EditorView.as 91 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. NOTE: viewportArea is in scaled UI position.
  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. void ResizeString(String& str, uint newSize)
  91. {
  92. uint oldSize = str.Length();
  93. str.Resize(newSize);
  94. for (uint i = oldSize; i < newSize; ++i)
  95. str[i] = ' ';
  96. }
  97. /// Convert rect from scaled UI position to system position
  98. IntRect IntRectUIToSystem(const IntRect& rect)
  99. {
  100. IntRect ret = rect;
  101. ret.left = FloorToInt(ret.left * ui.scale);
  102. ret.top = FloorToInt(ret.top * ui.scale);
  103. ret.right = FloorToInt(ret.right * ui.scale);
  104. ret.bottom = FloorToInt(ret.bottom * ui.scale);
  105. return ret;
  106. }
  107. /// Convert rect from system position to scaled UI position
  108. IntRect IntRectSystemToUI(const IntRect& rect)
  109. {
  110. IntRect ret = rect;
  111. ret.left = FloorToInt(ret.left / ui.scale);
  112. ret.top = FloorToInt(ret.top / ui.scale);
  113. ret.right = FloorToInt(ret.right / ui.scale);
  114. ret.bottom = FloorToInt(ret.bottom / ui.scale);
  115. return ret;
  116. }
  117. // Holds info about a viewport such as camera settings and splits up shared resources
  118. class ViewportContext
  119. {
  120. float cameraYaw = 0;
  121. float cameraPitch = 0;
  122. Camera@ camera;
  123. Node@ cameraLookAtNode;
  124. Node@ cameraNode;
  125. SoundListener@ soundListener;
  126. Viewport@ viewport;
  127. bool enabled = false;
  128. uint index = 0;
  129. uint viewportId = 0;
  130. UIElement@ viewportContextUI;
  131. UIElement@ statusBar;
  132. Text@ cameraPosText;
  133. Window@ settingsWindow;
  134. LineEdit@ cameraPosX;
  135. LineEdit@ cameraPosY;
  136. LineEdit@ cameraPosZ;
  137. LineEdit@ cameraRotX;
  138. LineEdit@ cameraRotY;
  139. LineEdit@ cameraRotZ;
  140. LineEdit@ cameraZoom;
  141. LineEdit@ cameraOrthoSize;
  142. CheckBox@ cameraOrthographic;
  143. ViewportContext(IntRect viewRect, uint index_, uint viewportId_)
  144. {
  145. cameraNode = Node();
  146. cameraLookAtNode = Node();
  147. cameraLookAtNode.AddChild(cameraNode);
  148. camera = cameraNode.CreateComponent("Camera");
  149. orthoCameraZoom = camera.zoom;
  150. camera.fillMode = fillMode;
  151. soundListener = cameraNode.CreateComponent("SoundListener");
  152. // Here we convert viewRect from scaled UI position to system position
  153. IntRect sysRect = IntRectUIToSystem(viewRect);
  154. viewport = Viewport(editorScene, camera, sysRect, renderPath);
  155. index = index_;
  156. viewportId = viewportId_;
  157. camera.viewMask = 0xffffffff; // It's easier to only have 1 gizmo active this viewport is shared with the gizmo
  158. }
  159. void ResetCamera()
  160. {
  161. cameraSmoothInterpolate.Stop();
  162. cameraLookAtNode.position = Vector3(0, 0, 0);
  163. cameraLookAtNode.rotation = Quaternion();
  164. cameraNode.position = Vector3(0, 5, -10);
  165. // Look at the origin so user can see the scene.
  166. cameraNode.rotation = Quaternion(Vector3(0, 0, 1), -cameraNode.position);
  167. ReacquireCameraYawPitch();
  168. UpdateSettingsUI();
  169. }
  170. void ReacquireCameraYawPitch()
  171. {
  172. cameraYaw = cameraNode.rotation.yaw;
  173. cameraPitch = cameraNode.rotation.pitch;
  174. }
  175. void CreateViewportContextUI()
  176. {
  177. Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
  178. viewportContextUI = UIElement();
  179. viewportUI.AddChild(viewportContextUI);
  180. viewportContextUI.SetPosition(viewport.rect.left, viewport.rect.top);
  181. viewportContextUI.SetFixedSize(viewport.rect.width / ui.scale, viewport.rect.height / ui.scale); // viewport.rect is in system position
  182. viewportContextUI.clipChildren = true;
  183. statusBar = BorderImage("ToolBar");
  184. statusBar.style = "EditorToolBar";
  185. viewportContextUI.AddChild(statusBar);
  186. statusBar.SetLayout(LM_HORIZONTAL);
  187. statusBar.SetAlignment(HA_LEFT, VA_BOTTOM);
  188. statusBar.layoutSpacing = 4;
  189. statusBar.opacity = uiMaxOpacity;
  190. Button@ settingsButton = CreateSmallToolBarButton("Settings");
  191. statusBar.AddChild(settingsButton);
  192. cameraPosText = Text();
  193. statusBar.AddChild(cameraPosText);
  194. cameraPosText.SetFont(font, 11);
  195. cameraPosText.color = Color(1, 1, 0);
  196. cameraPosText.textEffect = TE_SHADOW;
  197. cameraPosText.priority = -100;
  198. settingsWindow = LoadEditorUI("UI/EditorViewport.xml");
  199. settingsWindow.opacity = uiMaxOpacity;
  200. settingsWindow.visible = false;
  201. viewportContextUI.AddChild(settingsWindow);
  202. cameraPosX = settingsWindow.GetChild("PositionX", true);
  203. cameraPosY = settingsWindow.GetChild("PositionY", true);
  204. cameraPosZ = settingsWindow.GetChild("PositionZ", true);
  205. cameraRotX = settingsWindow.GetChild("RotationX", true);
  206. cameraRotY = settingsWindow.GetChild("RotationY", true);
  207. cameraRotZ = settingsWindow.GetChild("RotationZ", true);
  208. cameraOrthographic = settingsWindow.GetChild("Orthographic", true);
  209. cameraZoom = settingsWindow.GetChild("Zoom", true);
  210. cameraOrthoSize = settingsWindow.GetChild("OrthoSize", true);
  211. SubscribeToEvent(cameraPosX, "TextChanged", "HandleSettingsLineEditTextChange");
  212. SubscribeToEvent(cameraPosY, "TextChanged", "HandleSettingsLineEditTextChange");
  213. SubscribeToEvent(cameraPosZ, "TextChanged", "HandleSettingsLineEditTextChange");
  214. SubscribeToEvent(cameraRotX, "TextChanged", "HandleSettingsLineEditTextChange");
  215. SubscribeToEvent(cameraRotY, "TextChanged", "HandleSettingsLineEditTextChange");
  216. SubscribeToEvent(cameraRotZ, "TextChanged", "HandleSettingsLineEditTextChange");
  217. SubscribeToEvent(cameraZoom, "TextChanged", "HandleSettingsLineEditTextChange");
  218. SubscribeToEvent(cameraOrthoSize, "TextChanged", "HandleSettingsLineEditTextChange");
  219. SubscribeToEvent(cameraOrthographic, "Toggled", "HandleOrthographicToggled");
  220. SubscribeToEvent(settingsButton, "Released", "ToggleViewportSettingsWindow");
  221. SubscribeToEvent(settingsWindow.GetChild("ResetCamera", true), "Released", "ResetCamera");
  222. SubscribeToEvent(settingsWindow.GetChild("CopyTransform", true), "Released", "HandleCopyTransformClicked");
  223. SubscribeToEvent(settingsWindow.GetChild("CloseButton", true), "Released", "CloseViewportSettingsWindow");
  224. SubscribeToEvent(settingsWindow.GetChild("Refresh", true), "Released", "UpdateSettingsUI");
  225. HandleResize();
  226. }
  227. void HandleResize()
  228. {
  229. viewportContextUI.SetPosition(viewport.rect.left / ui.scale, viewport.rect.top / ui.scale);
  230. viewportContextUI.SetFixedSize(viewport.rect.width / ui.scale, viewport.rect.height / ui.scale); // viewport.rect is in system position
  231. if (viewport.rect.left < 34)
  232. {
  233. statusBar.layoutBorder = IntRect(34 - viewport.rect.left, 4, 4, 8);
  234. IntVector2 pos = settingsWindow.position;
  235. pos.x = 32 - viewport.rect.left;
  236. settingsWindow.position = pos;
  237. }
  238. else
  239. {
  240. statusBar.layoutBorder = IntRect(8, 4, 4, 8);
  241. IntVector2 pos = settingsWindow.position;
  242. pos.x = 5;
  243. settingsWindow.position = pos;
  244. }
  245. statusBar.SetFixedSize(viewport.rect.width / ui.scale, 22);
  246. }
  247. void ToggleOrthographic()
  248. {
  249. SetOrthographic(!camera.orthographic);
  250. }
  251. void SetOrthographic(bool orthographic)
  252. {
  253. camera.orthographic = orthographic;
  254. if (camera.orthographic)
  255. camera.zoom = orthoCameraZoom;
  256. else
  257. camera.zoom = 1.0f;
  258. UpdateSettingsUI();
  259. }
  260. void Update(float timeStep)
  261. {
  262. // Update camera smooth move
  263. if (cameraSmoothInterpolate.IsRunning())
  264. {
  265. cameraSmoothInterpolate.Update(timeStep);
  266. }
  267. Vector3 cameraPos = cameraNode.position;
  268. String xText(cameraPos.x);
  269. String yText(cameraPos.y);
  270. String zText(cameraPos.z);
  271. ResizeString(xText, 8);
  272. ResizeString(yText, 8);
  273. ResizeString(zText, 8);
  274. cameraPosText.text = String(
  275. "Pos: " + xText + " " + yText + " " + zText +
  276. " Zoom: " + camera.zoom);
  277. cameraPosText.size = cameraPosText.minSize;
  278. }
  279. void ToggleViewportSettingsWindow()
  280. {
  281. if (settingsWindow.visible)
  282. CloseViewportSettingsWindow();
  283. else
  284. OpenViewportSettingsWindow();
  285. }
  286. void OpenViewportSettingsWindow()
  287. {
  288. UpdateSettingsUI();
  289. /* settingsWindow.position = */
  290. settingsWindow.visible = true;
  291. settingsWindow.BringToFront();
  292. }
  293. void CloseViewportSettingsWindow()
  294. {
  295. settingsWindow.visible = false;
  296. }
  297. void UpdateSettingsUI()
  298. {
  299. cameraPosX.text = String(Floor(cameraNode.position.x * 1000) / 1000);
  300. cameraPosY.text = String(Floor(cameraNode.position.y * 1000) / 1000);
  301. cameraPosZ.text = String(Floor(cameraNode.position.z * 1000) / 1000);
  302. cameraRotX.text = String(Floor(cameraNode.rotation.pitch * 1000) / 1000);
  303. cameraRotY.text = String(Floor(cameraNode.rotation.yaw * 1000) / 1000);
  304. cameraRotZ.text = String(Floor(cameraNode.rotation.roll * 1000) / 1000);
  305. cameraZoom.text = String(Floor(camera.zoom * 1000) / 1000);
  306. cameraOrthoSize.text = String(Floor(camera.orthoSize * 1000) / 1000);
  307. // FIXME: this line below appears to be not only redundant but may cause infinite loop as well on Clang build
  308. // cameraOrthographic.checked = camera.orthographic;
  309. }
  310. void HandleOrthographicToggled(StringHash eventType, VariantMap& eventData)
  311. {
  312. SetOrthographic(cameraOrthographic.checked);
  313. }
  314. void HandleSettingsLineEditTextChange(StringHash eventType, VariantMap& eventData)
  315. {
  316. LineEdit@ element = eventData["Element"].GetPtr();
  317. if (element.text == "")
  318. return;
  319. if (element is cameraRotX || element is cameraRotY || element is cameraRotZ)
  320. {
  321. Vector3 euler = cameraNode.rotation.eulerAngles;
  322. if (element is cameraRotX)
  323. euler.x = element.text.ToFloat();
  324. else if (element is cameraRotY)
  325. euler.y = element.text.ToFloat();
  326. else if (element is cameraRotZ)
  327. euler.z = element.text.ToFloat();
  328. cameraNode.rotation = Quaternion(euler);
  329. }
  330. else if (element is cameraPosX || element is cameraPosY || element is cameraPosZ)
  331. {
  332. Vector3 pos = cameraNode.position;
  333. if (element is cameraPosX)
  334. pos.x = element.text.ToFloat();
  335. else if (element is cameraPosY)
  336. pos.y = element.text.ToFloat();
  337. else if (element is cameraPosZ)
  338. pos.z = element.text.ToFloat();
  339. cameraNode.position = pos;
  340. }
  341. else if (element is cameraZoom)
  342. camera.zoom = element.text.ToFloat();
  343. else if (element is cameraOrthoSize)
  344. camera.orthoSize = element.text.ToFloat();
  345. }
  346. void HandleCopyTransformClicked(StringHash eventType, VariantMap& eventData)
  347. {
  348. if (editNode !is null)
  349. {
  350. editNode.position = cameraNode.position;
