diff --git a/Source/Editor/Cooker/Platform/Linux/LinuxPlatformTools.cpp b/Source/Editor/Cooker/Platform/Linux/LinuxPlatformTools.cpp
index 0f650da2c..fa47c5ee5 100644
--- a/Source/Editor/Cooker/Platform/Linux/LinuxPlatformTools.cpp
+++ b/Source/Editor/Cooker/Platform/Linux/LinuxPlatformTools.cpp
@@ -36,6 +36,7 @@ ArchitectureType LinuxPlatformTools::GetArchitecture() const
bool LinuxPlatformTools::OnDeployBinaries(CookingData& data)
{
+ const auto gameSettings = GameSettings::Get();
const auto platformSettings = LinuxPlatformSettings::Get();
const auto outputPath = data.OutputPath;
@@ -64,7 +65,7 @@ bool LinuxPlatformTools::OnDeployBinaries(CookingData& data)
// Apply game executable file name
#if !BUILD_DEBUG
const String outputExePath = outputPath / TEXT("FlaxGame");
- const String gameExePath = outputPath / GameSettings::ProductName;
+ const String gameExePath = outputPath / gameSettings->ProductName;
if (FileSystem::FileExists(outputExePath) && gameExePath.Compare(outputExePath, StringSearchCase::IgnoreCase) == 0)
{
if (FileSystem::MoveFile(gameExePath, outputExePath, true))
diff --git a/Source/Editor/CustomEditors/Dedicated/SplineEditor.cs b/Source/Editor/CustomEditors/Dedicated/SplineEditor.cs
new file mode 100644
index 000000000..9eedd0ed3
--- /dev/null
+++ b/Source/Editor/CustomEditors/Dedicated/SplineEditor.cs
@@ -0,0 +1,64 @@
+// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
+
+using FlaxEditor.Actions;
+using FlaxEngine;
+using FlaxEngine.GUI;
+
+namespace FlaxEditor.CustomEditors.Dedicated
+{
+ ///
+ /// Custom editor for .
+ ///
+ ///
+ [CustomEditor(typeof(Spline)), DefaultEditor]
+ public class SplineEditor : ActorEditor
+ {
+ ///
+ public override void Initialize(LayoutElementsContainer layout)
+ {
+ base.Initialize(layout);
+
+ if (Values.HasDifferentTypes == false)
+ {
+ layout.Space(10);
+ var grid = layout.CustomContainer();
+ grid.CustomControl.SlotsHorizontally = 2;
+ grid.CustomControl.SlotsVertically = 1;
+ grid.Button("Set Linear Tangents").Button.Clicked += OnSetTangentsLinear;
+ grid.Button("Set Smooth Tangents").Button.Clicked += OnSetTangentsSmooth;
+ }
+ }
+
+ private void OnSetTangentsLinear()
+ {
+ var enableUndo = Presenter.Undo != null && Presenter.Undo.Enabled;
+ for (int i = 0; i < Values.Count; i++)
+ {
+ if (Values[i] is Spline spline)
+ {
+ var before = enableUndo ? (BezierCurve.Keyframe[])spline.SplineKeyframes.Clone() : null;
+ spline.SetTangentsLinear();
+ if (enableUndo)
+ Presenter.Undo.AddAction(new EditSplineAction(spline, before));
+ Editor.Instance.Scene.MarkSceneEdited(spline.Scene);
+ }
+ }
+ }
+
+ private void OnSetTangentsSmooth()
+ {
+ var enableUndo = Presenter.Undo != null && Presenter.Undo.Enabled;
+ for (int i = 0; i < Values.Count; i++)
+ {
+ if (Values[i] is Spline spline)
+ {
+ var before = enableUndo ? (BezierCurve.Keyframe[])spline.SplineKeyframes.Clone() : null;
+ spline.SetTangentsSmooth();
+ if (enableUndo)
+ Presenter.Undo.AddAction(new EditSplineAction(spline, before));
+ Editor.Instance.Scene.MarkSceneEdited(spline.Scene);
+ }
+ }
+ }
+ }
+}
diff --git a/Source/Editor/CustomEditors/LayoutElementsContainer.cs b/Source/Editor/CustomEditors/LayoutElementsContainer.cs
index 9df2de8be..59058056d 100644
--- a/Source/Editor/CustomEditors/LayoutElementsContainer.cs
+++ b/Source/Editor/CustomEditors/LayoutElementsContainer.cs
