. if (viewportMode & VIEWPORT_BOTTOM > 0)
  1063. bottom.top = borderH.position.y + viewportBorderOffset;
  1064. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1065. topRight.bottom = borderH.position.y + viewportBorderOffset;
  1066. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1067. bottomRight.top = borderH.position.y + viewportBorderOffset;
  1068. }
  1069. else
  1070. {
  1071. if (borderH1 !is null)
  1072. {
  1073. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1074. topLeft.bottom = borderH1.position.y+viewportBorderOffset;
  1075. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1076. bottomLeft.top = borderH1.position.y+viewportBorderOffset;
  1077. }
  1078. if (borderH2 !is null)
  1079. {
  1080. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1081. topRight.bottom = borderH2.position.y+viewportBorderOffset;
  1082. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1083. bottomRight.top = borderH2.position.y+viewportBorderOffset;
  1084. }
  1085. }
  1086. // Applies the calculated changes
  1087. for (uint i = 0; i < viewports.length; ++i)
  1088. {
  1089. ViewportContext@ vc = viewports[i];
  1090. if (vc.viewportId & VIEWPORT_TOP > 0)
  1091. vc.viewport.rect = top;
  1092. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  1093. vc.viewport.rect = bottom;
  1094. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  1095. vc.viewport.rect = left;
  1096. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  1097. vc.viewport.rect = right;
  1098. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  1099. vc.viewport.rect = topLeft;
  1100. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  1101. vc.viewport.rect = topRight;
  1102. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  1103. vc.viewport.rect = bottomLeft;
  1104. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  1105. vc.viewport.rect = bottomRight;
  1106. vc.HandleResize();
  1107. }
  1108. // End drag state
  1109. resizingBorder = 0;
  1110. setViewportCursor = 0;
  1111. }
  1112. void SetViewportCursor()
  1113. {
  1114. if (setViewportCursor & VIEWPORT_BORDER_V_ANY > 0)
  1115. ui.cursor.shape = CS_RESIZEHORIZONTAL;
  1116. else if (setViewportCursor & VIEWPORT_BORDER_H_ANY > 0)
  1117. ui.cursor.shape = CS_RESIZEVERTICAL;
  1118. }
  1119. void SetActiveViewport(ViewportContext@ context)
  1120. {
  1121. // Sets the global variables to the current context
  1122. @cameraLookAtNode = context.cameraLookAtNode;
  1123. @cameraNode = context.cameraNode;
  1124. @camera = context.camera;
  1125. @audio.listener = context.soundListener;
  1126. // Camera is created before gizmo, this gets called again after UI is created
  1127. if (gizmo !is null)
  1128. gizmo.viewMask = camera.viewMask;
  1129. @activeViewport = context;
  1130. // If a mode is changed while in a drag or hovering over a border these can get out of sync
  1131. resizingBorder = 0;
  1132. setViewportCursor = 0;
  1133. }
  1134. void ResetCamera()
  1135. {
  1136. for (uint i = 0; i < viewports.length; ++i)
  1137. viewports[i].ResetCamera();
  1138. }
  1139. void ReacquireCameraYawPitch()
  1140. {
  1141. for (uint i = 0; i < viewports.length; ++i)
  1142. viewports[i].ReacquireCameraYawPitch();
  1143. }
  1144. void UpdateViewParameters()
  1145. {
  1146. for (uint i = 0; i < viewports.length; ++i)
  1147. {
  1148. viewports[i].camera.nearClip = viewNearClip;
  1149. viewports[i].camera.farClip = viewFarClip;
  1150. viewports[i].camera.fov = viewFov;
  1151. }
  1152. }
  1153. void CreateGrid()
  1154. {
  1155. if (gridNode !is null)
  1156. gridNode.Remove();
  1157. gridNode = Node();
  1158. gridNode.name = "EditorGrid";
  1159. grid = gridNode.CreateComponent("CustomGeometry");
  1160. grid.numGeometries = 1;
  1161. grid.material = cache.GetResource("Material", "Materials/VColUnlit.xml");
  1162. grid.viewMask = 0x80000000; // Editor raycasts use viewmask 0x7fffffff
  1163. grid.occludee = false;
  1164. UpdateGrid();
  1165. }
  1166. void HideGrid()
  1167. {
  1168. if (grid !is null)
  1169. grid.enabled = false;
  1170. }
  1171. void ShowGrid()
  1172. {
  1173. if (grid !is null)
  1174. {
  1175. grid.enabled = true;
  1176. if (editorScene.octree !is null)
  1177. editorScene.octree.AddManualDrawable(grid);
  1178. }
  1179. }
  1180. void UpdateGrid(bool updateGridGeometry = true)
  1181. {
  1182. showGrid ? ShowGrid() : HideGrid();
  1183. gridNode.scale = Vector3(gridScale, gridScale, gridScale);
  1184. if (!updateGridGeometry)
  1185. return;
  1186. uint size = uint(Floor(gridSize / 2) * 2);
  1187. float halfSizeScaled = size / 2;
  1188. float scale = 1.0;
  1189. uint subdivisionSize = uint(Pow(2.0f, float(gridSubdivisions)));
  1190. if (subdivisionSize > 0)
  1191. {
  1192. size *= subdivisionSize;
  1193. scale /= subdivisionSize;
  1194. }
  1195. uint halfSize = size / 2;
  1196. grid.BeginGeometry(0, LINE_LIST);
  1197. float lineOffset = -halfSizeScaled;
  1198. for (uint i = 0; i <= size; ++i)
  1199. {
  1200. bool lineCenter = i == halfSize;
  1201. bool lineSubdiv = !Equals(Mod(i, subdivisionSize), 0.0);
  1202. if (!grid2DMode)
  1203. {
  1204. grid.DefineVertex(Vector3(lineOffset, 0.0, halfSizeScaled));
  1205. grid.DefineColor(lineCenter ? gridZColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1206. grid.DefineVertex(Vector3(lineOffset, 0.0, -halfSizeScaled));
  1207. grid.DefineColor(lineCenter ? gridZColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1208. grid.DefineVertex(Vector3(-halfSizeScaled, 0.0, lineOffset));
  1209. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1210. grid.DefineVertex(Vector3(halfSizeScaled, 0.0, lineOffset));
  1211. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1212. }
  1213. else
  1214. {
  1215. grid.DefineVertex(Vector3(lineOffset, halfSizeScaled, 0.0));