  351. editNode.rotation = cameraNode.rotation;
  352. }
  353. }
  354. }
  355. Array<ViewportContext@> viewports;
  356. ViewportContext@ activeViewport;
  357. Text@ editorModeText;
  358. Text@ renderStatsText;
  359. Text@ modelInfoText;
  360. EditMode editMode = EDIT_MOVE;
  361. AxisMode axisMode = AXIS_WORLD;
  362. FillMode fillMode = FILL_SOLID;
  363. SnapScaleMode snapScaleMode = SNAP_SCALE_FULL;
  364. float viewNearClip = 0.1;
  365. float viewFarClip = 1000.0;
  366. float viewFov = 45.0;
  367. float cameraBaseSpeed = 3;
  368. float cameraBaseRotationSpeed = 0.2;
  369. float cameraShiftSpeedMultiplier = 5;
  370. float moveStep = 0.5;
  371. float rotateStep = 5;
  372. float scaleStep = 0.1;
  373. float snapScale = 1.0;
  374. bool limitRotation = false;
  375. bool moveSnap = false;
  376. bool rotateSnap = false;
  377. bool scaleSnap = false;
  378. bool renderingDebug = false;
  379. bool physicsDebug = false;
  380. bool octreeDebug = false;
  381. bool navigationDebug = false;
  382. int pickMode = PICK_GEOMETRIES;
  383. bool orbiting = false;
  384. enum MouseOrbitMode
  385. {
  386. ORBIT_RELATIVE = 0,
  387. ORBIT_WRAP
  388. }
  389. bool toggledMouseLock = false;
  390. int mouseOrbitMode = ORBIT_RELATIVE;
  391. bool mmbPanMode = false;
  392. bool rotateAroundSelect = false;
  393. enum NewNodeMode
  394. {
  395. NEW_NODE_CAMERA_LOOKAT = 0,
  396. NEW_NODE_IN_CENTER,
  397. NEW_NODE_RAYCAST
  398. }
  399. int newNodeMode = NEW_NODE_CAMERA_LOOKAT;
  400. bool showGrid = true;
  401. bool grid2DMode = false;
  402. uint gridSize = 16;
  403. uint gridSubdivisions = 3;
  404. float gridScale = 8.0;
  405. Color gridColor(0.1, 0.1, 0.1);
  406. Color gridSubdivisionColor(0.05, 0.05, 0.05);
  407. Color gridXColor(0.5, 0.1, 0.1);
  408. Color gridYColor(0.1, 0.5, 0.1);
  409. Color gridZColor(0.1, 0.1, 0.5);
  410. Array<int> pickModeDrawableFlags = {
  411. DRAWABLE_GEOMETRY,
  412. DRAWABLE_LIGHT,
  413. DRAWABLE_ZONE
  414. };
  415. Array<String> editModeText = {
  416. "Move",
  417. "Rotate",
  418. "Scale",
  419. "Select",
  420. "Spawn"
  421. };
  422. Array<String> axisModeText = {
  423. "World",
  424. "Local"
  425. };
  426. Array<String> pickModeText = {
  427. "Geometries",
  428. "Lights",
  429. "Zones",
  430. "Rigidbodies",
  431. "UI-elements"
  432. };
  433. Array<String> fillModeText = {
  434. "Solid",
  435. "Wire",
  436. "Point"
  437. };
  438. // This class provides smooth translation/rotation/zoom interpolation for the editor camera
  439. class CameraSmoothInterpolate
  440. {
  441. Vector3 lookAtNodeBeginPos;
  442. Vector3 cameraNodeBeginPos;
  443. Vector3 lookAtNodeEndPos;
  444. Vector3 cameraNodeEndPos;
  445. Quaternion cameraNodeBeginRot;
  446. Quaternion cameraNodeEndRot;
  447. float cameraBeginZoom;
  448. float cameraEndZoom;
  449. bool isRunning = false;
  450. float duration = 0.0f;
  451. float elapsedTime = 0.0f;
  452. bool interpLookAtNodePos = false;
  453. bool interpCameraNodePos = false;
  454. bool interpCameraRot = false;
  455. bool interpCameraZoom = false;
  456. CameraSmoothInterpolate()
  457. {
  458. }
  459. void SetLookAtNodePosition(Vector3 lookAtBeginPos, Vector3 lookAtEndPos)
  460. {
  461. lookAtNodeBeginPos = lookAtBeginPos;
  462. lookAtNodeEndPos = lookAtEndPos;
  463. interpLookAtNodePos = true;
  464. }
  465. void SetCameraNodePosition(Vector3 cameraBeginPos, Vector3 cameraEndPos)
  466. {
  467. cameraNodeBeginPos = cameraBeginPos;
  468. cameraNodeEndPos = cameraEndPos;
  469. interpCameraNodePos = true;
  470. }
  471. void SetCameraNodeRotation(Quaternion cameraBeginRot, Quaternion cameraEndRot)
  472. {
  473. cameraNodeBeginRot = cameraBeginRot;
  474. cameraNodeEndRot = cameraEndRot;
  475. interpCameraRot = true;
  476. }
  477. void SetCameraZoom(float beginZoom, float endZoom)
  478. {
  479. cameraBeginZoom = beginZoom;
  480. cameraEndZoom = endZoom;
  481. interpCameraZoom = true;
  482. }
  483. void Start(float duration_)
  484. {
  485. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  486. return;
  487. duration = duration_;
  488. elapsedTime = 0.0f;
  489. isRunning = true;
  490. }
  491. void Stop()
  492. {
  493. interpLookAtNodePos = false;
  494. interpCameraNodePos = false;
  495. interpCameraRot = false;
  496. interpCameraZoom = false;
  497. isRunning = false;
  498. }
  499. void Finish()
  500. {
  501. if (!isRunning)
  502. return;
  503. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  504. return;
  505. if (interpLookAtNodePos)
  506. cameraLookAtNode.worldPosition = lookAtNodeEndPos;
  507. if (interpCameraNodePos)
  508. cameraNode.position = cameraNodeEndPos;
  509. if (interpCameraRot)
  510. {
  511. cameraNode.rotation = cameraNodeEndRot;
  512. ReacquireCameraYawPitch();
  513. }
  514. if (interpCameraZoom)
  515. {
  516. orthoCameraZoom = cameraEndZoom;
  517. camera.zoom = cameraEndZoom;
  518. }
  519. interpLookAtNodePos = false;
  520. interpCameraNodePos = false;
  521. interpCameraRot = false;
  522. interpCameraZoom = false;
  523. isRunning = false;
  524. }
  525. bool IsRunning() const
  526. {
  527. return isRunning;
  528. }
  529. // Cubic easing out
  530. // http://robertpenner.com/easing/
  531. float EaseOut(float t, float b , float c, float d)
  532. {
  533. return c * ((t = t / d - 1) * t * t + 1) + b;
  534. }
  535. void Update(float timeStep)
  536. {
  537. if (!isRunning)
  538. return;
  539. if (cameraLookAtNode is null || cameraNode is null || camera is null)
  540. return;
  541. elapsedTime += timeStep;
  542. if (elapsedTime <= duration)
  543. {
  544. float factor = EaseOut(elapsedTime, 0.0f, 1.0f, duration);
  545. if (interpLookAtNodePos)
  546. cameraLookAtNode.worldPosition = lookAtNodeBeginPos + (lookAtNodeEndPos - lookAtNodeBeginPos) * factor;
  547. if (interpCameraNodePos)
  548. cameraNode.position = cameraNodeBeginPos + (cameraNodeEndPos - cameraNodeBeginPos) * factor;
  549. if (interpCameraRot)
  550. {
  551. cameraNode.rotation = cameraNodeBeginRot.Slerp(cameraNodeEndRot, factor);
  552. ReacquireCameraYawPitch();
  553. }
  554. if (interpCameraZoom)
  555. {
  556. orthoCameraZoom = cameraBeginZoom + (cameraEndZoom - cameraBeginZoom) * factor;
  557. camera.zoom = orthoCameraZoom;
  558. }
  559. }
  560. else
  561. {
  562. Finish();
  563. }
  564. }
  565. }
  566. CameraSmoothInterpolate cameraSmoothInterpolate; // Camera smooth interpolation control
  567. void SetRenderPath(const String&in newRenderPathName)
  568. {
  569. renderPath = null;
  570. renderPathName = newRenderPathName.Trimmed();
  571. if (renderPathName.length > 0)
  572. {
  573. File@ file = cache.GetFile(renderPathName);
  574. if (file !is null)
  575. {
  576. XMLFile@ xml = XMLFile();
  577. if (xml.Load(file))
  578. {
  579. renderPath = RenderPath();
  580. if (!renderPath.Load(xml))
  581. renderPath = null;
  582. }
  583. }
  584. }
  585. if (renderPath is null)
  586. renderPath = renderer.defaultRenderPath.Clone();
  587. // Append gamma correction postprocess and disable/enable it as requested
  588. renderPath.Append(cache.GetResource("XMLFile", "PostProcess/GammaCorrection.xml"));
  589. renderPath.SetEnabled("GammaCorrection", gammaCorrection);
  590. renderer.hdrRendering = HDR;
  591. for (uint i = 0; i < renderer.numViewports; ++i)
  592. renderer.viewports[i].renderPath = renderPath;
  593. if (materialPreview !is null && materialPreview.viewport !is null)
  594. materialPreview.viewport.renderPath = renderPath;
  595. if (particleEffectPreview !is null && particleEffectPreview.viewport !is null)
  596. particleEffectPreview.viewport.renderPath = renderPath;
  597. }
  598. void SetGammaCorrection(bool enable)
  599. {
  600. gammaCorrection = enable;
  601. if (renderPath !is null)
  602. renderPath.SetEnabled("GammaCorrection", gammaCorrection);
  603. }
  604. void SetHDR(bool enable)
  605. {
  606. HDR = enable;
  607. if (renderer !is null)
  608. renderer.hdrRendering = HDR;
  609. }
  610. void CreateCamera()
  611. {
  612. // Set the initial viewport rect
  613. viewportArea = IntRect(0, 0, graphics.width / ui.scale, graphics.height / ui.scale);
  614. // Set viewport single to store default hierarchy/inspector height/positions
  615. if(viewportMode == VIEWPORT_COMPACT)
  616. {
  617. SetViewportMode(VIEWPORT_SINGLE);
  618. SetViewportMode(VIEWPORT_COMPACT);
  619. }
  620. else
  621. {
  622. SetViewportMode(viewportMode);
  623. }
  624. SetActiveViewport(viewports[0]);
  625. // Note: the camera is not inside the scene, so that it is not listed, and does not get deleted
  626. ResetCamera();
  627. // Set initial renderpath if defined
  628. SetRenderPath(renderPathName);
  629. }
  630. // Create any UI associated with changing the editor viewports
  631. void CreateViewportUI()
  632. {
  633. if (viewportUI is null)
  634. {
  635. viewportUI = UIElement();
  636. ui.root.AddChild(viewportUI);
  637. }
  638. viewportUI.SetFixedSize(viewportArea.width, viewportArea.height); // viewportArea is alreay in scaled UI position
  639. viewportUI.position = IntVector2(viewportArea.top, viewportArea.left);
  640. viewportUI.clipChildren = true;
  641. viewportUI.clipBorder = viewportUIClipBorder;
  642. viewportUI.RemoveAllChildren();
  643. viewportUI.priority = -2000;
  644. Array<BorderImage@> borders;
  645. IntRect top;
  646. IntRect bottom;
  647. IntRect left;
  648. IntRect right;
  649. IntRect topLeft;
  650. IntRect topRight;
  651. IntRect bottomLeft;
  652. IntRect bottomRight;
  653. for (uint i = 0; i < viewports.length; ++i)
  654. {
  655. ViewportContext@ vc = viewports[i];
  656. vc.CreateViewportContextUI();
  657. // Here we convert system position to scaled UI position
  658. IntRect rect = IntRectSystemToUI(vc.viewport.rect);
  659. if (vc.viewportId & VIEWPORT_TOP > 0)
  660. top = rect;
  661. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  662. bottom = rect;
  663. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  664. left = rect;
  665. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  666. right = rect;
  667. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  668. topLeft = rect;
  669. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  670. topRight = rect;
  671. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  672. bottomLeft = rect;
  673. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  674. bottomRight = rect;
  675. }
  676. // Creates resize borders based on the mode set
  677. if (viewportMode == VIEWPORT_QUAD) // independent borders for quad isn't easy
  678. {
  679. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V, topLeft.right - viewportBorderOffset, topLeft.top, viewportBorderWidth, viewportArea.height));
  680. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H, topLeft.left, topLeft.bottom-viewportBorderOffset, viewportArea.width, viewportBorderWidth));
  681. }
  682. else
  683. {
  684. // Figures what borders to create based on mode
  685. if (viewportMode & (VIEWPORT_LEFT|VIEWPORT_RIGHT) > 0)
  686. {
  687. borders.Push(
  688. viewportMode & VIEWPORT_LEFT > 0 ?