@@ -5,6 +5,7 @@ using System.Collections.Generic;
using FlaxEditor.CustomEditors.Elements;
using FlaxEditor.CustomEditors.GUI;
using FlaxEditor.GUI;
+using FlaxEditor.GUI.ContextMenu;
using FlaxEngine;
using FlaxEngine.Assertions;
using FlaxEngine.GUI;
@@ -553,6 +554,8 @@ namespace FlaxEditor.CustomEditors
var group = Group(name, true);
group.Panel.Close(false);
group.Panel.TooltipText = tooltip;
+ group.Panel.Tag = editor;
+ group.Panel.MouseButtonRightClicked += OnGroupPanelMouseButtonRightClicked;
return group.Object(values, editor);
}
@@ -560,6 +563,23 @@ namespace FlaxEditor.CustomEditors
return property.Object(values, editor);
}
+ private void OnGroupPanelMouseButtonRightClicked(DropPanel groupPanel, Vector2 location)
+ {
+ var linkedEditor = (CustomEditor)groupPanel.Tag;
+ var menu = new ContextMenu();
+
+ var revertToPrefab = menu.AddButton("Revert to Prefab", linkedEditor.RevertToReferenceValue);
+ revertToPrefab.Enabled = linkedEditor.CanRevertReferenceValue;
+ var resetToDefault = menu.AddButton("Reset to default", linkedEditor.RevertToDefaultValue);
+ resetToDefault.Enabled = linkedEditor.CanRevertDefaultValue;
+ menu.AddSeparator();
+ menu.AddButton("Copy", linkedEditor.Copy);
+ var paste = menu.AddButton("Paste", linkedEditor.Paste);
+ paste.Enabled = linkedEditor.CanPaste;
+
+ menu.Show(groupPanel, location);
+ }
+
///
/// Adds object property editor. Selects proper based on overrides.
///
diff --git a/Source/Editor/SceneGraph/Actors/SplineNode.cs b/Source/Editor/SceneGraph/Actors/SplineNode.cs
new file mode 100644
index 000000000..ea826c29e
--- /dev/null
+++ b/Source/Editor/SceneGraph/Actors/SplineNode.cs
@@ -0,0 +1,19 @@
+// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
+
+using FlaxEngine;
+
+namespace FlaxEditor.SceneGraph.Actors
+{
+ ///
+ /// Scene tree node for actor type.
+ ///
+ [HideInEditor]
+ public sealed class SplineNode : ActorNode
+ {
+ ///
+ public SplineNode(Actor actor)
+ : base(actor)
+ {
+ }
+ }
+}
diff --git a/Source/Editor/SceneGraph/SceneGraphFactory.cs b/Source/Editor/SceneGraph/SceneGraphFactory.cs
index 0076742b3..5f3dd8b0f 100644
--- a/Source/Editor/SceneGraph/SceneGraphFactory.cs
+++ b/Source/Editor/SceneGraph/SceneGraphFactory.cs
@@ -65,6 +65,7 @@ namespace FlaxEditor.SceneGraph
CustomNodesTypes.Add(typeof(NavModifierVolume), typeof(NavModifierVolumeNode));
CustomNodesTypes.Add(typeof(ParticleEffect), typeof(ParticleEffectNode));
CustomNodesTypes.Add(typeof(SceneAnimationPlayer), typeof(SceneAnimationPlayerNode));
+ CustomNodesTypes.Add(typeof(Spline), typeof(SplineNode));
}
///
diff --git a/Source/Editor/Undo/Actions/EditSplineAction.cs b/Source/Editor/Undo/Actions/EditSplineAction.cs
new file mode 100644
index 000000000..3bb8dac5c
--- /dev/null
+++ b/Source/Editor/Undo/Actions/EditSplineAction.cs
@@ -0,0 +1,73 @@
+// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
+
+using System;
+using FlaxEditor.Modules;
+using FlaxEngine;
+
+namespace FlaxEditor.Actions
+{
+ ///
+ /// Change keyframes undo action.
+ ///
+ ///
+ ///
+ [Serializable]
+ public class EditSplineAction : IUndoAction, ISceneEditAction
+ {
+ [Serialize]
+ private Guid _splineId;
+
+ [Serialize]
+ private BezierCurve.Keyframe[] _before;
+
+ [Serialize]
+ private BezierCurve.Keyframe[] _after;
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ /// The spline.
+ /// The spline keyframes state before editing it.