  1216. grid.DefineColor(lineCenter ? gridYColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1217. grid.DefineVertex(Vector3(lineOffset, -halfSizeScaled, 0.0));
  1218. grid.DefineColor(lineCenter ? gridYColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1219. grid.DefineVertex(Vector3(-halfSizeScaled, lineOffset, 0.0));
  1220. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1221. grid.DefineVertex(Vector3(halfSizeScaled, lineOffset, 0.0));
  1222. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1223. }
  1224. lineOffset += scale;
  1225. }
  1226. grid.Commit();
  1227. }
  1228. void CreateStatsBar()
  1229. {
  1230. editorModeText = Text();
  1231. ui.root.AddChild(editorModeText);
  1232. renderStatsText = Text();
  1233. ui.root.AddChild(renderStatsText);
  1234. modelInfoText = Text();
  1235. ui.root.AddChild(modelInfoText);
  1236. }
  1237. void SetupStatsBarText(Text@ text, Font@ font, int x, int y, HorizontalAlignment hAlign, VerticalAlignment vAlign)
  1238. {
  1239. text.position = IntVector2(x, y);
  1240. text.horizontalAlignment = hAlign;
  1241. text.verticalAlignment = vAlign;
  1242. text.SetFont(font, 11);
  1243. text.color = Color(1, 1, 0);
  1244. text.textEffect = TE_SHADOW;
  1245. text.priority = -100;
  1246. }
  1247. void UpdateStats(float timeStep)
  1248. {
  1249. String adding = "";
  1250. // Todo: add localization
  1251. if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  1252. adding = localization.Get(" CameraFlyMode: ") + (cameraFlyMode ? "True" : "False");
  1253. editorModeText.text = String(
  1254. localization.Get("Mode: ") + localization.Get(editModeText[editMode]) +
  1255. localization.Get(" Axis: ") + localization.Get(axisModeText[axisMode]) +
  1256. localization.Get(" Pick: ") + localization.Get(pickModeText[pickMode]) +
  1257. localization.Get(" Fill: ") + localization.Get(fillModeText[fillMode]) +
  1258. localization.Get(" Updates: ") + (runUpdate ? localization.Get("Running") : localization.Get("Paused") + adding));
  1259. renderStatsText.text = String(
  1260. localization.Get("Tris: ") + renderer.numPrimitives +
  1261. localization.Get(" Batches: ") + renderer.numBatches +
  1262. localization.Get(" Lights: ") + renderer.numLights[true] +
  1263. localization.Get(" Shadowmaps: ") + renderer.numShadowMaps[true] +
  1264. localization.Get(" Occluders: ") + renderer.numOccluders[true]);
  1265. editorModeText.size = editorModeText.minSize;
  1266. renderStatsText.size = renderStatsText.minSize;
  1267. // Relayout stats bar
  1268. Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
  1269. if(viewportMode != VIEWPORT_COMPACT)
  1270. {
  1271. if (ui.root.width >= editorModeText.size.x + renderStatsText.size.x + 45)
  1272. {
  1273. SetupStatsBarText(editorModeText, font, 35, 64, HA_LEFT, VA_TOP);
  1274. SetupStatsBarText(renderStatsText, font, -4, 64, HA_RIGHT, VA_TOP);
  1275. SetupStatsBarText(modelInfoText, font, 35, 88, HA_LEFT, VA_TOP);
  1276. }
  1277. else
  1278. {
  1279. SetupStatsBarText(editorModeText, font, 35, 64, HA_LEFT, VA_TOP);
  1280. SetupStatsBarText(renderStatsText, font, 35, 78, HA_LEFT, VA_TOP);
  1281. SetupStatsBarText(modelInfoText, font, 35, 102, HA_LEFT, VA_TOP);
  1282. }
  1283. }
  1284. else
  1285. {
  1286. SetupStatsBarText(editorModeText, font, secondaryToolBar.width + hierarchyWindow.width + 10 , 64, HA_LEFT, VA_TOP);
  1287. SetupStatsBarText(renderStatsText, font, secondaryToolBar.width + hierarchyWindow.width + 10 , 84, HA_LEFT, VA_TOP);
  1288. SetupStatsBarText(modelInfoText, font, secondaryToolBar.width + hierarchyWindow.width + 10, 104, HA_LEFT, VA_TOP);
  1289. }
  1290. }
  1291. void UpdateViewports(float timeStep)
  1292. {
  1293. for(uint i = 0; i < viewports.length; ++i)
  1294. {
  1295. ViewportContext@ viewportContext = viewports[i];
  1296. viewportContext.Update(timeStep);
  1297. }
  1298. }
  1299. void SetMouseMode(bool enable)
  1300. {
  1301. if (enable)
  1302. {
  1303. if (mouseOrbitMode == ORBIT_RELATIVE)
  1304. {
  1305. input.mouseMode = MM_RELATIVE;
  1306. ui.cursor.visible = false;
  1307. }
  1308. else if (mouseOrbitMode == ORBIT_WRAP)
  1309. input.mouseMode = MM_WRAP;
  1310. }
  1311. else
  1312. {
  1313. input.mouseMode = MM_ABSOLUTE;
  1314. ui.cursor.visible = true;
  1315. }
  1316. }
  1317. void SetMouseLock()
  1318. {
  1319. toggledMouseLock = true;
  1320. SetMouseMode(true);
  1321. FadeUI();
  1322. }
  1323. void ReleaseMouseLock()
  1324. {
  1325. if (toggledMouseLock)
  1326. {
  1327. toggledMouseLock = false;
  1328. SetMouseMode(false);
  1329. }
  1330. }
  1331. void CameraPan(Vector3 trans)
  1332. {
  1333. cameraSmoothInterpolate.Stop();
  1334. cameraLookAtNode.Translate(trans);
  1335. }
  1336. void CameraMoveForward(Vector3 trans)
  1337. {
  1338. cameraSmoothInterpolate.Stop();
  1339. cameraNode.Translate(trans, TS_PARENT);
  1340. }
  1341. void CameraRotateAroundLookAt(Quaternion rot)
  1342. {
  1343. cameraSmoothInterpolate.Stop();
  1344. cameraNode.rotation = rot;
  1345. Vector3 dir = cameraNode.direction;
  1346. dir.Normalize();
  1347. float dist = cameraNode.position.length;
  1348. cameraNode.position = -dir * dist;
  1349. }
  1350. void CameraRotateAroundCenter(Quaternion rot)
  1351. {
  1352. cameraSmoothInterpolate.Stop();
  1353. cameraNode.rotation = rot;
  1354. Vector3 oldPos = cameraNode.worldPosition;
  1355. Vector3 dir = cameraNode.worldDirection;
  1356. dir.Normalize();
  1357. float dist = cameraNode.position.length;
  1358. cameraLookAtNode.worldPosition = cameraNode.worldPosition + dir * dist;
  1359. cameraNode.worldPosition = oldPos;
  1360. }
  1361. void CameraRotateAroundSelect(Quaternion rot)
  1362. {
  1363. cameraSmoothInterpolate.Stop();
  1364. cameraNode.rotation = rot;
  1365. Vector3 dir = cameraNode.direction;
  1366. dir.Normalize();
  1367. float dist = cameraNode.position.length;