  689. CreateViewportDragBorder(VIEWPORT_BORDER_V, left.right-viewportBorderOffset, left.top, viewportBorderWidth, left.height) :
  690. CreateViewportDragBorder(VIEWPORT_BORDER_V, right.left-viewportBorderOffset, right.top, viewportBorderWidth, right.height)
  691. );
  692. }
  693. else
  694. {
  695. if (viewportMode & (VIEWPORT_TOP_LEFT|VIEWPORT_TOP_RIGHT) > 0)
  696. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V1, topLeft.right-viewportBorderOffset, topLeft.top, viewportBorderWidth, topLeft.height));
  697. if (viewportMode & (VIEWPORT_BOTTOM_LEFT|VIEWPORT_BOTTOM_RIGHT) > 0)
  698. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_V2, bottomLeft.right-viewportBorderOffset, bottomLeft.top, viewportBorderWidth, bottomLeft.height));
  699. }
  700. if (viewportMode & (VIEWPORT_TOP|VIEWPORT_BOTTOM) > 0)
  701. {
  702. borders.Push(
  703. viewportMode & VIEWPORT_TOP > 0 ?
  704. CreateViewportDragBorder(VIEWPORT_BORDER_H, top.left, top.bottom-viewportBorderOffset, top.width, viewportBorderWidth) :
  705. CreateViewportDragBorder(VIEWPORT_BORDER_H, bottom.left, bottom.top-viewportBorderOffset, bottom.width, viewportBorderWidth)
  706. );
  707. }
  708. else
  709. {
  710. if (viewportMode & (VIEWPORT_TOP_LEFT|VIEWPORT_BOTTOM_LEFT) > 0)
  711. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H1, topLeft.left, topLeft.bottom-viewportBorderOffset, topLeft.width, viewportBorderWidth));
  712. if (viewportMode & (VIEWPORT_TOP_RIGHT|VIEWPORT_BOTTOM_RIGHT) > 0)
  713. borders.Push(CreateViewportDragBorder(VIEWPORT_BORDER_H2, topRight.left, topRight.bottom-viewportBorderOffset, topRight.width, viewportBorderWidth));
  714. }
  715. }
  716. }
  717. BorderImage@ CreateViewportDragBorder(uint value, int posX, int posY, int sizeX, int sizeY)
  718. {
  719. BorderImage@ border = BorderImage();
  720. viewportUI.AddChild(border);
  721. border.name = "border";
  722. border.style = "ViewportBorder";
  723. border.vars["VIEWMODE"] = value;
  724. border.SetFixedSize(sizeX, sizeY); // relevant size gets set by viewport later
  725. border.position = IntVector2(posX, posY);
  726. border.opacity = uiMaxOpacity;
  727. SubscribeToEvent(border, "DragMove", "HandleViewportBorderDragMove");
  728. SubscribeToEvent(border, "DragEnd", "HandleViewportBorderDragEnd");
  729. return border;
  730. }
  731. void SetFillMode(FillMode fillMode_)
  732. {
  733. fillMode = fillMode_;
  734. for (uint i = 0; i < viewports.length; ++i)
  735. viewports[i].camera.fillMode = fillMode_;
  736. }
  737. // Sets the viewport mode
  738. void SetViewportMode(uint mode = VIEWPORT_SINGLE)
  739. {
  740. // Remember old viewport positions
  741. Array<Vector3> cameralookAtPositions;
  742. Array<Quaternion> cameraLookAtRotations;
  743. Array<Vector3> cameraPositions;
  744. Array<Quaternion> cameraRotations;
  745. for (uint i = 0; i < viewports.length; ++i)
  746. {
  747. cameralookAtPositions.Push(viewports[i].cameraLookAtNode.position);
  748. cameraLookAtRotations.Push(viewports[i].cameraLookAtNode.rotation);
  749. cameraPositions.Push(viewports[i].cameraNode.position);
  750. cameraRotations.Push(viewports[i].cameraNode.rotation);
  751. }
  752. viewports.Clear();
  753. if(mode == VIEWPORT_COMPACT)
  754. {
  755. // Remember old hierarchy/inspector height/positions
  756. if(viewportMode != VIEWPORT_COMPACT){
  757. restoreViewport = true;
  758. oldHierarchyWindowPosition = hierarchyWindow.position;
  759. oldHierarchyWindowHeight = hierarchyWindow.height;
  760. oldInspectorWindowPosition = attributeInspectorWindow.position;
  761. oldInspectorWindowHeight = attributeInspectorWindow.height;
  762. }
  763. // Move and scale hierarchy window to left of screen
  764. ShowHierarchyWindow();
  765. hierarchyWindow.position = IntVector2(secondaryToolBar.width,toolBar.height + uiMenuBar.height);
  766. hierarchyWindow.height = viewportArea.height-(toolBar.height + uiMenuBar.height);
  767. // Move and scale inspector window to left of screen
  768. ShowAttributeInspectorWindow();
  769. attributeInspectorWindow.position = IntVector2(viewportArea.width-attributeInspectorWindow.width,toolBar.height + uiMenuBar.height);
  770. attributeInspectorWindow.height = viewportArea.height-(toolBar.height + uiMenuBar.height);
  771. // Hide close button and disable resize/movement inspector/hierarchy of windows
  772. attributeInspectorWindow.GetChild("CloseButton",true).visible = false;
  773. attributeInspectorWindow.resizable = false;
  774. attributeInspectorWindow.movable = false;
  775. hierarchyWindow.GetChild("CloseButton",true).visible = false;
  776. hierarchyWindow.resizable = false;
  777. hierarchyWindow.movable = false;
  778. // Create viewport on center of window
  779. {
  780. uint viewport = 0;
  781. ViewportContext@ vc = ViewportContext(
  782. IntRect(
  783. secondaryToolBar.width + hierarchyWindow.width,
  784. toolBar.height + uiMenuBar.height,
  785. viewportArea.width-attributeInspectorWindow.width,
  786. viewportArea.height),
  787. viewports.length + 1,
  788. viewportMode & (VIEWPORT_TOP|VIEWPORT_LEFT|VIEWPORT_TOP_LEFT)
  789. );
  790. viewports.Push(vc);
  791. }
  792. viewportMode = mode;
  793. }
  794. else
  795. {
  796. if(viewportMode == VIEWPORT_COMPACT)
  797. {
  798. // Restore hierarchy/inspector windows height/positions
  799. if(restoreViewport)
  800. {
  801. hierarchyWindow.position = oldHierarchyWindowPosition;
  802. hierarchyWindow.height = oldHierarchyWindowHeight;
  803. attributeInspectorWindow.position = oldInspectorWindowPosition;
  804. attributeInspectorWindow.height = oldInspectorWindowHeight;
  805. }
  806. // Show close button and enable resize/movement of inspector/hierarchy windows
  807. attributeInspectorWindow.GetChild("CloseButton",true).visible = true;
  808. attributeInspectorWindow.resizable = true;
  809. attributeInspectorWindow.movable = true;
  810. hierarchyWindow.GetChild("CloseButton",true).visible = true;
  811. hierarchyWindow.resizable = true;
  812. hierarchyWindow.movable = true;
  813. }
  814. viewportMode = mode;
  815. // Always have quad a
  816. {
  817. uint viewport = 0;
  818. ViewportContext@ vc = ViewportContext(
  819. IntRect(
  820. 0,
  821. 0,
  822. mode & (VIEWPORT_LEFT|VIEWPORT_TOP_LEFT) > 0 ? viewportArea.width / 2 : viewportArea.width,
  823. mode & (VIEWPORT_TOP|VIEWPORT_TOP_LEFT) > 0 ? viewportArea.height / 2 : viewportArea.height),
  824. viewports.length + 1,
  825. viewportMode & (VIEWPORT_TOP|VIEWPORT_LEFT|VIEWPORT_TOP_LEFT)
  826. );
  827. viewports.Push(vc);
  828. }
  829. uint topRight = viewportMode & (VIEWPORT_RIGHT|VIEWPORT_TOP_RIGHT);
  830. if (topRight > 0)
  831. {
  832. ViewportContext@ vc = ViewportContext(
  833. IntRect(
  834. viewportArea.width/2,
  835. 0,
  836. viewportArea.width,
  837. mode & VIEWPORT_TOP_RIGHT > 0 ? viewportArea.height / 2 : viewportArea.height),
  838. viewports.length + 1,
  839. topRight
  840. );
  841. viewports.Push(vc);
  842. }
  843. uint bottomLeft = viewportMode & (VIEWPORT_BOTTOM|VIEWPORT_BOTTOM_LEFT);
  844. if (bottomLeft > 0)
  845. {
  846. ViewportContext@ vc = ViewportContext(
  847. IntRect(
  848. 0,
  849. viewportArea.height / 2,
  850. mode & (VIEWPORT_BOTTOM_LEFT) > 0 ? viewportArea.width / 2 : viewportArea.width,
  851. viewportArea.height),
  852. viewports.length + 1,
  853. bottomLeft
  854. );
  855. viewports.Push(vc);
  856. }
  857. uint bottomRight = viewportMode & (VIEWPORT_BOTTOM_RIGHT);
  858. if (bottomRight > 0)
  859. {
  860. ViewportContext@ vc = ViewportContext(
  861. IntRect(
  862. viewportArea.width / 2,
  863. viewportArea.height / 2,
  864. viewportArea.width,
  865. viewportArea.height),
  866. viewports.length + 1,
  867. bottomRight
  868. );
  869. viewports.Push(vc);
  870. }
  871. }
  872. renderer.numViewports = viewports.length;
  873. for (uint i = 0; i < viewports.length; ++i)
  874. renderer.viewports[i] = viewports[i].viewport;
  875. // Restore camera positions as applicable. Default new viewports to the last camera position
  876. if (cameraPositions.length > 0)
  877. {
  878. for (uint i = 0; i < viewports.length; ++i)
  879. {
  880. uint src = i;
  881. if (src >= cameraPositions.length)
  882. src = cameraPositions.length - 1;
  883. viewports[i].cameraLookAtNode.position = cameralookAtPositions[src];
  884. viewports[i].cameraLookAtNode.rotation = cameraLookAtRotations[src];
  885. viewports[i].cameraNode.position = cameraPositions[src];
  886. viewports[i].cameraNode.rotation = cameraRotations[src];
  887. }
  888. }
  889. ReacquireCameraYawPitch();
  890. UpdateViewParameters();
  891. UpdateCameraPreview();
  892. CreateViewportUI();
  893. }
  894. // Create a preview viewport if a camera component is selected
  895. void UpdateCameraPreview()
  896. {
  897. previewCamera = null;
  898. StringHash cameraType("Camera");
  899. for (uint i = 0; i < selectedComponents.length; ++i)
  900. {
  901. if (selectedComponents[i].type == cameraType)
  902. {
  903. // Take the first encountered camera
  904. previewCamera = selectedComponents[i];
  905. break;
  906. }
  907. }
  908. // Also try nodes if not found from components
  909. if (previewCamera.Get() is null)
  910. {
  911. for (uint i = 0; i < selectedNodes.length; ++i)
  912. {
  913. previewCamera = selectedNodes[i].GetComponent("Camera");
  914. if (previewCamera.Get() !is null)
  915. break;
  916. }
  917. }
  918. // Remove extra viewport if it exists and no camera is selected
  919. if (previewCamera.Get() is null)
  920. {
  921. if (renderer.numViewports > viewports.length)
  922. renderer.numViewports = viewports.length;
  923. }
  924. else
  925. {
  926. if (renderer.numViewports < viewports.length + 1)
  927. renderer.numViewports = viewports.length + 1;
  928. int previewWidth = graphics.width / 4;
  929. int previewHeight = previewWidth * 9 / 16;
  930. int previewX = graphics.width - 10 - previewWidth;
  931. int previewY = graphics.height - 30 - previewHeight;
  932. Viewport@ previewView = Viewport();
  933. previewView.scene = editorScene;
  934. previewView.camera = previewCamera.Get();
  935. previewView.rect = IntRect(previewX, previewY, previewX + previewWidth, previewY + previewHeight);
  936. previewView.renderPath = renderPath;
  937. renderer.viewports[viewports.length] = previewView;
  938. }
  939. }
  940. void HandleViewportBorderDragMove(StringHash eventType, VariantMap& eventData)
  941. {
  942. UIElement@ dragBorder = eventData["Element"].GetPtr();
  943. if (dragBorder is null)
  944. return;
  945. uint hPos;
  946. uint vPos;