+ public EditSplineAction(Spline spline, BezierCurve.Keyframe[] before)
+ {
+ _splineId = spline.ID;
+ _before = before;
+ _after = (BezierCurve.Keyframe[])spline.SplineKeyframes.Clone();
+ }
+
+ ///
+ public string ActionString => "Edit spline keyframes";
+
+ ///
+ public void Do()
+ {
+ var spline = FlaxEngine.Object.Find(ref _splineId);
+ if (spline == null)
+ return;
+ spline.SplineKeyframes = _after;
+ }
+
+ ///
+ public void Undo()
+ {
+ var spline = FlaxEngine.Object.Find(ref _splineId);
+ if (spline == null)
+ return;
+ spline.SplineKeyframes = _before;
+ }
+
+ ///
+ public void Dispose()
+ {
+ _before = _after = null;
+ }
+
+ ///
+ public void MarkSceneEdited(SceneModule sceneModule)
+ {
+ var spline = FlaxEngine.Object.Find(ref _splineId);
+ if (spline != null)
+ sceneModule.MarkSceneEdited(spline.Scene);
+ }
+ }
+}
diff --git a/Source/Editor/Windows/SceneTreeWindow.Actors.cs b/Source/Editor/Windows/SceneTreeWindow.Actors.cs
index 6fafe444f..8970b6a48 100644
--- a/Source/Editor/Windows/SceneTreeWindow.Actors.cs
+++ b/Source/Editor/Windows/SceneTreeWindow.Actors.cs
@@ -99,6 +99,7 @@ namespace FlaxEditor.Windows
new KeyValuePair("Nav Mesh Bounds Volume", typeof(NavMeshBoundsVolume)),
new KeyValuePair("Nav Link", typeof(NavLink)),
new KeyValuePair("Nav Modifier Volume", typeof(NavModifierVolume)),
+ new KeyValuePair("Spline", typeof(Spline)),
}
},
new ActorsGroup
diff --git a/Source/Editor/Windows/ToolboxWindow.cs b/Source/Editor/Windows/ToolboxWindow.cs
index 8c30621b0..63e1f1f05 100644
--- a/Source/Editor/Windows/ToolboxWindow.cs
+++ b/Source/Editor/Windows/ToolboxWindow.cs
@@ -167,6 +167,7 @@ namespace FlaxEditor.Windows
groupOther.AddChild(CreateActorItem("Nav Mesh Bounds Volume", typeof(NavMeshBoundsVolume)));
groupOther.AddChild(CreateActorItem("Nav Link", typeof(NavLink)));
groupOther.AddChild(CreateActorItem("Nav Modifier Volume", typeof(NavModifierVolume)));
+ groupOther.AddChild(CreateActorItem("Spline", typeof(Spline)));
var groupGui = CreateGroupWithList(actorGroups, "GUI");
groupGui.AddChild(CreateActorItem("UI Control", typeof(UIControl)));
diff --git a/Source/Engine/Animations/AnimationUtils.h b/Source/Engine/Animations/AnimationUtils.h
index 248efea0c..c90afcea3 100644
--- a/Source/Engine/Animations/AnimationUtils.h
+++ b/Source/Engine/Animations/AnimationUtils.h
@@ -7,6 +7,7 @@
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Quaternion.h"
+#include "Engine/Core/Math/Transform.h"
namespace AnimationUtils
{
@@ -40,6 +41,12 @@ namespace AnimationUtils
return Quaternion::Identity;
}
+ template<>
+ FORCE_INLINE Transform GetZero()
+ {
+ return Transform::Identity;
+ }
+
template<>
FORCE_INLINE Color GetZero()
{
@@ -66,22 +73,32 @@ namespace AnimationUtils
Quaternion::Slerp(a, b, oneThird, result);
}
+ template<>
+ FORCE_INLINE void GetTangent(const Transform& a, const Transform& b, float length, Transform& result)
+ {
+ const float oneThird = 1.0f / 3.0f;
+ const float oneThirdLength = length * oneThird;
+ result.Translation = a.Translation + b.Translation * oneThirdLength;
+ Quaternion::Slerp(a.Orientation, b.Orientation, oneThird, result.Orientation);
+ result.Scale = a.Scale + b.Scale * oneThirdLength;
+ }
+
template
- FORCE_INLINE static void Interpolate(const T& a, const T& b, float alpha, T& result)
+ FORCE_INLINE static void Interpolate(const T& a, const T& b, float t, T& result)
{
- result = (T)(a + alpha * (b - a));
+ result = (T)(a + t * (b - a));
}
template<>
- FORCE_INLINE void Interpolate(const Vector3& a, const Vector3& b, float alpha, Vector3& result)
+ FORCE_INLINE void Interpolate(const Vector3& a, const Vector3& b, float t, Vector3& result)
{
- Vector3::Lerp(a, b, alpha, result);
+ Vector3::Lerp(a, b, t, result);
}
template<>
- FORCE_INLINE void Interpolate(const Quaternion& a, const Quaternion& b, float alpha, Quaternion& result)
+ FORCE_INLINE void Interpolate(const Quaternion& a, const Quaternion& b, float t, Quaternion& result)
{
- Quaternion::Slerp(a, b, alpha, result);
+ Quaternion::Slerp(a, b, t, result);
}
static void WrapTime(float& time, float start, float end, bool loop)
@@ -117,90 +134,111 @@ namespace AnimationUtils
/// Evaluates a cubic Hermite curve at a specific point.