  1368. cameraNode.position = -dir * dist;
  1369. Vector3 centerPoint;
  1370. if ((selectedNodes.length > 0 || selectedComponents.length > 0))
  1371. centerPoint = SelectedNodesCenterPoint();
  1372. else
  1373. centerPoint = lastSelectedNodesCenterPoint;
  1374. // legacy way, camera look-at will jump to the selection
  1375. cameraLookAtNode.worldPosition = centerPoint;
  1376. }
  1377. void CameraZoom(float zoom)
  1378. {
  1379. cameraSmoothInterpolate.Stop();
  1380. camera.zoom = Clamp(zoom, .1, 30);
  1381. }
  1382. void HandleStandardUserInput(float timeStep)
  1383. {
  1384. // Speedup camera move if Shift key is down
  1385. float speedMultiplier = 1.0;
  1386. if (input.keyDown[KEY_LSHIFT])
  1387. speedMultiplier = cameraShiftSpeedMultiplier;
  1388. // Handle FPS mode
  1389. if (!input.keyDown[KEY_LCTRL] && !input.keyDown[KEY_LALT])
  1390. {
  1391. if (input.keyDown[KEY_W] || input.keyDown[KEY_UP])
  1392. {
  1393. Vector3 dir = cameraNode.direction;
  1394. dir.Normalize();
  1395. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1396. FadeUI();
  1397. }
  1398. if (input.keyDown[KEY_S] || input.keyDown[KEY_DOWN])
  1399. {
  1400. Vector3 dir = cameraNode.direction;
  1401. dir.Normalize();
  1402. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1403. FadeUI();
  1404. }
  1405. if (input.keyDown[KEY_A] || input.keyDown[KEY_LEFT])
  1406. {
  1407. Vector3 dir = cameraNode.right;
  1408. dir.Normalize();
  1409. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1410. FadeUI();
  1411. }
  1412. if (input.keyDown[KEY_D] || input.keyDown[KEY_RIGHT])
  1413. {
  1414. Vector3 dir = cameraNode.right;
  1415. dir.Normalize();
  1416. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1417. FadeUI();
  1418. }
  1419. if (input.keyDown[KEY_E] || input.keyDown[KEY_PAGEUP])
  1420. {
  1421. Vector3 dir = cameraNode.up;
  1422. dir.Normalize();
  1423. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1424. FadeUI();
  1425. }
  1426. if (input.keyDown[KEY_Q] || input.keyDown[KEY_PAGEDOWN])
  1427. {
  1428. Vector3 dir = cameraNode.up;
  1429. dir.Normalize();
  1430. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1431. FadeUI();
  1432. }
  1433. }
  1434. // Zoom in/out
  1435. if (input.mouseMoveWheel != 0 && ui.GetElementAt(ui.cursor.position) is null)
  1436. {
  1437. float distance = cameraNode.position.length;
  1438. float ratio = distance / 40.0f;
  1439. float factor = ratio < 1.0f ? ratio : 1.0f;
  1440. if (!camera.orthographic)
  1441. {
  1442. Vector3 dir = cameraNode.direction;
  1443. dir.Normalize();
  1444. dir *= input.mouseMoveWheel * 40 * timeStep * cameraBaseSpeed * speedMultiplier * factor;
  1445. CameraMoveForward(dir);
  1446. }
  1447. else
  1448. {
  1449. float zoom = camera.zoom + input.mouseMoveWheel * speedMultiplier * factor;
  1450. CameraZoom(zoom);
  1451. }
  1452. }
  1453. // Rotate/orbit/pan camera
  1454. bool changeCamViewButton = false;
  1455. changeCamViewButton = input.mouseButtonDown[MOUSEB_RIGHT] || input.mouseButtonDown[MOUSEB_MIDDLE];
  1456. if (changeCamViewButton)
  1457. {
  1458. SetMouseLock();
  1459. IntVector2 mouseMove = input.mouseMove;
  1460. if (mouseMove.x != 0 || mouseMove.y != 0)
  1461. {
  1462. bool panTheCamera = false;
  1463. if (input.mouseButtonDown[MOUSEB_MIDDLE])
  1464. {
  1465. if (mmbPanMode)
  1466. panTheCamera = !input.keyDown[KEY_LSHIFT];
  1467. else
  1468. panTheCamera = input.keyDown[KEY_LSHIFT];
  1469. }
  1470. // Pan the camera
  1471. if (panTheCamera)
  1472. {
  1473. Vector3 right = -cameraNode.worldRight;
  1474. right.Normalize();
  1475. right *= mouseMove.x;
  1476. Vector3 up = cameraNode.worldUp;
  1477. up.Normalize();
  1478. up *= mouseMove.y;
  1479. Vector3 trans = (right + up) * timeStep * cameraBaseSpeed * 0.5;
  1480. CameraPan(trans);
  1481. }
  1482. else // Rotate the camera
  1483. {
  1484. activeViewport.cameraYaw += mouseMove.x * cameraBaseRotationSpeed;
  1485. activeViewport.cameraPitch += mouseMove.y * cameraBaseRotationSpeed;
  1486. if (limitRotation)
  1487. activeViewport.cameraPitch = Clamp(activeViewport.cameraPitch, -90.0, 90.0);
  1488. Quaternion rot = Quaternion(activeViewport.cameraPitch, activeViewport.cameraYaw, 0);
  1489. if (input.mouseButtonDown[MOUSEB_MIDDLE]) // Rotate around the camera center
  1490. {
  1491. if (rotateAroundSelect)
  1492. CameraRotateAroundSelect(rot);
  1493. else
  1494. CameraRotateAroundLookAt(rot);
  1495. orbiting = true;
  1496. }
  1497. else // Rotate around the look-at
  1498. {
  1499. CameraRotateAroundCenter(rot);
  1500. orbiting = true;
  1501. }
  1502. }
  1503. }
  1504. }
  1505. else
  1506. ReleaseMouseLock();
  1507. if (orbiting && !input.mouseButtonDown[MOUSEB_MIDDLE])
  1508. orbiting = false;
  1509. }
  1510. void HandleBlenderUserInput(float timeStep)
  1511. {
  1512. if (ui.HasModalElement() || ui.focusElement !is null)
  1513. {
  1514. ReleaseMouseLock();
  1515. return;
  1516. }
  1517. // Check for camara fly mode
  1518. if (input.keyDown[KEY_LSHIFT] && input.keyPress[KEY_F])
  1519. {
  1520. cameraFlyMode = !cameraFlyMode;
  1521. }
  1522. // Speedup camera move if Shift key is down
  1523. float speedMultiplier = 1.0;
  1524. if (input.keyDown[KEY_LSHIFT])
  1525. speedMultiplier = cameraShiftSpeedMultiplier;
  1526. // Handle FPS mode
  1527. if (!input.keyDown[KEY_LCTRL] && !input.keyDown[KEY_LALT])
  1528. {
  1529. if (cameraFlyMode /*&& !input.keyDown[KEY_LSHIFT]*/)
  1530. {
  1531. if (input.keyDown[KEY_W] || input.keyDown[KEY_UP])
  1532. {
  1533. Vector3 dir = cameraNode.direction;
  1534. dir.Normalize();
  1535. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1536. FadeUI();
  1537. }
  1538. if (input.keyDown[KEY_S] || input.keyDown[KEY_DOWN])
  1539. {
  1540. Vector3 dir = cameraNode.direction;
  1541. dir.Normalize();