  947. // Moves border to new cursor position, restricts motion to 1 axis, and keeps borders within view area
  948. if (resizingBorder & VIEWPORT_BORDER_V_ANY > 0)
  949. {
  950. hPos = Clamp(ui.cursorPosition.x, 150, viewportArea.width-150);
  951. vPos = dragBorder.position.y;
  952. dragBorder.position = IntVector2(hPos, vPos);
  953. }
  954. if (resizingBorder & VIEWPORT_BORDER_H_ANY > 0)
  955. {
  956. vPos = Clamp(ui.cursorPosition.y, 150, viewportArea.height-150);
  957. hPos = dragBorder.position.x;
  958. dragBorder.position = IntVector2(hPos, vPos);
  959. }
  960. // Move all dependent borders
  961. Array<UIElement@> borders = viewportUI.GetChildren();
  962. for (uint i = 0; i < borders.length; ++i)
  963. {
  964. BorderImage@ border = borders[i];
  965. if (border is null || border is dragBorder || border.name != "border")
  966. continue;
  967. uint borderViewMode = border.vars["VIEWMODE"].GetUInt();
  968. if (resizingBorder == VIEWPORT_BORDER_H)
  969. {
  970. if (borderViewMode == VIEWPORT_BORDER_V1)
  971. {
  972. border.SetFixedHeight(vPos);
  973. }
  974. else if (borderViewMode == VIEWPORT_BORDER_V2)
  975. {
  976. border.position = IntVector2(border.position.x, vPos);
  977. border.SetFixedHeight(viewportArea.height - vPos);
  978. }
  979. }
  980. else if (resizingBorder == VIEWPORT_BORDER_V)
  981. {
  982. if (borderViewMode == VIEWPORT_BORDER_H1)
  983. {
  984. border.SetFixedWidth(hPos);
  985. }
  986. else if (borderViewMode == VIEWPORT_BORDER_H2)
  987. {
  988. border.position = IntVector2(hPos, border.position.y);
  989. border.SetFixedWidth(viewportArea.width - hPos);
  990. }
  991. }
  992. }
  993. }
  994. void HandleViewportBorderDragEnd(StringHash eventType, VariantMap& eventData)
  995. {
  996. // Sets the new viewports by checking all the dependencies
  997. Array<UIElement@> children = viewportUI.GetChildren();
  998. Array<BorderImage@> borders;
  999. BorderImage@ borderV;
  1000. BorderImage@ borderV1;
  1001. BorderImage@ borderV2;
  1002. BorderImage@ borderH;
  1003. BorderImage@ borderH1;
  1004. BorderImage@ borderH2;
  1005. for (uint i = 0; i < children.length; ++i)
  1006. {
  1007. if (children[i].name == "border")
  1008. {
  1009. BorderImage@ border = children[i];
  1010. uint mode = border.vars["VIEWMODE"].GetUInt();
  1011. if (mode == VIEWPORT_BORDER_V)
  1012. borderV = border;
  1013. else if (mode == VIEWPORT_BORDER_V1)
  1014. borderV1 = border;
  1015. else if (mode == VIEWPORT_BORDER_V2)
  1016. borderV2 = border;
  1017. else if (mode == VIEWPORT_BORDER_H)
  1018. borderH = border;
  1019. else if (mode == VIEWPORT_BORDER_H1)
  1020. borderH1 = border;
  1021. else if (mode == VIEWPORT_BORDER_H2)
  1022. borderH2 = border;
  1023. }
  1024. }
  1025. IntRect top;
  1026. IntRect bottom;
  1027. IntRect left;
  1028. IntRect right;
  1029. IntRect topLeft;
  1030. IntRect topRight;
  1031. IntRect bottomLeft;
  1032. IntRect bottomRight;
  1033. for (uint i = 0; i < viewports.length; ++i)
  1034. {
  1035. ViewportContext@ vc = viewports[i];
  1036. if (vc.viewportId & VIEWPORT_TOP > 0)
  1037. top = vc.viewport.rect;
  1038. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  1039. bottom = vc.viewport.rect;
  1040. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  1041. left = vc.viewport.rect;
  1042. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  1043. right = vc.viewport.rect;
  1044. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  1045. topLeft = vc.viewport.rect;
  1046. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  1047. topRight = vc.viewport.rect;
  1048. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  1049. bottomLeft = vc.viewport.rect;
  1050. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  1051. bottomRight = vc.viewport.rect;
  1052. }
  1053. if (borderV !is null)
  1054. {
  1055. if (viewportMode & VIEWPORT_LEFT > 0)
  1056. left.right = borderV.position.x + viewportBorderOffset;
  1057. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1058. topLeft.right = borderV.position.x + viewportBorderOffset;
  1059. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1060. topRight.left = borderV.position.x + viewportBorderOffset;
  1061. if (viewportMode & VIEWPORT_RIGHT > 0)
  1062. right.left = borderV.position.x + viewportBorderOffset;
  1063. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1064. bottomLeft.right = borderV.position.x + viewportBorderOffset;
  1065. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1066. bottomRight.left = borderV.position.x + viewportBorderOffset;
  1067. }
  1068. else
  1069. {
  1070. if (borderV1 !is null)
  1071. {
  1072. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1073. topLeft.right = borderV1.position.x + viewportBorderOffset;
  1074. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1075. topRight.left = borderV1.position.x + viewportBorderOffset;
  1076. }
  1077. if (borderV2 !is null)
  1078. {
  1079. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1080. bottomLeft.right = borderV2.position.x + viewportBorderOffset;
  1081. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1082. bottomRight.left = borderV2.position.x + viewportBorderOffset;
  1083. }
  1084. }
  1085. if (borderH !is null)
  1086. {
  1087. if (viewportMode & VIEWPORT_TOP > 0)
  1088. top.bottom = borderH.position.y + viewportBorderOffset;
  1089. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1090. topLeft.bottom = borderH.position.y + viewportBorderOffset;
  1091. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1092. bottomLeft.top = borderH.position.y + viewportBorderOffset;
  1093. if (viewportMode & VIEWPORT_BOTTOM > 0)
  1094. bottom.top = borderH.position.y + viewportBorderOffset;
  1095. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1096. topRight.bottom = borderH.position.y + viewportBorderOffset;
  1097. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1098. bottomRight.top = borderH.position.y + viewportBorderOffset;
  1099. }
  1100. else
  1101. {
  1102. if (borderH1 !is null)
  1103. {
  1104. if (viewportMode & VIEWPORT_TOP_LEFT > 0)
  1105. topLeft.bottom = borderH1.position.y+viewportBorderOffset;
  1106. if (viewportMode & VIEWPORT_BOTTOM_LEFT > 0)
  1107. bottomLeft.top = borderH1.position.y+viewportBorderOffset;
  1108. }
  1109. if (borderH2 !is null)
  1110. {
  1111. if (viewportMode & VIEWPORT_TOP_RIGHT > 0)
  1112. topRight.bottom = borderH2.position.y+viewportBorderOffset;
  1113. if (viewportMode & VIEWPORT_BOTTOM_RIGHT > 0)
  1114. bottomRight.top = borderH2.position.y+viewportBorderOffset;
  1115. }
  1116. }
  1117. // Applies the calculated changes
  1118. for (uint i = 0; i < viewports.length; ++i)
  1119. {
  1120. ViewportContext@ vc = viewports[i];
  1121. if (vc.viewportId & VIEWPORT_TOP > 0)
  1122. vc.viewport.rect = top;
  1123. else if (vc.viewportId & VIEWPORT_BOTTOM > 0)
  1124. vc.viewport.rect = bottom;
  1125. else if (vc.viewportId & VIEWPORT_LEFT > 0)
  1126. vc.viewport.rect = left;
  1127. else if (vc.viewportId & VIEWPORT_RIGHT > 0)
  1128. vc.viewport.rect = right;
  1129. else if (vc.viewportId & VIEWPORT_TOP_LEFT > 0)
  1130. vc.viewport.rect = topLeft;
  1131. else if (vc.viewportId & VIEWPORT_TOP_RIGHT > 0)
  1132. vc.viewport.rect = topRight;
  1133. else if (vc.viewportId & VIEWPORT_BOTTOM_LEFT > 0)
  1134. vc.viewport.rect = bottomLeft;
  1135. else if (vc.viewportId & VIEWPORT_BOTTOM_RIGHT > 0)
  1136. vc.viewport.rect = bottomRight;
  1137. vc.HandleResize();
  1138. }
  1139. // End drag state
  1140. resizingBorder = 0;
  1141. setViewportCursor = 0;
  1142. }
  1143. void SetViewportCursor()
  1144. {
  1145. if (setViewportCursor & VIEWPORT_BORDER_V_ANY > 0)
  1146. ui.cursor.shape = CS_RESIZEHORIZONTAL;
  1147. else if (setViewportCursor & VIEWPORT_BORDER_H_ANY > 0)
  1148. ui.cursor.shape = CS_RESIZEVERTICAL;
  1149. }
  1150. void SetActiveViewport(ViewportContext@ context)
  1151. {
  1152. // Sets the global variables to the current context
  1153. @cameraLookAtNode = context.cameraLookAtNode;
  1154. @cameraNode = context.cameraNode;
  1155. @camera = context.camera;
  1156. @audio.listener = context.soundListener;
  1157. // Camera is created before gizmo, this gets called again after UI is created
  1158. if (gizmo !is null)
  1159. gizmo.viewMask = camera.viewMask;
  1160. @activeViewport = context;
  1161. // If a mode is changed while in a drag or hovering over a border these can get out of sync
  1162. resizingBorder = 0;
  1163. setViewportCursor = 0;
  1164. }
  1165. void ResetCamera()
  1166. {
  1167. for (uint i = 0; i < viewports.length; ++i)
  1168. viewports[i].ResetCamera();
  1169. }
  1170. void ReacquireCameraYawPitch()
  1171. {
  1172. for (uint i = 0; i < viewports.length; ++i)
  1173. viewports[i].ReacquireCameraYawPitch();
  1174. }
  1175. void UpdateViewParameters()
  1176. {
  1177. for (uint i = 0; i < viewports.length; ++i)
  1178. {
  1179. viewports[i].camera.nearClip = viewNearClip;
  1180. viewports[i].camera.farClip = viewFarClip;
  1181. viewports[i].camera.fov = viewFov;
  1182. }
  1183. }
  1184. void CreateGrid()
  1185. {
  1186. if (gridNode !is null)
  1187. gridNode.Remove();
  1188. gridNode = Node();
  1189. gridNode.name = "EditorGrid";
  1190. grid = gridNode.CreateComponent("CustomGeometry");
  1191. grid.numGeometries = 1;
  1192. grid.material = cache.GetResource("Material", "Materials/VColUnlit.xml");
  1193. grid.viewMask = 0x80000000; // Editor raycasts use viewmask 0x7fffffff
  1194. grid.occludee = false;
  1195. UpdateGrid();
  1196. }
  1197. void HideGrid()
  1198. {
  1199. if (grid !is null)
  1200. grid.enabled = false;
  1201. }
  1202. void ShowGrid()
  1203. {
  1204. if (grid !is null)
  1205. {
  1206. grid.enabled = true;
  1207. if (editorScene.octree !is null)
  1208. editorScene.octree.AddManualDrawable(grid);
  1209. }
  1210. }
  1211. void UpdateGrid(bool updateGridGeometry = true)
  1212. {
  1213. showGrid ? ShowGrid() : HideGrid();
  1214. gridNode.scale = Vector3(gridScale, gridScale, gridScale);
  1215. if (!updateGridGeometry)
  1216. return;
  1217. uint size = uint(Floor(gridSize / 2) * 2);
  1218. float halfSizeScaled = size / 2;
  1219. float scale = 1.0;
  1220. uint subdivisionSize = uint(Pow(2.0f, float(gridSubdivisions)));
  1221. if (subdivisionSize > 0)
  1222. {
  1223. size *= subdivisionSize;
  1224. scale /= subdivisionSize;
  1225. }
  1226. uint halfSize = size / 2;
  1227. grid.BeginGeometry(0, LINE_LIST);
  1228. float lineOffset = -halfSizeScaled;
  1229. for (uint i = 0; i <= size; ++i)