///
/// The time parameter that at which to evaluate the curve, in range [0, 1].
- /// The starting point (at t=0).
- /// The ending point (at t=1).
- /// The starting tangent (at t=0).
- /// The ending tangent (at t = 1).
+ /// The starting point (at t=0).
+ /// The ending point (at t=1).
+ /// The starting tangent (at t=0).
+ /// The ending tangent (at t = 1).
/// The evaluated value.
template
- static void CubicHermite(const float t, const T& pointA, const T& pointB, const T& tangentA, const T& tangentB, T* result)
+ static void CubicHermite(const T& p0, const T& p1, const T& t0, const T& t1, float t, T& result)
{
- const float t2 = t * t;
- const float t3 = t2 * t;
-
- float a = 2 * t3 - 3 * t2 + 1;
- float b = t3 - 2 * t2 + t;
- float c = -2 * t3 + 3 * t2;
- float d = t3 - t2;
-
- *result = a * pointA + b * tangentA + c * pointB + d * tangentB;
+ const float tt = t * t;
+ const float ttt = tt * t;
+ result = (2 * ttt - 3 * tt + 1) * p0 + (ttt - 2 * tt + t) * t0 + (-2 * ttt + 3 * tt) * p1 + (ttt - tt) * t1;
}
///
/// Evaluates the first derivative of a cubic Hermite curve at a specific point.
///
/// The time parameter that at which to evaluate the curve, in range [0, 1].
- /// The starting point (at t=0).
- /// The ending point (at t=1).
- /// The starting tangent (at t=0).
- /// The ending tangent (at t = 1).
+ /// The starting point (at t=0).
+ /// The ending point (at t=1).
+ /// The starting tangent (at t=0).
+ /// The ending tangent (at t=1).
/// The evaluated value.
template
- static void CubicHermiteD1(const float t, const T& pointA, const T& pointB, const T& tangentA, const T& tangentB, T* result)
+ static void CubicHermiteFirstDerivative(const T& p0, const T& p1, const T& t0, const T& t1, float t, T& result)
{
- const float t2 = t * t;
-
- float a = 6 * t2 - 6 * t;
- float b = 3 * t2 - 4 * t + 1;
- float c = -6 * t2 + 6 * t;
- float d = 3 * t2 - 2 * t;
-
- *result = a * pointA + b * tangentA + c * pointB + d * tangentB;
+ const float tt = t * t;
+ result = (6 * tt - 6 * t) * p0 + (3 * tt - 4 * t + 1) * t0 + (-6 * tt + 6 * t) * p1 + (3 * tt - 2 * t) * t1;
}
template
- static void Bezier(const T& p0, const T& p1, const T& p2, const T& p3, float alpha, T& result)
+ static void Bezier(const T& p0, const T& p1, const T& p2, const T& p3, float t, T& result)
{
T p01, p12, p23, p012, p123;
- Interpolate(p0, p1, alpha, p01);
- Interpolate(p1, p2, alpha, p12);
- Interpolate(p2, p3, alpha, p23);
- Interpolate(p01, p12, alpha, p012);
- Interpolate(p12, p23, alpha, p123);
- Interpolate(p012, p123, alpha, result);
+ Interpolate(p0, p1, t, p01);
+ Interpolate(p1, p2, t, p12);
+ Interpolate(p2, p3, t, p23);
+ Interpolate(p01, p12, t, p012);
+ Interpolate(p12, p23, t, p123);
+ Interpolate(p012, p123, t, result);
}
template<>
- void Bezier(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3, float alpha, Vector2& result)
+ void Bezier(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3, float t, Vector2& result)
{
- const float u = 1.0f - alpha;
- const float tt = alpha * alpha;
+ const float u = 1.0f - t;
+ const float tt = t * t;
const float uu = u * u;
const float uuu = uu * u;
- const float ttt = tt * alpha;
- result = uuu * p0 + 3 * uu * alpha * p1 + 3 * u * tt * p2 + ttt * p3;
+ const float ttt = tt * t;
+ result = uuu * p0 + 3 * uu * t * p1 + 3 * u * tt * p2 + ttt * p3;
}
template<>