  1542. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1543. FadeUI();
  1544. }
  1545. if (input.keyDown[KEY_A] || input.keyDown[KEY_LEFT])
  1546. {
  1547. Vector3 dir = cameraNode.right;
  1548. dir.Normalize();
  1549. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1550. FadeUI();
  1551. }
  1552. if (input.keyDown[KEY_D] || input.keyDown[KEY_RIGHT])
  1553. {
  1554. Vector3 dir = cameraNode.right;
  1555. dir.Normalize();
  1556. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1557. FadeUI();
  1558. }
  1559. if (input.keyDown[KEY_E] || input.keyDown[KEY_PAGEUP])
  1560. {
  1561. Vector3 dir = cameraNode.up;
  1562. dir.Normalize();
  1563. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1564. FadeUI();
  1565. }
  1566. if (input.keyDown[KEY_Q] || input.keyDown[KEY_PAGEDOWN])
  1567. {
  1568. Vector3 dir = cameraNode.up;
  1569. dir.Normalize();
  1570. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1571. FadeUI();
  1572. }
  1573. }
  1574. }
  1575. if (input.mouseMoveWheel != 0 && ui.GetElementAt(ui.cursor.position) is null)
  1576. {
  1577. if (!camera.orthographic)
  1578. {
  1579. if (input.keyDown[KEY_LSHIFT])
  1580. {
  1581. Vector3 dir = cameraNode.up;
  1582. dir.Normalize();
  1583. CameraPan(dir * input.mouseMoveWheel * 5 * timeStep * cameraBaseSpeed * speedMultiplier);
  1584. }
  1585. else if (input.keyDown[KEY_LCTRL])
  1586. {
  1587. Vector3 dir = cameraNode.right;
  1588. dir.Normalize();
  1589. CameraPan(dir * input.mouseMoveWheel * 5 * timeStep * cameraBaseSpeed * speedMultiplier);
  1590. }
  1591. else // Zoom in/out
  1592. {
  1593. float distance = cameraNode.position.length;
  1594. float ratio = distance / 40.0f;
  1595. float factor = ratio < 1.0f ? ratio : 1.0f;
  1596. Vector3 dir = cameraNode.direction;
  1597. dir.Normalize();
  1598. dir *= input.mouseMoveWheel * 40 * timeStep * cameraBaseSpeed * speedMultiplier * factor;
  1599. CameraMoveForward(dir);
  1600. }
  1601. }
  1602. else
  1603. {
  1604. if (input.keyDown[KEY_LSHIFT])
  1605. {
  1606. Vector3 dir = cameraNode.up;
  1607. dir.Normalize();
  1608. CameraPan(dir * input.mouseMoveWheel * timeStep * cameraBaseSpeed * speedMultiplier * 4.0f);
  1609. }
  1610. else if (input.keyDown[KEY_LCTRL])
  1611. {
  1612. Vector3 dir = cameraNode.right;
  1613. dir.Normalize();
  1614. CameraPan(dir * input.mouseMoveWheel * timeStep * cameraBaseSpeed * speedMultiplier * 4.0f);
  1615. }
  1616. else
  1617. {
  1618. float zoom = camera.zoom + input.mouseMoveWheel * speedMultiplier * 0.5f;
  1619. CameraZoom(zoom);
  1620. }
  1621. }
  1622. }
  1623. // Rotate/orbit/pan camera
  1624. bool changeCamViewButton = input.mouseButtonDown[MOUSEB_MIDDLE] || cameraFlyMode;
  1625. if (input.mouseButtonPress[MOUSEB_RIGHT] || input.keyDown[KEY_ESCAPE])
  1626. cameraFlyMode = false;
  1627. if (changeCamViewButton)
  1628. {
  1629. SetMouseLock();
  1630. IntVector2 mouseMove = input.mouseMove;
  1631. if (mouseMove.x != 0 || mouseMove.y != 0)
  1632. {
  1633. bool panTheCamera = false;
  1634. if (!cameraFlyMode)
  1635. panTheCamera = input.keyDown[KEY_LSHIFT];
  1636. if (panTheCamera)
  1637. {
  1638. Vector3 right = -cameraNode.worldRight;
  1639. right.Normalize();
  1640. right *= mouseMove.x;
  1641. Vector3 up = cameraNode.worldUp;
  1642. up.Normalize();
  1643. up *= mouseMove.y;
  1644. Vector3 trans = (right + up) * timeStep * cameraBaseSpeed * 0.5;
  1645. CameraPan(trans);
  1646. }
  1647. else
  1648. {
  1649. activeViewport.cameraYaw += mouseMove.x * cameraBaseRotationSpeed;
  1650. activeViewport.cameraPitch += mouseMove.y * cameraBaseRotationSpeed;
  1651. if (limitRotation)
  1652. activeViewport.cameraPitch = Clamp(activeViewport.cameraPitch, -90.0, 90.0);
  1653. Quaternion rot = Quaternion(activeViewport.cameraPitch, activeViewport.cameraYaw, 0);
  1654. if (cameraFlyMode)
  1655. {
  1656. CameraRotateAroundCenter(rot);
  1657. orbiting = true;
  1658. }
  1659. else if (input.mouseButtonDown[MOUSEB_MIDDLE])
  1660. {
  1661. if (rotateAroundSelect)
  1662. CameraRotateAroundSelect(rot);
  1663. else
  1664. CameraRotateAroundLookAt(rot);
  1665. orbiting = true;
  1666. }
  1667. }
  1668. }
  1669. }
  1670. else
  1671. ReleaseMouseLock();
  1672. if (orbiting && !input.mouseButtonDown[MOUSEB_MIDDLE])
  1673. orbiting = false;
  1674. // force to select component node for manipulation if selected only component and not his node
  1675. if ((editMode != EDIT_SELECT && editNodes.empty) && lastSelectedComponent.Get() !is null)
  1676. {
  1677. if (lastSelectedComponent.Get() !is null)
  1678. {
  1679. Component@ component = lastSelectedComponent.Get();
  1680. SelectNode(component.node, false);
  1681. }
  1682. }
  1683. }
  1684. void UpdateView(float timeStep)
  1685. {
  1686. if (ui.HasModalElement() || ui.focusElement !is null)
  1687. {
  1688. ReleaseMouseLock();
  1689. return;
  1690. }
  1691. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  1692. {
  1693. HandleStandardUserInput(timeStep);
  1694. }
  1695. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  1696. {
  1697. HandleBlenderUserInput(timeStep);
  1698. }
  1699. if (!editNodes.empty && editMode != EDIT_SELECT && input.keyDown[KEY_LCTRL])
  1700. {
  1701. Vector3 adjust(0, 0, 0);
  1702. if (input.keyDown[KEY_UP])
  1703. adjust.z = 1;
  1704. if (input.keyDown[KEY_DOWN])
  1705. adjust.z = -1;
  1706. if (input.keyDown[KEY_LEFT])
  1707. adjust.x = -1;
  1708. if (input.keyDown[KEY_RIGHT])
  1709. adjust.x = 1;
  1710. if (input.keyDown[KEY_PAGEUP])
  1711. adjust.y = 1;
  1712. if (input.keyDown[KEY_PAGEDOWN])
  1713. adjust.y = -1;
  1714. if (editMode == EDIT_SCALE)
  1715. {
  1716. if (input.keyDown[KEY_KP_PLUS])
  1717. adjust = Vector3(1, 1, 1);
  1718. if (input.keyDown[KEY_KP_MINUS])
  1719. adjust = Vector3(-1, -1, -1);
  1720. }