  1230. {
  1231. bool lineCenter = i == halfSize;
  1232. bool lineSubdiv = !Equals(Mod(i, subdivisionSize), 0.0);
  1233. if (!grid2DMode)
  1234. {
  1235. grid.DefineVertex(Vector3(lineOffset, 0.0, halfSizeScaled));
  1236. grid.DefineColor(lineCenter ? gridZColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1237. grid.DefineVertex(Vector3(lineOffset, 0.0, -halfSizeScaled));
  1238. grid.DefineColor(lineCenter ? gridZColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1239. grid.DefineVertex(Vector3(-halfSizeScaled, 0.0, lineOffset));
  1240. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1241. grid.DefineVertex(Vector3(halfSizeScaled, 0.0, lineOffset));
  1242. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1243. }
  1244. else
  1245. {
  1246. grid.DefineVertex(Vector3(lineOffset, halfSizeScaled, 0.0));
  1247. grid.DefineColor(lineCenter ? gridYColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1248. grid.DefineVertex(Vector3(lineOffset, -halfSizeScaled, 0.0));
  1249. grid.DefineColor(lineCenter ? gridYColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1250. grid.DefineVertex(Vector3(-halfSizeScaled, lineOffset, 0.0));
  1251. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1252. grid.DefineVertex(Vector3(halfSizeScaled, lineOffset, 0.0));
  1253. grid.DefineColor(lineCenter ? gridXColor : (lineSubdiv ? gridSubdivisionColor : gridColor));
  1254. }
  1255. lineOffset += scale;
  1256. }
  1257. grid.Commit();
  1258. }
  1259. void CreateStatsBar()
  1260. {
  1261. editorModeText = Text();
  1262. ui.root.AddChild(editorModeText);
  1263. renderStatsText = Text();
  1264. ui.root.AddChild(renderStatsText);
  1265. modelInfoText = Text();
  1266. ui.root.AddChild(modelInfoText);
  1267. }
  1268. void SetupStatsBarText(Text@ text, Font@ font, int x, int y, HorizontalAlignment hAlign, VerticalAlignment vAlign)
  1269. {
  1270. text.position = IntVector2(x, y);
  1271. text.horizontalAlignment = hAlign;
  1272. text.verticalAlignment = vAlign;
  1273. text.SetFont(font, 11);
  1274. text.color = Color(1, 1, 0);
  1275. text.textEffect = TE_SHADOW;
  1276. text.priority = -100;
  1277. }
  1278. void UpdateStats(float timeStep)
  1279. {
  1280. String adding = "";
  1281. // Todo: add localization
  1282. if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  1283. adding = localization.Get(" CameraFlyMode: ") + (cameraFlyMode ? "True" : "False");
  1284. editorModeText.text = String(
  1285. localization.Get("Mode: ") + localization.Get(editModeText[editMode]) +
  1286. localization.Get(" Axis: ") + localization.Get(axisModeText[axisMode]) +
  1287. localization.Get(" Pick: ") + localization.Get(pickModeText[pickMode]) +
  1288. localization.Get(" Fill: ") + localization.Get(fillModeText[fillMode]) +
  1289. localization.Get(" Updates: ") + (runUpdate ? localization.Get("Running") : localization.Get("Paused") + adding));
  1290. renderStatsText.text = String(
  1291. localization.Get("Tris: ") + renderer.numPrimitives +
  1292. localization.Get(" Batches: ") + renderer.numBatches +
  1293. localization.Get(" Lights: ") + renderer.numLights[true] +
  1294. localization.Get(" Shadowmaps: ") + renderer.numShadowMaps[true] +
  1295. localization.Get(" Occluders: ") + renderer.numOccluders[true]);
  1296. editorModeText.size = editorModeText.minSize;
  1297. renderStatsText.size = renderStatsText.minSize;
  1298. // Relayout stats bar
  1299. Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
  1300. if(viewportMode != VIEWPORT_COMPACT)
  1301. {
  1302. if (ui.root.width >= editorModeText.size.x + renderStatsText.size.x + 45)
  1303. {
  1304. SetupStatsBarText(editorModeText, font, 35, 64, HA_LEFT, VA_TOP);
  1305. SetupStatsBarText(renderStatsText, font, -4, 64, HA_RIGHT, VA_TOP);
  1306. SetupStatsBarText(modelInfoText, font, 35, 88, HA_LEFT, VA_TOP);
  1307. }
  1308. else
  1309. {
  1310. SetupStatsBarText(editorModeText, font, 35, 64, HA_LEFT, VA_TOP);
  1311. SetupStatsBarText(renderStatsText, font, 35, 78, HA_LEFT, VA_TOP);
  1312. SetupStatsBarText(modelInfoText, font, 35, 102, HA_LEFT, VA_TOP);
  1313. }
  1314. }
  1315. else
  1316. {
  1317. SetupStatsBarText(editorModeText, font, secondaryToolBar.width + hierarchyWindow.width + 10 , 64, HA_LEFT, VA_TOP);
  1318. SetupStatsBarText(renderStatsText, font, secondaryToolBar.width + hierarchyWindow.width + 10 , 84, HA_LEFT, VA_TOP);
  1319. SetupStatsBarText(modelInfoText, font, secondaryToolBar.width + hierarchyWindow.width + 10, 104, HA_LEFT, VA_TOP);
  1320. }
  1321. }
  1322. void UpdateViewports(float timeStep)
  1323. {
  1324. for(uint i = 0; i < viewports.length; ++i)
  1325. {
  1326. ViewportContext@ viewportContext = viewports[i];
  1327. viewportContext.Update(timeStep);
  1328. }
  1329. }
  1330. void SetMouseMode(bool enable)
  1331. {
  1332. if (enable)
  1333. {
  1334. if (mouseOrbitMode == ORBIT_RELATIVE)
  1335. {
  1336. input.mouseMode = MM_RELATIVE;
  1337. ui.cursor.visible = false;
  1338. }
  1339. else if (mouseOrbitMode == ORBIT_WRAP)
  1340. input.mouseMode = MM_WRAP;
  1341. }
  1342. else
  1343. {
  1344. input.mouseMode = MM_ABSOLUTE;
  1345. ui.cursor.visible = true;
  1346. }
  1347. }
  1348. void SetMouseLock()
  1349. {
  1350. toggledMouseLock = true;
  1351. SetMouseMode(true);
  1352. FadeUI();
  1353. }
  1354. void ReleaseMouseLock()
  1355. {
  1356. if (toggledMouseLock)
  1357. {
  1358. toggledMouseLock = false;
  1359. SetMouseMode(false);
  1360. }
  1361. }
  1362. void CameraPan(Vector3 trans)
  1363. {
  1364. cameraSmoothInterpolate.Stop();
  1365. cameraLookAtNode.Translate(trans);
  1366. }
  1367. void CameraMoveForward(Vector3 trans)
  1368. {
  1369. cameraSmoothInterpolate.Stop();
  1370. cameraNode.Translate(trans, TS_PARENT);
  1371. }
  1372. void CameraRotateAroundLookAt(Quaternion rot)
  1373. {
  1374. cameraSmoothInterpolate.Stop();
  1375. cameraNode.rotation = rot;
  1376. Vector3 dir = cameraNode.direction;
  1377. dir.Normalize();
  1378. float dist = cameraNode.position.length;
  1379. cameraNode.position = -dir * dist;
  1380. }
  1381. void CameraRotateAroundCenter(Quaternion rot)
  1382. {
  1383. cameraSmoothInterpolate.Stop();
  1384. cameraNode.rotation = rot;
  1385. Vector3 oldPos = cameraNode.worldPosition;
  1386. Vector3 dir = cameraNode.worldDirection;
  1387. dir.Normalize();
  1388. float dist = cameraNode.position.length;
  1389. cameraLookAtNode.worldPosition = cameraNode.worldPosition + dir * dist;
  1390. cameraNode.worldPosition = oldPos;
  1391. }
  1392. void CameraRotateAroundSelect(Quaternion rot)
  1393. {
  1394. cameraSmoothInterpolate.Stop();
  1395. cameraNode.rotation = rot;
  1396. Vector3 dir = cameraNode.direction;
  1397. dir.Normalize();
  1398. float dist = cameraNode.position.length;
  1399. cameraNode.position = -dir * dist;
  1400. Vector3 centerPoint;
  1401. if ((selectedNodes.length > 0 || selectedComponents.length > 0))
  1402. centerPoint = SelectedNodesCenterPoint();
  1403. else
  1404. centerPoint = lastSelectedNodesCenterPoint;
  1405. // legacy way, camera look-at will jump to the selection
  1406. cameraLookAtNode.worldPosition = centerPoint;
  1407. }
  1408. void CameraZoom(float zoom)
  1409. {
  1410. cameraSmoothInterpolate.Stop();
  1411. camera.zoom = Clamp(zoom, .1, 30);
  1412. }
  1413. void HandleStandardUserInput(float timeStep)
  1414. {
  1415. // Speedup camera move if Shift key is down
  1416. float speedMultiplier = 1.0;
  1417. if (input.keyDown[KEY_LSHIFT])
  1418. speedMultiplier = cameraShiftSpeedMultiplier;
  1419. // Handle FPS mode
  1420. if (!input.keyDown[KEY_LCTRL] && !input.keyDown[KEY_LALT])
  1421. {
  1422. if (input.keyDown[KEY_W] || input.keyDown[KEY_UP])
  1423. {
  1424. Vector3 dir = cameraNode.direction;
  1425. dir.Normalize();
  1426. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1427. FadeUI();
  1428. }
  1429. if (input.keyDown[KEY_S] || input.keyDown[KEY_DOWN])
  1430. {
  1431. Vector3 dir = cameraNode.direction;
  1432. dir.Normalize();
  1433. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1434. FadeUI();
  1435. }
  1436. if (input.keyDown[KEY_A] || input.keyDown[KEY_LEFT])
  1437. {
  1438. Vector3 dir = cameraNode.right;
  1439. dir.Normalize();
  1440. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1441. FadeUI();
  1442. }
  1443. if (input.keyDown[KEY_D] || input.keyDown[KEY_RIGHT])
  1444. {
  1445. Vector3 dir = cameraNode.right;
  1446. dir.Normalize();
  1447. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1448. FadeUI();
  1449. }
  1450. if (input.keyDown[KEY_E] || input.keyDown[KEY_PAGEUP])
  1451. {
  1452. Vector3 dir = cameraNode.up;
  1453. dir.Normalize();
  1454. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1455. FadeUI();
  1456. }
  1457. if (input.keyDown[KEY_Q] || input.keyDown[KEY_PAGEDOWN])
  1458. {
  1459. Vector3 dir = cameraNode.up;
  1460. dir.Normalize();
  1461. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1462. FadeUI();
  1463. }
  1464. }
  1465. // Zoom in/out
  1466. if (input.mouseMoveWheel != 0 && ui.GetElementAt(ui.cursor.position) is null)
  1467. {
  1468. float distance = cameraNode.position.length;
  1469. float ratio = distance / 40.0f;
  1470. float factor = ratio < 1.0f ? ratio : 1.0f;
  1471. if (!camera.orthographic)
  1472. {
  1473. Vector3 dir = cameraNode.direction;
  1474. dir.Normalize();
  1475. dir *= input.mouseMoveWheel * 40 * timeStep * cameraBaseSpeed * speedMultiplier * factor;
  1476. CameraMoveForward(dir);
  1477. }
  1478. else
  1479. {
  1480. float zoom = camera.zoom + input.mouseMoveWheel * speedMultiplier * factor;
  1481. CameraZoom(zoom);
  1482. }
  1483. }
  1484. // Rotate/orbit/pan camera
  1485. bool changeCamViewButton = false;
  1486. changeCamViewButton = input.mouseButtonDown[MOUSEB_RIGHT] || input.mouseButtonDown[MOUSEB_MIDDLE];
  1487. if (changeCamViewButton)
  1488. {
  1489. SetMouseLock();
  1490. IntVector2 mouseMove = input.mouseMove;
  1491. if (mouseMove.x != 0 || mouseMove.y != 0)
  1492. {
  1493. bool panTheCamera = false;
  1494. if (input.mouseButtonDown[MOUSEB_MIDDLE])
  1495. {
  1496. if (mmbPanMode)
  1497. panTheCamera = !input.keyDown[KEY_LSHIFT];
  1498. else
  1499. panTheCamera = input.keyDown[KEY_LSHIFT];
  1500. }
  1501. // Pan the camera
  1502. if (panTheCamera)
  1503. {
  1504. Vector3 right = -cameraNode.worldRight;
  1505. right.Normalize();
  1506. right *= mouseMove.x;
  1507. Vector3 up = cameraNode.worldUp;
  1508. up.Normalize();
  1509. up *= mouseMove.y;
  1510. Vector3 trans = (right + up) * timeStep * cameraBaseSpeed * 0.5;