- void Bezier(const Vector3& p0, const Vector3& p1, const Vector3& p2, const Vector3& p3, float alpha, Vector3& result)
+ void Bezier(const Vector3& p0, const Vector3& p1, const Vector3& p2, const Vector3& p3, float t, Vector3& result)
{
- const float u = 1.0f - alpha;
- const float tt = alpha * alpha;
+ const float u = 1.0f - t;
+ const float tt = t * t;
const float uu = u * u;
const float uuu = uu * u;
- const float ttt = tt * alpha;
- result = uuu * p0 + 3 * uu * alpha * p1 + 3 * u * tt * p2 + ttt * p3;
+ const float ttt = tt * t;
+ result = uuu * p0 + 3 * uu * t * p1 + 3 * u * tt * p2 + ttt * p3;
}
template<>
- void Bezier(const Quaternion& p0, const Quaternion& p1, const Quaternion& p2, const Quaternion& p3, float alpha, Quaternion& result)
+ void Bezier(const Quaternion& p0, const Quaternion& p1, const Quaternion& p2, const Quaternion& p3, float t, Quaternion& result)
{
Quaternion p01, p12, p23, p012, p123;
- Quaternion::Slerp(p0, p1, alpha, p01);
- Quaternion::Slerp(p1, p2, alpha, p12);
- Quaternion::Slerp(p2, p3, alpha, p23);
- Quaternion::Slerp(p01, p12, alpha, p012);
- Quaternion::Slerp(p12, p23, alpha, p123);
- Quaternion::Slerp(p012, p123, alpha, result);
+ Quaternion::Slerp(p0, p1, t, p01);
+ Quaternion::Slerp(p1, p2, t, p12);
+ Quaternion::Slerp(p2, p3, t, p23);
+ Quaternion::Slerp(p01, p12, t, p012);
+ Quaternion::Slerp(p12, p23, t, p123);
+ Quaternion::Slerp(p012, p123, t, result);
+ }
+
+ template<>
+ void Bezier(const Transform& p0, const Transform& p1, const Transform& p2, const Transform& p3, float t, Transform& result)
+ {
+ Bezier(p0.Translation, p1.Translation, p2.Translation, p3.Translation, t, result.Translation);
+ Bezier(p0.Orientation, p1.Orientation, p2.Orientation, p3.Orientation, t, result.Orientation);
+ Bezier(p0.Scale, p1.Scale, p2.Scale, p3.Scale, t, result.Scale);
+ }
+
+ template
+ static void BezierFirstDerivative(const T& p0, const T& p1, const T& p2, const T& p3, float t, T& result)
+ {
+ const float u = 1.0f - t;
+ const float tt = t * t;
+ const float uu = u * u;
+ result = 3.0f * uu * (p1 - p0) + 6.0f * u * t * (p2 - p1) + 3.0f * tt * (p3 - p2);
+ }
+
+ template<>
+ static void BezierFirstDerivative(const Quaternion& p0, const Quaternion& p1, const Quaternion& p2, const Quaternion& p3, float t, Quaternion& result)
+ {
+ Vector3 euler;
+ BezierFirstDerivative(p0.GetEuler(), p1.GetEuler(), p2.GetEuler(), p3.GetEuler(), t, euler);
+ result = Quaternion::Euler(euler);
+ }
+
+ template<>
+ static void BezierFirstDerivative(const Transform& p0, const Transform& p1, const Transform& p2, const Transform& p3, float t, Transform& result)
+ {
+ BezierFirstDerivative(p0.Translation, p1.Translation, p2.Translation, p3.Translation, t, result.Translation);
+ BezierFirstDerivative(p0.Orientation, p1.Orientation, p2.Orientation, p3.Orientation, t, result.Orientation);
+ BezierFirstDerivative(p0.Scale, p1.Scale, p2.Scale, p3.Scale, t, result.Scale);
}
}
diff --git a/Source/Engine/Animations/Curve.cs b/Source/Engine/Animations/Curve.cs
index d9762d05f..3a8ddc100 100644
--- a/Source/Engine/Animations/Curve.cs
+++ b/Source/Engine/Animations/Curve.cs
@@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using System.Runtime.InteropServices;
namespace FlaxEngine
{
@@ -338,6 +339,7 @@ namespace FlaxEngine
///
/// A single keyframe that can be injected into linear curve.