  1721. if (adjust == Vector3(0, 0, 0))
  1722. return;
  1723. bool moved = false;
  1724. adjust *= timeStep * 10;
  1725. switch (editMode)
  1726. {
  1727. case EDIT_MOVE:
  1728. if (!moveSnap)
  1729. moved = MoveNodes(adjust * moveStep);
  1730. break;
  1731. case EDIT_ROTATE:
  1732. if (!rotateSnap)
  1733. moved = RotateNodes(adjust * rotateStep);
  1734. break;
  1735. case EDIT_SCALE:
  1736. if (!scaleSnap)
  1737. moved = ScaleNodes(adjust * scaleStep);
  1738. break;
  1739. }
  1740. if (moved)
  1741. UpdateNodeAttributes();
  1742. }
  1743. // If not dragging
  1744. if (resizingBorder == 0)
  1745. {
  1746. UIElement@ uiElement = ui.GetElementAt(ui.cursorPosition);
  1747. if (uiElement !is null && uiElement.vars.Contains("VIEWMODE"))
  1748. {
  1749. setViewportCursor = uiElement.vars["VIEWMODE"].GetUInt();
  1750. if (input.mouseButtonDown[MOUSEB_LEFT])
  1751. resizingBorder = setViewportCursor;
  1752. }
  1753. }
  1754. }
  1755. void SteppedObjectManipulation(int key)
  1756. {
  1757. if (editNodes.empty || editMode == EDIT_SELECT)
  1758. return;
  1759. // Do not react in non-snapped mode, because that is handled in frame update
  1760. if (editMode == EDIT_MOVE && !moveSnap)
  1761. return;
  1762. if (editMode == EDIT_ROTATE && !rotateSnap)
  1763. return;
  1764. if (editMode == EDIT_SCALE && !scaleSnap)
  1765. return;
  1766. Vector3 adjust(0, 0, 0);
  1767. if (key == KEY_UP)
  1768. adjust.z = 1;
  1769. if (key == KEY_DOWN)
  1770. adjust.z = -1;
  1771. if (key == KEY_LEFT)
  1772. adjust.x = -1;
  1773. if (key == KEY_RIGHT)
  1774. adjust.x = 1;
  1775. if (key == KEY_PAGEUP)
  1776. adjust.y = 1;
  1777. if (key == KEY_PAGEDOWN)
  1778. adjust.y = -1;
  1779. if (editMode == EDIT_SCALE)
  1780. {
  1781. if (key == KEY_KP_PLUS)
  1782. adjust = Vector3(1, 1, 1);
  1783. if (key == KEY_KP_MINUS)
  1784. adjust = Vector3(-1, -1, -1);
  1785. }
  1786. if (adjust == Vector3(0, 0, 0))
  1787. return;
  1788. bool moved = false;
  1789. switch (editMode)
  1790. {
  1791. case EDIT_MOVE:
  1792. moved = MoveNodes(adjust);
  1793. break;
  1794. case EDIT_ROTATE:
  1795. {
  1796. float rotateStepScaled = rotateStep * snapScale;
  1797. moved = RotateNodes(adjust * rotateStepScaled);
  1798. }
  1799. break;
  1800. case EDIT_SCALE:
  1801. {
  1802. float scaleStepScaled = scaleStep * snapScale;
  1803. moved = ScaleNodes(adjust * scaleStepScaled);
  1804. }
  1805. break;
  1806. }
  1807. if (moved)
  1808. UpdateNodeAttributes();
  1809. }
  1810. void HandlePostRenderUpdate()
  1811. {
  1812. DebugRenderer@ debug = editorScene.debugRenderer;
  1813. if (debug is null || orbiting || debugRenderDisabled)
  1814. return;
  1815. // Visualize the currently selected nodes
  1816. for (uint i = 0; i < selectedNodes.length; ++i)
  1817. DrawNodeDebug(selectedNodes[i], debug);
  1818. // Visualize the currently selected components
  1819. for (uint i = 0; i < selectedComponents.length; ++i)
  1820. selectedComponents[i].DrawDebugGeometry(debug, false);
  1821. // Visualize the currently selected UI-elements
  1822. for (uint i = 0; i < selectedUIElements.length; ++i)
  1823. ui.DebugDraw(selectedUIElements[i]);
  1824. if (renderingDebug)
  1825. renderer.DrawDebugGeometry(false);
  1826. if (physicsDebug && editorScene.physicsWorld !is null)
  1827. editorScene.physicsWorld.DrawDebugGeometry(true);
  1828. if (physicsDebug && editorScene.physicsWorld2D !is null)
  1829. {
  1830. bool needDraw = true;
  1831. for (uint i = 0; i < selectedComponents.length; ++i)
  1832. {
  1833. if (cast<PhysicsWorld2D>(selectedComponents[i]) !is null)
  1834. {
  1835. needDraw = false; // Already drawed
  1836. break;
  1837. }
  1838. }
  1839. if (needDraw)
  1840. physicsWorld2D.DrawDebugGeometry();
  1841. }
  1842. if (octreeDebug && editorScene.octree !is null)
  1843. editorScene.octree.DrawDebugGeometry(true);
  1844. if (navigationDebug)
  1845. {
  1846. CrowdManager@ crowdManager = editorScene.GetComponent("CrowdManager");
  1847. if (crowdManager !is null)
  1848. crowdManager.DrawDebugGeometry(true);
  1849. Array<Component@>@ navMeshes = editorScene.GetComponents("NavigationMesh", true);
  1850. for (uint i = 0; i < navMeshes.length; ++i)
  1851. cast<NavigationMesh>(navMeshes[i]).DrawDebugGeometry(true);
  1852. Array<Component@>@ dynNavMeshes = editorScene.GetComponents("DynamicNavigationMesh", true);
  1853. for (uint i = 0; i < dynNavMeshes.length; ++i)
  1854. cast<DynamicNavigationMesh>(dynNavMeshes[i]).DrawDebugGeometry(true);
  1855. }
  1856. if (setViewportCursor | resizingBorder > 0)
  1857. {
  1858. SetViewportCursor();
  1859. if (resizingBorder == 0)
  1860. setViewportCursor = 0;
  1861. }
  1862. ViewRaycast(false);
  1863. }
  1864. void DrawNodeDebug(Node@ node, DebugRenderer@ debug, bool drawNode = true)
  1865. {
  1866. if (drawNode)
  1867. debug.AddNode(node, 1.0, false);
  1868. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  1869. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  1870. // (TerrainPatch component itself draws nothing as debug geometry)
  1871. if (node !is editorScene && node.GetComponent("Terrain") is null)
  1872. {
  1873. for (uint j = 0; j < node.numComponents; ++j)
  1874. node.components[j].DrawDebugGeometry(debug, false);
  1875. // To avoid cluttering the view, do not draw the node axes for child nodes
  1876. for (uint k = 0; k < node.numChildren; ++k)
  1877. DrawNodeDebug(node.children[k], debug, false);
  1878. }
  1879. }
  1880. void ViewMouseMove()
  1881. {
  1882. Ray cameraRay = GetActiveViewportCameraRay();
  1883. Component@ selectedComponent;
  1884. if (pickMode < PICK_RIGIDBODIES && editorScene.octree !is null)
  1885. {
  1886. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip,
  1887. pickModeDrawableFlags[pickMode], 0x7fffffff);