  1511. CameraPan(trans);
  1512. }
  1513. else // Rotate the camera
  1514. {
  1515. activeViewport.cameraYaw += mouseMove.x * cameraBaseRotationSpeed;
  1516. activeViewport.cameraPitch += mouseMove.y * cameraBaseRotationSpeed;
  1517. if (limitRotation)
  1518. activeViewport.cameraPitch = Clamp(activeViewport.cameraPitch, -90.0, 90.0);
  1519. Quaternion rot = Quaternion(activeViewport.cameraPitch, activeViewport.cameraYaw, 0);
  1520. if (input.mouseButtonDown[MOUSEB_MIDDLE]) // Rotate around the camera center
  1521. {
  1522. if (rotateAroundSelect)
  1523. CameraRotateAroundSelect(rot);
  1524. else
  1525. CameraRotateAroundLookAt(rot);
  1526. orbiting = true;
  1527. }
  1528. else // Rotate around the look-at
  1529. {
  1530. CameraRotateAroundCenter(rot);
  1531. orbiting = true;
  1532. }
  1533. }
  1534. }
  1535. }
  1536. else
  1537. ReleaseMouseLock();
  1538. if (orbiting && !input.mouseButtonDown[MOUSEB_MIDDLE])
  1539. orbiting = false;
  1540. }
  1541. void HandleBlenderUserInput(float timeStep)
  1542. {
  1543. if (ui.HasModalElement() || ui.focusElement !is null)
  1544. {
  1545. ReleaseMouseLock();
  1546. return;
  1547. }
  1548. // Check for camara fly mode
  1549. if (input.keyDown[KEY_LSHIFT] && input.keyPress[KEY_F])
  1550. {
  1551. cameraFlyMode = !cameraFlyMode;
  1552. }
  1553. // Speedup camera move if Shift key is down
  1554. float speedMultiplier = 1.0;
  1555. if (input.keyDown[KEY_LSHIFT])
  1556. speedMultiplier = cameraShiftSpeedMultiplier;
  1557. // Handle FPS mode
  1558. if (!input.keyDown[KEY_LCTRL] && !input.keyDown[KEY_LALT])
  1559. {
  1560. if (cameraFlyMode /*&& !input.keyDown[KEY_LSHIFT]*/)
  1561. {
  1562. if (input.keyDown[KEY_W] || input.keyDown[KEY_UP])
  1563. {
  1564. Vector3 dir = cameraNode.direction;
  1565. dir.Normalize();
  1566. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1567. FadeUI();
  1568. }
  1569. if (input.keyDown[KEY_S] || input.keyDown[KEY_DOWN])
  1570. {
  1571. Vector3 dir = cameraNode.direction;
  1572. dir.Normalize();
  1573. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1574. FadeUI();
  1575. }
  1576. if (input.keyDown[KEY_A] || input.keyDown[KEY_LEFT])
  1577. {
  1578. Vector3 dir = cameraNode.right;
  1579. dir.Normalize();
  1580. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1581. FadeUI();
  1582. }
  1583. if (input.keyDown[KEY_D] || input.keyDown[KEY_RIGHT])
  1584. {
  1585. Vector3 dir = cameraNode.right;
  1586. dir.Normalize();
  1587. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1588. FadeUI();
  1589. }
  1590. if (input.keyDown[KEY_E] || input.keyDown[KEY_PAGEUP])
  1591. {
  1592. Vector3 dir = cameraNode.up;
  1593. dir.Normalize();
  1594. CameraPan(dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1595. FadeUI();
  1596. }
  1597. if (input.keyDown[KEY_Q] || input.keyDown[KEY_PAGEDOWN])
  1598. {
  1599. Vector3 dir = cameraNode.up;
  1600. dir.Normalize();
  1601. CameraPan(-dir * timeStep * cameraBaseSpeed * speedMultiplier);
  1602. FadeUI();
  1603. }
  1604. }
  1605. }
  1606. if (input.mouseMoveWheel != 0 && ui.GetElementAt(ui.cursor.position) is null)
  1607. {
  1608. if (!camera.orthographic)
  1609. {
  1610. if (input.keyDown[KEY_LSHIFT])
  1611. {
  1612. Vector3 dir = cameraNode.up;
  1613. dir.Normalize();
  1614. CameraPan(dir * input.mouseMoveWheel * 5 * timeStep * cameraBaseSpeed * speedMultiplier);
  1615. }
  1616. else if (input.keyDown[KEY_LCTRL])
  1617. {
  1618. Vector3 dir = cameraNode.right;
  1619. dir.Normalize();
  1620. CameraPan(dir * input.mouseMoveWheel * 5 * timeStep * cameraBaseSpeed * speedMultiplier);
  1621. }
  1622. else // Zoom in/out
  1623. {
  1624. float distance = cameraNode.position.length;
  1625. float ratio = distance / 40.0f;
  1626. float factor = ratio < 1.0f ? ratio : 1.0f;
  1627. Vector3 dir = cameraNode.direction;
  1628. dir.Normalize();
  1629. dir *= input.mouseMoveWheel * 40 * timeStep * cameraBaseSpeed * speedMultiplier * factor;
  1630. CameraMoveForward(dir);
  1631. }
  1632. }
  1633. else
  1634. {
  1635. if (input.keyDown[KEY_LSHIFT])
  1636. {
  1637. Vector3 dir = cameraNode.up;
  1638. dir.Normalize();
  1639. CameraPan(dir * input.mouseMoveWheel * timeStep * cameraBaseSpeed * speedMultiplier * 4.0f);
  1640. }
  1641. else if (input.keyDown[KEY_LCTRL])
  1642. {
  1643. Vector3 dir = cameraNode.right;
  1644. dir.Normalize();
  1645. CameraPan(dir * input.mouseMoveWheel * timeStep * cameraBaseSpeed * speedMultiplier * 4.0f);
  1646. }
  1647. else
  1648. {
  1649. float zoom = camera.zoom + input.mouseMoveWheel * speedMultiplier * 0.5f;
  1650. CameraZoom(zoom);
  1651. }
  1652. }
  1653. }
  1654. // Rotate/orbit/pan camera
  1655. bool changeCamViewButton = input.mouseButtonDown[MOUSEB_MIDDLE] || cameraFlyMode;
  1656. if (input.mouseButtonPress[MOUSEB_RIGHT] || input.keyDown[KEY_ESCAPE])
  1657. cameraFlyMode = false;
  1658. if (changeCamViewButton)
  1659. {
  1660. SetMouseLock();
  1661. IntVector2 mouseMove = input.mouseMove;
  1662. if (mouseMove.x != 0 || mouseMove.y != 0)
  1663. {
  1664. bool panTheCamera = false;
  1665. if (!cameraFlyMode)
  1666. panTheCamera = input.keyDown[KEY_LSHIFT];
  1667. if (panTheCamera)
  1668. {
  1669. Vector3 right = -cameraNode.worldRight;
  1670. right.Normalize();
  1671. right *= mouseMove.x;
  1672. Vector3 up = cameraNode.worldUp;
  1673. up.Normalize();
  1674. up *= mouseMove.y;
  1675. Vector3 trans = (right + up) * timeStep * cameraBaseSpeed * 0.5;
  1676. CameraPan(trans);
  1677. }
  1678. else
  1679. {
  1680. activeViewport.cameraYaw += mouseMove.x * cameraBaseRotationSpeed;
  1681. activeViewport.cameraPitch += mouseMove.y * cameraBaseRotationSpeed;
  1682. if (limitRotation)
  1683. activeViewport.cameraPitch = Clamp(activeViewport.cameraPitch, -90.0, 90.0);
  1684. Quaternion rot = Quaternion(activeViewport.cameraPitch, activeViewport.cameraYaw, 0);
  1685. if (cameraFlyMode)
  1686. {
  1687. CameraRotateAroundCenter(rot);
  1688. orbiting = true;
  1689. }
  1690. else if (input.mouseButtonDown[MOUSEB_MIDDLE])
  1691. {
  1692. if (rotateAroundSelect)
  1693. CameraRotateAroundSelect(rot);
  1694. else
  1695. CameraRotateAroundLookAt(rot);
  1696. orbiting = true;
  1697. }
  1698. }
  1699. }
  1700. }
  1701. else
  1702. ReleaseMouseLock();
  1703. if (orbiting && !input.mouseButtonDown[MOUSEB_MIDDLE])
  1704. orbiting = false;
  1705. // force to select component node for manipulation if selected only component and not his node
  1706. if ((editMode != EDIT_SELECT && editNodes.empty) && lastSelectedComponent.Get() !is null)
  1707. {
  1708. if (lastSelectedComponent.Get() !is null)
  1709. {
  1710. Component@ component = lastSelectedComponent.Get();
  1711. SelectNode(component.node, false);
  1712. }
  1713. }
  1714. }
  1715. void UpdateView(float timeStep)
  1716. {
  1717. if (ui.HasModalElement() || ui.focusElement !is null)
  1718. {
  1719. ReleaseMouseLock();
  1720. return;
  1721. }
  1722. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  1723. {
  1724. HandleStandardUserInput(timeStep);
  1725. }
  1726. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  1727. {
  1728. HandleBlenderUserInput(timeStep);
  1729. }
  1730. if (!editNodes.empty && editMode != EDIT_SELECT && input.keyDown[KEY_LCTRL])
  1731. {
  1732. Vector3 adjust(0, 0, 0);
  1733. if (input.keyDown[KEY_UP])
  1734. adjust.z = 1;
  1735. if (input.keyDown[KEY_DOWN])
  1736. adjust.z = -1;
  1737. if (input.keyDown[KEY_LEFT])
  1738. adjust.x = -1;
  1739. if (input.keyDown[KEY_RIGHT])
  1740. adjust.x = 1;
  1741. if (input.keyDown[KEY_PAGEUP])
  1742. adjust.y = 1;
  1743. if (input.keyDown[KEY_PAGEDOWN])
  1744. adjust.y = -1;
  1745. if (editMode == EDIT_SCALE)
  1746. {
  1747. if (input.keyDown[KEY_KP_PLUS])
  1748. adjust = Vector3(1, 1, 1);
  1749. if (input.keyDown[KEY_KP_MINUS])
  1750. adjust = Vector3(-1, -1, -1);
  1751. }
  1752. if (adjust == Vector3(0, 0, 0))
  1753. return;
  1754. bool moved = false;
  1755. adjust *= timeStep * 10;
  1756. switch (editMode)
  1757. {
  1758. case EDIT_MOVE:
  1759. if (!moveSnap)
  1760. moved = MoveNodes(adjust * moveStep);
  1761. break;
  1762. case EDIT_ROTATE:
  1763. if (!rotateSnap)
  1764. moved = RotateNodes(adjust * rotateStep);
  1765. break;
  1766. case EDIT_SCALE:
  1767. if (!scaleSnap)
  1768. moved = ScaleNodes(adjust * scaleStep);
  1769. break;
  1770. }
  1771. if (moved)
  1772. UpdateNodeAttributes();
  1773. }
  1774. // If not dragging
  1775. if (resizingBorder == 0)
  1776. {
  1777. UIElement@ uiElement = ui.GetElementAt(ui.cursorPosition);
  1778. if (uiElement !is null && uiElement.vars.Contains("VIEWMODE"))
  1779. {
  1780. setViewportCursor = uiElement.vars["VIEWMODE"].GetUInt();
  1781. if (input.mouseButtonDown[MOUSEB_LEFT])
  1782. resizingBorder = setViewportCursor;
  1783. }
  1784. }
  1785. }
  1786. void SteppedObjectManipulation(int key)
  1787. {
  1788. if (editNodes.empty || editMode == EDIT_SELECT)
  1789. return;
  1790. // Do not react in non-snapped mode, because that is handled in frame update
  1791. if (editMode == EDIT_MOVE && !moveSnap)
  1792. return;
  1793. if (editMode == EDIT_ROTATE && !rotateSnap)
  1794. return;
  1795. if (editMode == EDIT_SCALE && !scaleSnap)
  1796. return;
  1797. Vector3 adjust(0, 0, 0);
  1798. if (key == KEY_UP)
  1799. adjust.z = 1;
  1800. if (key == KEY_DOWN)
  1801. adjust.z = -1;
  1802. if (key == KEY_LEFT)
  1803. adjust.x = -1;
  1804. if (key == KEY_RIGHT)
  1805. adjust.x = 1;
  1806. if (key == KEY_PAGEUP)
  1807. adjust.y = 1;
  1808. if (key == KEY_PAGEDOWN)
  1809. adjust.y = -1;
  1810. if (editMode == EDIT_SCALE)
  1811. {
  1812. if (key == KEY_KP_PLUS)
  1813. adjust = Vector3(1, 1, 1);
  1814. if (key == KEY_KP_MINUS)
  1815. adjust = Vector3(-1, -1, -1);
  1816. }
  1817. if (adjust == Vector3(0, 0, 0))
  1818. return;
  1819. bool moved = false;
  1820. switch (editMode)
  1821. {
  1822. case EDIT_MOVE:
  1823. moved = MoveNodes(adjust);
  1824. break;
  1825. case EDIT_ROTATE:
  1826. {
  1827. float rotateStepScaled = rotateStep * snapScale;
  1828. moved = RotateNodes(adjust * rotateStepScaled);
  1829. }
  1830. break;
  1831. case EDIT_SCALE:
  1832. {
  1833. float scaleStepScaled = scaleStep * snapScale;
  1834. moved = ScaleNodes(adjust * scaleStepScaled);
  1835. }
  1836. break;
  1837. }
  1838. if (moved)
  1839. UpdateNodeAttributes();
  1840. }
  1841. void HandlePostRenderUpdate()
  1842. {
  1843. DebugRenderer@ debug = editorScene.debugRenderer;
