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