  1888. if (result.drawable !is null && result.drawable.typeName == "TerrainPatch" && result.drawable.node.parent !is null)
  1889. {
  1890. Terrain@ terrainComponent = result.drawable.node.parent.GetComponent("Terrain");
  1891. terrainEditor.UpdateBrushVisualizer(terrainComponent, result.position);
  1892. }
  1893. else {
  1894. terrainEditor.HideBrushVisualizer();
  1895. }
  1896. }
  1897. // setting mouse position based on mouse position
  1898. if (ui.IsDragging()) { }
  1899. else if (ui.focusElement !is null || input.mouseButtonDown[MOUSEB_LEFT|MOUSEB_MIDDLE|MOUSEB_RIGHT])
  1900. return;
  1901. IntVector2 pos = ui.cursor.position;
  1902. for (uint i = 0; i < viewports.length; ++i)
  1903. {
  1904. ViewportContext@ vc = viewports[i];
  1905. if (vc !is activeViewport && vc.viewport.rect.IsInside(pos) == INSIDE)
  1906. SetActiveViewport(vc);
  1907. }
  1908. }
  1909. void ViewMouseClick()
  1910. {
  1911. ViewRaycast(true);
  1912. }
  1913. Ray GetActiveViewportCameraRay()
  1914. {
  1915. IntRect view = activeViewport.viewport.rect;
  1916. return camera.GetScreenRay(
  1917. float(ui.cursorPosition.x - view.left) / view.width,
  1918. float(ui.cursorPosition.y - view.top) / view.height
  1919. );
  1920. }
  1921. void ViewMouseClickEnd()
  1922. {
  1923. // checks to close open popup windows
  1924. IntVector2 pos = ui.cursorPosition;
  1925. if (contextMenu !is null && contextMenu.enabled)
  1926. {
  1927. if (contextMenuActionWaitFrame)
  1928. contextMenuActionWaitFrame = false;
  1929. else
  1930. {
  1931. if (!contextMenu.IsInside(pos, true))
  1932. CloseContextMenu();
  1933. }
  1934. }
  1935. if (quickMenu !is null && quickMenu.enabled)
  1936. {
  1937. bool enabled = quickMenu.IsInside(pos, true);
  1938. quickMenu.enabled = enabled;
  1939. quickMenu.visible = enabled;
  1940. }
  1941. }
  1942. void ViewRaycast(bool mouseClick)
  1943. {
  1944. // Ignore if UI has modal element
  1945. if (ui.HasModalElement())
  1946. return;
  1947. // Ignore if mouse is grabbed by other operation
  1948. if (input.mouseGrabbed)
  1949. return;
  1950. IntVector2 pos = ui.cursorPosition;
  1951. UIElement@ elementAtPos = ui.GetElementAt(pos, pickMode != PICK_UI_ELEMENTS);
  1952. if (editMode == EDIT_SPAWN)
  1953. {
  1954. if(mouseClick && input.mouseButtonPress[MOUSEB_LEFT] && elementAtPos is null)
  1955. SpawnObject();
  1956. return;
  1957. }
  1958. // Do not raycast / change selection if hovering over the gizmo
  1959. if (IsGizmoSelected())
  1960. return;
  1961. DebugRenderer@ debug = editorScene.debugRenderer;
  1962. if (pickMode == PICK_UI_ELEMENTS)
  1963. {
  1964. bool leftClick = mouseClick && input.mouseButtonPress[MOUSEB_LEFT];
  1965. bool multiselect = input.qualifierDown[QUAL_CTRL];
  1966. // Only interested in user-created UI elements
  1967. if (elementAtPos !is null && elementAtPos !is editorUIElement && elementAtPos.GetElementEventSender() is editorUIElement)
  1968. {
  1969. ui.DebugDraw(elementAtPos);
  1970. if (leftClick)
  1971. SelectUIElement(elementAtPos, multiselect);
  1972. }
  1973. // If clicked on emptiness in non-multiselect mode, clear the selection
  1974. else if (leftClick && !multiselect && ui.GetElementAt(pos) is null)
  1975. hierarchyList.ClearSelection();
  1976. return;
  1977. }
  1978. // Do not raycast / change selection if hovering over a UI element when not in PICK_UI_ELEMENTS Mode
  1979. if (elementAtPos !is null)
  1980. return;
  1981. Ray cameraRay = GetActiveViewportCameraRay();
  1982. Component@ selectedComponent;
  1983. if (pickMode < PICK_RIGIDBODIES)
  1984. {
  1985. if (editorScene.octree is null)
  1986. return;
  1987. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip,
  1988. pickModeDrawableFlags[pickMode], 0x7fffffff);
  1989. if (result.drawable !is null)
  1990. {
  1991. Drawable@ drawable = result.drawable;
  1992. // for actual last selected node or component in both modes
  1993. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  1994. {
  1995. if (input.mouseButtonDown[MOUSEB_LEFT])
  1996. {
  1997. lastSelectedNode = drawable.node;
  1998. lastSelectedDrawable = drawable;
  1999. lastSelectedComponent = drawable;
  2000. }
  2001. }
  2002. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  2003. {
  2004. if (input.mouseButtonDown[MOUSEB_RIGHT])
  2005. {
  2006. lastSelectedNode = drawable.node;
  2007. lastSelectedDrawable = drawable;
  2008. lastSelectedComponent = drawable;
  2009. }
  2010. }
  2011. // If selecting a terrain patch, select the parent terrain instead
  2012. if (drawable.typeName != "TerrainPatch")
  2013. {
  2014. selectedComponent = drawable;
  2015. if (debug !is null)
  2016. {
  2017. debug.AddNode(drawable.node, 1.0, false);
  2018. drawable.DrawDebugGeometry(debug, false);
  2019. }
  2020. }
  2021. else if (drawable.node.parent !is null){
  2022. Terrain@ terrainComponent = drawable.node.parent.GetComponent("Terrain");
  2023. selectedComponent = terrainComponent;
  2024. if (selectedComponent is terrainComponent && input.mouseButtonDown[MOUSEB_LEFT])
  2025. {
  2026. selectedComponent = terrainComponent;
  2027. terrainEditor.Work(terrainComponent, result.position);
  2028. }
  2029. else
  2030. {
  2031. terrainEditor.targetColorSelected = false;
  2032. }
  2033. }
  2034. }
  2035. }
  2036. else
  2037. {
  2038. if (editorScene.physicsWorld is null)
  2039. return;
  2040. // If we are not running the actual physics update, refresh collisions before raycasting
  2041. if (!runUpdate)
  2042. editorScene.physicsWorld.UpdateCollisions();
  2043. PhysicsRaycastResult result = editorScene.physicsWorld.RaycastSingle(cameraRay, camera.farClip);
  2044. if (result.body !is null)
  2045. {
  2046. RigidBody@ body = result.body;
  2047. if (debug !is null)
  2048. {
  2049. debug.AddNode(body.node, 1.0, false);
  2050. body.DrawDebugGeometry(debug, false);
  2051. }
  2052. selectedComponent = body;