  1844. if (debug is null || orbiting || debugRenderDisabled)
  1845. return;
  1846. // Visualize the currently selected nodes
  1847. for (uint i = 0; i < selectedNodes.length; ++i)
  1848. DrawNodeDebug(selectedNodes[i], debug);
  1849. // Visualize the currently selected components
  1850. for (uint i = 0; i < selectedComponents.length; ++i)
  1851. selectedComponents[i].DrawDebugGeometry(debug, false);
  1852. // Visualize the currently selected UI-elements
  1853. for (uint i = 0; i < selectedUIElements.length; ++i)
  1854. ui.DebugDraw(selectedUIElements[i]);
  1855. if (renderingDebug)
  1856. renderer.DrawDebugGeometry(false);
  1857. if (physicsDebug && editorScene.physicsWorld !is null)
  1858. editorScene.physicsWorld.DrawDebugGeometry(true);
  1859. if (physicsDebug && editorScene.physicsWorld2D !is null)
  1860. {
  1861. bool needDraw = true;
  1862. for (uint i = 0; i < selectedComponents.length; ++i)
  1863. {
  1864. if (cast<PhysicsWorld2D>(selectedComponents[i]) !is null)
  1865. {
  1866. needDraw = false; // Already drawed
  1867. break;
  1868. }
  1869. }
  1870. if (needDraw)
  1871. physicsWorld2D.DrawDebugGeometry();
  1872. }
  1873. if (octreeDebug && editorScene.octree !is null)
  1874. editorScene.octree.DrawDebugGeometry(true);
  1875. if (navigationDebug)
  1876. {
  1877. CrowdManager@ crowdManager = editorScene.GetComponent("CrowdManager");
  1878. if (crowdManager !is null)
  1879. crowdManager.DrawDebugGeometry(true);
  1880. Array<Component@>@ navMeshes = editorScene.GetComponents("NavigationMesh", true);
  1881. for (uint i = 0; i < navMeshes.length; ++i)
  1882. cast<NavigationMesh>(navMeshes[i]).DrawDebugGeometry(true);
  1883. Array<Component@>@ dynNavMeshes = editorScene.GetComponents("DynamicNavigationMesh", true);
  1884. for (uint i = 0; i < dynNavMeshes.length; ++i)
  1885. cast<DynamicNavigationMesh>(dynNavMeshes[i]).DrawDebugGeometry(true);
  1886. }
  1887. if (setViewportCursor | resizingBorder > 0)
  1888. {
  1889. SetViewportCursor();
  1890. if (resizingBorder == 0)
  1891. setViewportCursor = 0;
  1892. }
  1893. ViewRaycast(false);
  1894. }
  1895. void DrawNodeDebug(Node@ node, DebugRenderer@ debug, bool drawNode = true)
  1896. {
  1897. if (drawNode)
  1898. debug.AddNode(node, 1.0, false);
  1899. // Exception for the scene to avoid bringing the editor to its knees: drawing either the whole hierarchy or the subsystem-
  1900. // components can have a large performance hit. Also do not draw terrain child nodes due to their large amount
  1901. // (TerrainPatch component itself draws nothing as debug geometry)
  1902. if (node !is editorScene && node.GetComponent("Terrain") is null)
  1903. {
  1904. for (uint j = 0; j < node.numComponents; ++j)
  1905. node.components[j].DrawDebugGeometry(debug, false);
  1906. // To avoid cluttering the view, do not draw the node axes for child nodes
  1907. for (uint k = 0; k < node.numChildren; ++k)
  1908. DrawNodeDebug(node.children[k], debug, false);
  1909. }
  1910. }
  1911. void ViewMouseMove()
  1912. {
  1913. Ray cameraRay = GetActiveViewportCameraRay();
  1914. Component@ selectedComponent;
  1915. if (pickMode < PICK_RIGIDBODIES && editorScene.octree !is null)
  1916. {
  1917. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip,
  1918. pickModeDrawableFlags[pickMode], 0x7fffffff);
  1919. if (result.drawable !is null && result.drawable.typeName == "TerrainPatch" && result.drawable.node.parent !is null)
  1920. {
  1921. Terrain@ terrainComponent = result.drawable.node.parent.GetComponent("Terrain");
  1922. terrainEditor.UpdateBrushVisualizer(terrainComponent, result.position);
  1923. }
  1924. else {
  1925. terrainEditor.HideBrushVisualizer();
  1926. }
  1927. }
  1928. // setting mouse position based on mouse position
  1929. if (ui.IsDragging()) { }
  1930. else if (ui.focusElement !is null || input.mouseButtonDown[MOUSEB_LEFT|MOUSEB_MIDDLE|MOUSEB_RIGHT])
  1931. return;
  1932. IntVector2 pos = ui.cursor.position;
  1933. pos = ui.ConvertUIToSystem(pos);
  1934. for (uint i = 0; i < viewports.length; ++i)
  1935. {
  1936. ViewportContext@ vc = viewports[i];
  1937. if (vc !is activeViewport && vc.viewport.rect.IsInside(pos) == INSIDE)
  1938. SetActiveViewport(vc);
  1939. }
  1940. }
  1941. void ViewMouseClick()
  1942. {
  1943. ViewRaycast(true);
  1944. }
  1945. Ray GetActiveViewportCameraRay()
  1946. {
  1947. IntVector2 pos = ui.ConvertUIToSystem(ui.cursorPosition);
  1948. IntRect view = activeViewport.viewport.rect;
  1949. return camera.GetScreenRay(
  1950. float(pos.x - view.left) / view.width,
  1951. float(pos.y - view.top) / view.height
  1952. );
  1953. }
  1954. void ViewMouseClickEnd()
  1955. {
  1956. // checks to close open popup windows
  1957. IntVector2 pos = ui.cursorPosition;
  1958. if (contextMenu !is null && contextMenu.enabled)
  1959. {
  1960. if (contextMenuActionWaitFrame)
  1961. contextMenuActionWaitFrame = false;
  1962. else
  1963. {
  1964. if (!contextMenu.IsInside(pos, true))
  1965. CloseContextMenu();
  1966. }
  1967. }
  1968. if (quickMenu !is null && quickMenu.enabled)
  1969. {
  1970. bool enabled = quickMenu.IsInside(pos, true);
  1971. quickMenu.enabled = enabled;
  1972. quickMenu.visible = enabled;
  1973. }
  1974. }
  1975. void ViewRaycast(bool mouseClick)
  1976. {
  1977. // Ignore if UI has modal element
  1978. if (ui.HasModalElement())
  1979. return;
  1980. // Ignore if mouse is grabbed by other operation
  1981. if (input.mouseGrabbed)
  1982. return;
  1983. IntVector2 pos = ui.cursorPosition;
  1984. UIElement@ elementAtPos = ui.GetElementAt(pos, pickMode != PICK_UI_ELEMENTS);
  1985. if (editMode == EDIT_SPAWN)
  1986. {
  1987. if(mouseClick && input.mouseButtonPress[MOUSEB_LEFT] && elementAtPos is null)
  1988. SpawnObject();
  1989. return;
  1990. }
  1991. // Do not raycast / change selection if hovering over the gizmo
  1992. if (IsGizmoSelected())
  1993. return;
  1994. DebugRenderer@ debug = editorScene.debugRenderer;
  1995. if (pickMode == PICK_UI_ELEMENTS)
  1996. {
  1997. bool leftClick = mouseClick && input.mouseButtonPress[MOUSEB_LEFT];
  1998. bool multiselect = input.qualifierDown[QUAL_CTRL];
  1999. // Only interested in user-created UI elements
  2000. if (elementAtPos !is null && elementAtPos !is editorUIElement && elementAtPos.GetElementEventSender() is editorUIElement)
  2001. {
  2002. ui.DebugDraw(elementAtPos);
  2003. if (leftClick)
  2004. SelectUIElement(elementAtPos, multiselect);
  2005. }
  2006. // If clicked on emptiness in non-multiselect mode, clear the selection
  2007. else if (leftClick && !multiselect && ui.GetElementAt(pos) is null)
  2008. hierarchyList.ClearSelection();
  2009. return;
  2010. }
  2011. // Do not raycast / change selection if hovering over a UI element when not in PICK_UI_ELEMENTS Mode
  2012. if (elementAtPos !is null)
  2013. return;
  2014. Ray cameraRay = GetActiveViewportCameraRay();
  2015. Component@ selectedComponent;
  2016. if (pickMode < PICK_RIGIDBODIES)
  2017. {
  2018. if (editorScene.octree is null)
  2019. return;
  2020. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip,
  2021. pickModeDrawableFlags[pickMode], 0x7fffffff);
  2022. if (result.drawable !is null)
  2023. {
  2024. Drawable@ drawable = result.drawable;
  2025. // for actual last selected node or component in both modes
  2026. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  2027. {
  2028. if (input.mouseButtonDown[MOUSEB_LEFT])
  2029. {
  2030. lastSelectedNode = drawable.node;
  2031. lastSelectedDrawable = drawable;
  2032. lastSelectedComponent = drawable;
  2033. }
  2034. }
  2035. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  2036. {
  2037. if (input.mouseButtonDown[MOUSEB_RIGHT])
  2038. {
  2039. lastSelectedNode = drawable.node;
  2040. lastSelectedDrawable = drawable;
  2041. lastSelectedComponent = drawable;
  2042. }
  2043. }
  2044. // If selecting a terrain patch, select the parent terrain instead
  2045. if (drawable.typeName != "TerrainPatch")
  2046. {
  2047. selectedComponent = drawable;
  2048. if (debug !is null)
  2049. {
  2050. debug.AddNode(drawable.node, 1.0, false);
  2051. drawable.DrawDebugGeometry(debug, false);
  2052. }
  2053. }
  2054. else if (drawable.node.parent !is null){
  2055. Terrain@ terrainComponent = drawable.node.parent.GetComponent("Terrain");
  2056. selectedComponent = terrainComponent;
  2057. if (selectedComponent is terrainComponent && input.mouseButtonDown[MOUSEB_LEFT])
  2058. {
  2059. selectedComponent = terrainComponent;
  2060. terrainEditor.Work(terrainComponent, result.position);
  2061. }
  2062. else
  2063. {
  2064. terrainEditor.targetColorSelected = false;
  2065. }
  2066. }
  2067. }
  2068. }
  2069. else
  2070. {
  2071. if (editorScene.physicsWorld is null)
  2072. return;
  2073. // If we are not running the actual physics update, refresh collisions before raycasting
  2074. if (!runUpdate)
  2075. editorScene.physicsWorld.UpdateCollisions();
  2076. PhysicsRaycastResult result = editorScene.physicsWorld.RaycastSingle(cameraRay, camera.farClip);
  2077. if (result.body !is null)
  2078. {
  2079. RigidBody@ body = result.body;
  2080. if (debug !is null)
  2081. {
  2082. debug.AddNode(body.node, 1.0, false);
  2083. body.DrawDebugGeometry(debug, false);
  2084. }
  2085. selectedComponent = body;
  2086. }
  2087. }
  2088. bool multiselect = false;
  2089. bool componentSelectQualifier = false;
  2090. bool mouseButtonPressRL = false;
  2091. if (hotKeyMode == HOTKEYS_MODE_STANDARD)
  2092. {
  2093. mouseButtonPressRL = input.mouseButtonPress[MOUSEB_LEFT];
  2094. componentSelectQualifier = input.qualifierDown[QUAL_SHIFT];
  2095. multiselect = input.qualifierDown[QUAL_CTRL];
  2096. }
  2097. else if (hotKeyMode == HOTKEYS_MODE_BLENDER)
  2098. {
  2099. mouseButtonPressRL = input.mouseButtonPress[MOUSEB_RIGHT];
  2100. componentSelectQualifier = input.qualifierDown[QUAL_CTRL];
  2101. multiselect = input.qualifierDown[QUAL_SHIFT];
  2102. }
  2103. if (mouseClick && mouseButtonPressRL)
  2104. {
  2105. if (selectedComponent !is null)
  2106. {
  2107. if (componentSelectQualifier)
  2108. {
  2109. // If we are selecting components, but have nodes in existing selection, do not multiselect to prevent confusion
  2110. if (!selectedNodes.empty)
  2111. multiselect = false;
  2112. SelectComponent(selectedComponent, multiselect);
  2113. }
  2114. else
  2115. {
  2116. // If we are selecting nodes, but have components in existing selection, do not multiselect to prevent confusion