  2053. }
  2054. }
  2055. bool multiselect = false;
  2056. bool componentSelectQualifier = false;
  2057. bool mouseButtonPressRL = false;
  2058. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  2059. {
  2060. mouseButtonPressRL = input.mouseButtonPress[MOUSEB_LEFT];
  2061. componentSelectQualifier = input.qualifierDown[QUAL_SHIFT];
  2062. multiselect = input.qualifierDown[QUAL_CTRL];
  2063. }
  2064. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  2065. {
  2066. mouseButtonPressRL = input.mouseButtonPress[MOUSEB_RIGHT];
  2067. componentSelectQualifier = input.qualifierDown[QUAL_CTRL];
  2068. multiselect = input.qualifierDown[QUAL_SHIFT];
  2069. }
  2070. if (mouseClick && mouseButtonPressRL)
  2071. {
  2072. if (selectedComponent !is null)
  2073. {
  2074. if (componentSelectQualifier)
  2075. {
  2076. // If we are selecting components, but have nodes in existing selection, do not multiselect to prevent confusion
  2077. if (!selectedNodes.empty)
  2078. multiselect = false;
  2079. SelectComponent(selectedComponent, multiselect);
  2080. }
  2081. else
  2082. {
  2083. // If we are selecting nodes, but have components in existing selection, do not multiselect to prevent confusion
  2084. if (!selectedComponents.empty)
  2085. multiselect = false;
  2086. SelectNode(selectedComponent.node, multiselect);
  2087. }
  2088. }
  2089. else
  2090. {
  2091. // If clicked on emptiness in non-multiselect mode, clear the selection
  2092. if (!multiselect)
  2093. SelectComponent(null, false);
  2094. }
  2095. }
  2096. }
  2097. Vector3 GetNewNodePosition(bool raycastToMouse = false)
  2098. {
  2099. if (newNodeMode == NEW_NODE_IN_CENTER)
  2100. return Vector3(0, 0, 0);
  2101. if (newNodeMode == NEW_NODE_RAYCAST)
  2102. {
  2103. Ray cameraRay = raycastToMouse ? GetActiveViewportCameraRay() : camera.GetScreenRay(0.5, 0.5);
  2104. Vector3 position, normal;
  2105. if (GetSpawnPosition(cameraRay, camera.farClip, position, normal, 0, false))
  2106. return position;
  2107. }
  2108. return cameraLookAtNode.worldPosition;
  2109. }
  2110. int GetShadowResolution()
  2111. {
  2112. if (!renderer.drawShadows)
  2113. return 0;
  2114. int level = 1;
  2115. int res = renderer.shadowMapSize;
  2116. while (res > 512)
  2117. {
  2118. res >>= 1;
  2119. ++level;
  2120. }
  2121. if (level > 3)
  2122. level = 3;
  2123. return level;
  2124. }
  2125. void SetShadowResolution(int level)
  2126. {
  2127. if (level <= 0)
  2128. {
  2129. renderer.drawShadows = false;
  2130. return;
  2131. }
  2132. else
  2133. {
  2134. renderer.drawShadows = true;
  2135. renderer.shadowMapSize = 256 << level;
  2136. }
  2137. }
  2138. void ToggleRenderingDebug()
  2139. {
  2140. renderingDebug = !renderingDebug;
  2141. }
  2142. void TogglePhysicsDebug()
  2143. {
  2144. physicsDebug = !physicsDebug;
  2145. }
  2146. void ToggleOctreeDebug()
  2147. {
  2148. octreeDebug = !octreeDebug;
  2149. }
  2150. void ToggleNavigationDebug()
  2151. {
  2152. navigationDebug = !navigationDebug;
  2153. }
  2154. bool StopTestAnimation()
  2155. {
  2156. testAnimState = null;
  2157. return true;
  2158. }
  2159. void MergeNodeBoundingBox(BoundingBox &inout box, Array<Component@>&inout visitedComponents, Node@ node)
  2160. {
  2161. if (node is null || node is editorScene)
  2162. return;
  2163. // if node has no component, merge its world position
  2164. if (node.numComponents == 0)
  2165. {
  2166. box.Merge(node.worldPosition);
  2167. }
  2168. // Merge components bounding box of this node
  2169. for (uint i = 0; i < node.numComponents; ++i)
  2170. {
  2171. MergeComponentBoundingBox(box, visitedComponents, node.components[i]);
  2172. }
  2173. // Merge bounding boxes of child nodes recursively
  2174. for (uint i = 0; i < node.numChildren; ++i)
  2175. {
  2176. Node@ child = node.children[i];
  2177. MergeNodeBoundingBox(box, visitedComponents, child);
  2178. }
  2179. }
  2180. void MergeComponentBoundingBox(BoundingBox &inout box, Array<Component@>&inout visitedComponents, Component@ component)
  2181. {
  2182. if (component is null || visitedComponents.FindByRef(component) != -1)
  2183. return;
  2184. Drawable@ drawable = cast<Drawable>(component);
  2185. // Merge drawable component's bounding box. Skip skybox, as its box is very large, as well as lights
  2186. if (drawable !is null && cast<Skybox>(drawable) is null && cast<Light>(drawable) is null)
  2187. {
  2188. box.Merge(drawable.worldBoundingBox);
  2189. visitedComponents.Push(component);
  2190. return;
  2191. }
  2192. // If the component is not a drawable, merge the world position of its node
  2193. if (component.node !is editorScene)
  2194. box.Merge(component.node.worldPosition);
  2195. visitedComponents.Push(component);
  2196. }
  2197. void LocateNodes(Array<Node@> nodes)
  2198. {
  2199. if (nodes.empty || (nodes.length == 1 && nodes[0] is editorScene))
  2200. return;
  2201. // Calculate bounding box of all nodes
  2202. BoundingBox box;
  2203. Array<Component@> visitedComponents;
  2204. for (uint i = 0; i < nodes.length; ++i)
  2205. {
  2206. MergeNodeBoundingBox(box, visitedComponents, nodes[i]);
  2207. }
  2208. FitCamera(box, true);
  2209. }
  2210. void LocateComponents(Array<Component@> components)
  2211. {
  2212. if (components.empty || components.length == 1 && components[0].node is editorScene)
  2213. return;
  2214. // Calculate bounding box of all nodes
  2215. BoundingBox box;
  2216. Array<Component@> visitedComponents;
  2217. for (uint i = 0; i < components.length; ++i)
  2218. {
  2219. MergeComponentBoundingBox(box, visitedComponents, components[i]);
  2220. }
  2221. FitCamera(box, true);
  2222. }
  2223. void LocateNodesAndComponents(Array<Node@> nodes, Array<Component@> components)
  2224. {
  2225. if (nodes.length == 0 && components.length == 0)
  2226. return;
  2227. // Calculate bounding box of all nodes
  2228. BoundingBox box;
  2229. Array<Component@> visitedComponents;
  2230. if (!nodes.empty && !(nodes.length == 1 && nodes[0] is editorScene))
  2231. {
  2232. for (uint i = 0; i < nodes.length; ++i)
  2233. {
  2234. MergeNodeBoundingBox(box, visitedComponents, nodes[i]);
  2235. }
  2236. }
  2237. if (!components.empty)
  2238. {
  2239. for (uint i = 0; i < components.length; ++i)
  2240. {
  2241. MergeComponentBoundingBox(box, visitedComponents, components[i]);
  2242. }
  2243. }
  2244. FitCamera(box, true);
  2245. }
  2246. void FitCamera(BoundingBox box, bool smooth)
  2247. {
  2248. // Calculate proper camera distance - fit the bounding sphere into the camera frustum
  2249. Sphere sphere = Sphere(box);
  2250. float aspect = camera.aspectRatio;
  2251. float fov = 0.0f;
  2252. // Choose the small one from vertical and horizontal fovs
  2253. if (aspect > 1.0f)
  2254. fov = camera.fov;
  2255. else
  2256. fov = camera.fov * aspect;
  2257. fov *= 0.5f;
  2258. if (sphere.radius < 1.0f)
  2259. sphere.radius = 1.0f;
  2260. float distance = sphere.radius / Sin(fov);
  2261. if (distance > viewFarClip)
  2262. distance = viewFarClip;
  2263. Vector3 dir = cameraNode.direction;
  2264. dir.Normalize();
  2265. // Make the distance a little farther
  2266. distance *= 1.1f;
  2267. // Set zoom value a little bigger
  2268. float zoom = camera.orthoSize / (sphere.radius * 2.0f);
  2269. zoom *= 1.1f;
  2270. // We put the pivot node to the center of the bounding sphere
  2271. // and put the camera node to the opposite of view direction
  2272. Vector3 lookAtPos = sphere.center;
  2273. Vector3 cameraPos = -dir * distance;
  2274. cameraSmoothInterpolate.Stop();
  2275. if (smooth)
  2276. {
  2277. cameraSmoothInterpolate.SetLookAtNodePosition(cameraLookAtNode.worldPosition, lookAtPos);
  2278. cameraSmoothInterpolate.SetCameraNodePosition(cameraNode.position, cameraPos);
  2279. if (camera.orthographic)
  2280. cameraSmoothInterpolate.SetCameraZoom(camera.zoom, zoom);
  2281. cameraSmoothInterpolate.Start(0.5f);
  2282. }
  2283. else
  2284. {
  2285. cameraLookAtNode.worldPosition = lookAtPos;
  2286. cameraNode.position = cameraPos;
  2287. if (camera.orthographic)
  2288. camera.zoom = zoom;
  2289. }
  2290. }
  2291. Vector3 SelectedNodesCenterPoint()
  2292. {
  2293. Vector3 centerPoint;
  2294. uint count = selectedNodes.length;
  2295. for (uint i = 0; i < selectedNodes.length; ++i)
  2296. centerPoint += selectedNodes[i].worldPosition;
  2297. for (uint i = 0; i < selectedComponents.length; ++i)
  2298. {
  2299. Drawable@ drawable = cast<Drawable>(selectedComponents[i]);
  2300. count++;
  2301. if (drawable !is null)
  2302. centerPoint += drawable.node.LocalToWorld(drawable.boundingBox.center);
  2303. else
  2304. centerPoint += selectedComponents[i].node.worldPosition;
  2305. }
  2306. if (count > 0)
  2307. {
  2308. lastSelectedNodesCenterPoint = centerPoint / count;
  2309. return centerPoint / count;
  2310. }
  2311. else
  2312. {
  2313. lastSelectedNodesCenterPoint = centerPoint;
  2314. return centerPoint;
  2315. }
  2316. }
  2317. Drawable@ GetDrawableAtMousePostion()
  2318. {
  2319. IntVector2 pos = ui.cursorPosition;
  2320. Ray cameraRay = camera.GetScreenRay(float(pos.x) / activeViewport.viewport.rect.width, float(pos.y) / activeViewport.viewport.rect.height);
  2321. if (editorScene.octree is null)
  2322. return null;
  2323. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip, DRAWABLE_GEOMETRY, 0x7fffffff);
  2324. return result.drawable;
  2325. }
  2326. void HandleBeginViewUpdate(StringHash eventType, VariantMap& eventData)
  2327. {
  2328. // Hide gizmo, grid and debug icons from any camera other then active viewport
  2329. if (eventData["Camera"].GetPtr() !is camera)
  2330. {
  2331. if (gizmo !is null)
  2332. gizmo.viewMask = 0;
  2333. }
  2334. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2335. {
  2336. suppressSceneChanges = true;
  2337. if (grid !is null)
  2338. grid.viewMask = 0;
  2339. if (debugIconsNode !is null)
  2340. debugIconsNode.enabled = false;
  2341. suppressSceneChanges = false;
  2342. }
  2343. }
  2344. void HandleEndViewUpdate(StringHash eventType, VariantMap& eventData)
  2345. {
  2346. // Restore gizmo and grid after camera view update
  2347. if (eventData["Camera"].GetPtr() !is camera)
  2348. {
  2349. if (gizmo !is null)
  2350. gizmo.viewMask = 0x80000000;
  2351. }
  2352. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2353. {
  2354. suppressSceneChanges = true;
  2355. if (grid !is null)
  2356. grid.viewMask = 0x80000000;
  2357. if (debugIconsNode !is null)
  2358. debugIconsNode.enabled = true;
  2359. suppressSceneChanges = false;
  2360. }
  2361. }
  2362. bool debugWasEnabled = true;
  2363. void HandleBeginViewRender(StringHash eventType, VariantMap& eventData)
  2364. {
  2365. // Hide debug geometry from preview camera
  2366. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2367. {
  2368. DebugRenderer@ debug = editorScene.GetComponent("DebugRenderer");
  2369. if (debug !is null)
  2370. {
  2371. suppressSceneChanges = true; // Do not want UI update now
  2372. debugWasEnabled = debug.enabled;
  2373. debug.enabled = false;
  2374. suppressSceneChanges = false;
  2375. }
  2376. }
  2377. }
  2378. void HandleEndViewRender(StringHash eventType, VariantMap& eventData)
  2379. {
  2380. // Restore debug geometry after preview camera render
  2381. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2382. {
  2383. DebugRenderer@ debug = editorScene.GetComponent("DebugRenderer");
  2384. if (debug !is null)
  2385. {
  2386. suppressSceneChanges = true; // Do not want UI update now
  2387. debug.enabled = debugWasEnabled;
  2388. suppressSceneChanges = false;
  2389. }
  2390. }
  2391. }