  2117. if (!selectedComponents.empty)
  2118. multiselect = false;
  2119. SelectNode(selectedComponent.node, multiselect);
  2120. }
  2121. }
  2122. else
  2123. {
  2124. // If clicked on emptiness in non-multiselect mode, clear the selection
  2125. if (!multiselect)
  2126. SelectComponent(null, false);
  2127. }
  2128. }
  2129. }
  2130. Vector3 GetNewNodePosition(bool raycastToMouse = false)
  2131. {
  2132. if (newNodeMode == NEW_NODE_IN_CENTER)
  2133. return Vector3(0, 0, 0);
  2134. if (newNodeMode == NEW_NODE_RAYCAST)
  2135. {
  2136. Ray cameraRay = raycastToMouse ? GetActiveViewportCameraRay() : camera.GetScreenRay(0.5, 0.5);
  2137. Vector3 position, normal;
  2138. if (GetSpawnPosition(cameraRay, camera.farClip, position, normal, 0, false))
  2139. return position;
  2140. }
  2141. return cameraLookAtNode.worldPosition;
  2142. }
  2143. int GetShadowResolution()
  2144. {
  2145. if (!renderer.drawShadows)
  2146. return 0;
  2147. int level = 1;
  2148. int res = renderer.shadowMapSize;
  2149. while (res > 512)
  2150. {
  2151. res >>= 1;
  2152. ++level;
  2153. }
  2154. if (level > 3)
  2155. level = 3;
  2156. return level;
  2157. }
  2158. void SetShadowResolution(int level)
  2159. {
  2160. if (level <= 0)
  2161. {
  2162. renderer.drawShadows = false;
  2163. return;
  2164. }
  2165. else
  2166. {
  2167. renderer.drawShadows = true;
  2168. renderer.shadowMapSize = 256 << level;
  2169. }
  2170. }
  2171. void ToggleRenderingDebug()
  2172. {
  2173. renderingDebug = !renderingDebug;
  2174. }
  2175. void TogglePhysicsDebug()
  2176. {
  2177. physicsDebug = !physicsDebug;
  2178. }
  2179. void ToggleOctreeDebug()
  2180. {
  2181. octreeDebug = !octreeDebug;
  2182. }
  2183. void ToggleNavigationDebug()
  2184. {
  2185. navigationDebug = !navigationDebug;
  2186. }
  2187. bool StopTestAnimation()
  2188. {
  2189. testAnimState = null;
  2190. return true;
  2191. }
  2192. void MergeNodeBoundingBox(BoundingBox &inout box, Array<Component@>&inout visitedComponents, Node@ node)
  2193. {
  2194. if (node is null || node is editorScene)
  2195. return;
  2196. // if node has no component, merge its world position
  2197. if (node.numComponents == 0)
  2198. {
  2199. box.Merge(node.worldPosition);
  2200. }
  2201. // Merge components bounding box of this node
  2202. for (uint i = 0; i < node.numComponents; ++i)
  2203. {
  2204. MergeComponentBoundingBox(box, visitedComponents, node.components[i]);
  2205. }
  2206. // Merge bounding boxes of child nodes recursively
  2207. for (uint i = 0; i < node.numChildren; ++i)
  2208. {
  2209. Node@ child = node.children[i];
  2210. MergeNodeBoundingBox(box, visitedComponents, child);
  2211. }
  2212. }
  2213. void MergeComponentBoundingBox(BoundingBox &inout box, Array<Component@>&inout visitedComponents, Component@ component)
  2214. {
  2215. if (component is null || visitedComponents.FindByRef(component) != -1)
  2216. return;
  2217. Drawable@ drawable = cast<Drawable>(component);
  2218. // Merge drawable component's bounding box. Skip skybox, as its box is very large, as well as lights
  2219. if (drawable !is null && cast<Skybox>(drawable) is null && cast<Light>(drawable) is null)
  2220. {
  2221. box.Merge(drawable.worldBoundingBox);
  2222. visitedComponents.Push(component);
  2223. return;
  2224. }
  2225. // If the component is not a drawable, merge the world position of its node
  2226. if (component.node !is editorScene)
  2227. box.Merge(component.node.worldPosition);
  2228. visitedComponents.Push(component);
  2229. }
  2230. void LocateNodes(Array<Node@> nodes)
  2231. {
  2232. if (nodes.empty || (nodes.length == 1 && nodes[0] is editorScene))
  2233. return;
  2234. // Calculate bounding box of all nodes
  2235. BoundingBox box;
  2236. Array<Component@> visitedComponents;
  2237. for (uint i = 0; i < nodes.length; ++i)
  2238. {
  2239. MergeNodeBoundingBox(box, visitedComponents, nodes[i]);
  2240. }
  2241. FitCamera(box, true);
  2242. }
  2243. void LocateComponents(Array<Component@> components)
  2244. {
  2245. if (components.empty || components.length == 1 && components[0].node is editorScene)
  2246. return;
  2247. // Calculate bounding box of all nodes
  2248. BoundingBox box;
  2249. Array<Component@> visitedComponents;
  2250. for (uint i = 0; i < components.length; ++i)
  2251. {
  2252. MergeComponentBoundingBox(box, visitedComponents, components[i]);
  2253. }
  2254. FitCamera(box, true);
  2255. }
  2256. void LocateNodesAndComponents(Array<Node@> nodes, Array<Component@> components)
  2257. {
  2258. if (nodes.length == 0 && components.length == 0)
  2259. return;
  2260. // Calculate bounding box of all nodes
  2261. BoundingBox box;
  2262. Array<Component@> visitedComponents;
  2263. if (!nodes.empty && !(nodes.length == 1 && nodes[0] is editorScene))
  2264. {
  2265. for (uint i = 0; i < nodes.length; ++i)
  2266. {
  2267. MergeNodeBoundingBox(box, visitedComponents, nodes[i]);
  2268. }
  2269. }
  2270. if (!components.empty)
  2271. {
  2272. for (uint i = 0; i < components.length; ++i)
  2273. {
  2274. MergeComponentBoundingBox(box, visitedComponents, components[i]);
  2275. }
  2276. }
  2277. FitCamera(box, true);
  2278. }
  2279. void FitCamera(BoundingBox box, bool smooth)
  2280. {
  2281. // Calculate proper camera distance - fit the bounding sphere into the camera frustum
  2282. Sphere sphere = Sphere(box);
  2283. float aspect = camera.aspectRatio;
  2284. float fov = 0.0f;
  2285. // Choose the small one from vertical and horizontal fovs
  2286. if (aspect > 1.0f)
  2287. fov = camera.fov;
  2288. else
  2289. fov = camera.fov * aspect;
  2290. fov *= 0.5f;
  2291. if (sphere.radius < 1.0f)
  2292. sphere.radius = 1.0f;
  2293. float distance = sphere.radius / Sin(fov);
  2294. if (distance > viewFarClip)
  2295. distance = viewFarClip;
  2296. Vector3 dir = cameraNode.direction;
  2297. dir.Normalize();
  2298. // Make the distance a little farther
  2299. distance *= 1.1f;
  2300. // Set zoom value a little bigger
  2301. float zoom = camera.orthoSize / (sphere.radius * 2.0f);
  2302. zoom *= 1.1f;
  2303. // We put the pivot node to the center of the bounding sphere
  2304. // and put the camera node to the opposite of view direction
  2305. Vector3 lookAtPos = sphere.center;
  2306. Vector3 cameraPos = -dir * distance;
  2307. cameraSmoothInterpolate.Stop();
  2308. if (smooth)
  2309. {
  2310. cameraSmoothInterpolate.SetLookAtNodePosition(cameraLookAtNode.worldPosition, lookAtPos);
  2311. cameraSmoothInterpolate.SetCameraNodePosition(cameraNode.position, cameraPos);
  2312. if (camera.orthographic)
  2313. cameraSmoothInterpolate.SetCameraZoom(camera.zoom, zoom);
  2314. cameraSmoothInterpolate.Start(0.5f);
  2315. }
  2316. else
  2317. {
  2318. cameraLookAtNode.worldPosition = lookAtPos;
  2319. cameraNode.position = cameraPos;
  2320. if (camera.orthographic)
  2321. camera.zoom = zoom;
  2322. }
  2323. }
  2324. Vector3 SelectedNodesCenterPoint()
  2325. {
  2326. Vector3 centerPoint;
  2327. uint count = selectedNodes.length;
  2328. for (uint i = 0; i < selectedNodes.length; ++i)
  2329. centerPoint += selectedNodes[i].worldPosition;
  2330. for (uint i = 0; i < selectedComponents.length; ++i)
  2331. {
  2332. Drawable@ drawable = cast<Drawable>(selectedComponents[i]);
  2333. count++;
  2334. if (drawable !is null)
  2335. centerPoint += drawable.node.LocalToWorld(drawable.boundingBox.center);
  2336. else
  2337. centerPoint += selectedComponents[i].node.worldPosition;
  2338. }
  2339. if (count > 0)
  2340. {
  2341. lastSelectedNodesCenterPoint = centerPoint / count;
  2342. return centerPoint / count;
  2343. }
  2344. else
  2345. {
  2346. lastSelectedNodesCenterPoint = centerPoint;
  2347. return centerPoint;
  2348. }
  2349. }
  2350. Drawable@ GetDrawableAtMousePostion()
  2351. {
  2352. IntVector2 pos = ui.ConvertUIToSystem(ui.cursorPosition);
  2353. Ray cameraRay = camera.GetScreenRay(float(pos.x) / activeViewport.viewport.rect.width, float(pos.y) / activeViewport.viewport.rect.height);
  2354. if (editorScene.octree is null)
  2355. return null;
  2356. RayQueryResult result = editorScene.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, camera.farClip, DRAWABLE_GEOMETRY, 0x7fffffff);
  2357. return result.drawable;
  2358. }
  2359. void HandleBeginViewUpdate(StringHash eventType, VariantMap& eventData)
  2360. {
  2361. // Hide gizmo, grid and debug icons from any camera other then active viewport
  2362. if (eventData["Camera"].GetPtr() !is camera)
  2363. {
  2364. if (gizmo !is null)
  2365. gizmo.viewMask = 0;
  2366. }
  2367. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2368. {
  2369. suppressSceneChanges = true;
  2370. if (grid !is null)
  2371. grid.viewMask = 0;
  2372. if (debugIconsNode !is null)
  2373. debugIconsNode.enabled = false;
  2374. suppressSceneChanges = false;
  2375. }
  2376. }
  2377. void HandleEndViewUpdate(StringHash eventType, VariantMap& eventData)
  2378. {
  2379. // Restore gizmo and grid after camera view update
  2380. if (eventData["Camera"].GetPtr() !is camera)
  2381. {
  2382. if (gizmo !is null)
  2383. gizmo.viewMask = 0x80000000;
  2384. }
  2385. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2386. {
  2387. suppressSceneChanges = true;
  2388. if (grid !is null)
  2389. grid.viewMask = 0x80000000;
  2390. if (debugIconsNode !is null)
  2391. debugIconsNode.enabled = true;
  2392. suppressSceneChanges = false;
  2393. }
  2394. }
  2395. bool debugWasEnabled = true;
  2396. void HandleBeginViewRender(StringHash eventType, VariantMap& eventData)
  2397. {
  2398. // Hide debug geometry from preview camera
  2399. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2400. {
  2401. DebugRenderer@ debug = editorScene.GetComponent("DebugRenderer");
  2402. if (debug !is null)
  2403. {
  2404. suppressSceneChanges = true; // Do not want UI update now
  2405. debugWasEnabled = debug.enabled;
  2406. debug.enabled = false;
  2407. suppressSceneChanges = false;
  2408. }
  2409. }
  2410. }
  2411. void HandleEndViewRender(StringHash eventType, VariantMap& eventData)
  2412. {
  2413. // Restore debug geometry after preview camera render
  2414. if (eventData["Camera"].GetPtr() is previewCamera.Get())
  2415. {
  2416. DebugRenderer@ debug = editorScene.GetComponent("DebugRenderer");
  2417. if (debug !is null)
  2418. {
  2419. suppressSceneChanges = true; // Do not want UI update now
  2420. debug.enabled = debugWasEnabled;
  2421. suppressSceneChanges = false;
  2422. }
  2423. }
  2424. }