///
+ [StructLayout(LayoutKind.Sequential)]
public struct Keyframe : IComparable, IComparable
{
///
@@ -586,6 +588,7 @@ namespace FlaxEngine
///
/// A single keyframe that can be injected into Bezier curve.
///
+ [StructLayout(LayoutKind.Sequential)]
public struct Keyframe : IComparable, IComparable
{
///
diff --git a/Source/Engine/Animations/Curve.h b/Source/Engine/Animations/Curve.h
index 8261dea5b..24dcd87a8 100644
--- a/Source/Engine/Animations/Curve.h
+++ b/Source/Engine/Animations/Curve.h
@@ -48,10 +48,20 @@ public:
result = a.Value;
}
+ FORCE_INLINE static void InterpolateFirstDerivative(const StepCurveKeyframe& a, const StepCurveKeyframe& b, float alpha, float length, T& result)
+ {
+ result = AnimationUtils::GetZero();
+ }
+
FORCE_INLINE static void InterpolateKey(const StepCurveKeyframe& a, const StepCurveKeyframe& b, float alpha, float length, StepCurveKeyframe& result)
{
result = a;
}
+
+ bool operator==(const StepCurveKeyframe& other) const
+ {
+ return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value);
+ }
} PACK_END();
///
@@ -92,11 +102,21 @@ public:
AnimationUtils::Interpolate(a.Value, b.Value, alpha, result);
}
+ FORCE_INLINE static void InterpolateFirstDerivative(const LinearCurveKeyframe& a, const LinearCurveKeyframe& b, float alpha, float length, T& result)
+ {
+ result = b.Value - a.Value;
+ }
+
FORCE_INLINE static void InterpolateKey(const LinearCurveKeyframe& a, const LinearCurveKeyframe& b, float alpha, float length, LinearCurveKeyframe& result)
{
result.Time = a.Time + (b.Time - a.Time) * alpha;
AnimationUtils::Interpolate(a.Value, b.Value, alpha, result.Value);
}
+
+ bool operator==(const LinearCurveKeyframe& other) const
+ {
+ return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value);
+ }
} PACK_END();
///
@@ -147,23 +167,31 @@ public:
{
T leftTangent = a.Value + a.TangentOut * length;
T rightTangent = b.Value + b.TangentIn * length;
+ AnimationUtils::CubicHermite( a.Value, b.Value, leftTangent, rightTangent, alpha, result);
+ }
- AnimationUtils::CubicHermite(alpha, a.Value, b.Value, leftTangent, rightTangent, result);
+ static void InterpolateFirstDerivative(const HermiteCurveKeyframe& a, const HermiteCurveKeyframe& b, float alpha, float length, T& result)
+ {
+ T leftTangent = a.Value + a.TangentOut * length;
+ T rightTangent = b.Value + b.TangentIn * length;
+ AnimationUtils::CubicHermiteFirstDerivative( a.Value, b.Value, leftTangent, rightTangent, alpha, result);
}
static void InterpolateKey(const HermiteCurveKeyframe& a, const HermiteCurveKeyframe& b, float alpha, float length, HermiteCurveKeyframe& result)
{
result.Time = a.Time + length * alpha;
-
T leftTangent = a.Value + a.TangentOut * length;
T rightTangent = b.Value + b.TangentIn * length;
-
- AnimationUtils::CubicHermite(alpha, a.Value, b.Value, leftTangent, rightTangent, result.Value);
- AnimationUtils::CubicHermiteD1(alpha, a.Value, b.Value, leftTangent, rightTangent, result.TangentIn);
-
+ AnimationUtils::CubicHermite(a.Value, b.Value, leftTangent, rightTangent, alpha, result.Value);
+ AnimationUtils::CubicHermiteFirstDerivative(a.Value, b.Value, leftTangent, rightTangent, alpha, result.TangentIn);
result.TangentIn /= length;
result.TangentOut = result.TangentIn;
}
+
+ bool operator==(const HermiteCurveKeyframe& other) const
+ {
+ return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value) && Math::NearEqual(TangentIn, other.TangentIn) && Math::NearEqual(TangentOut, other.TangentOut);
+ }
} PACK_END();
///
@@ -223,23 +251,32 @@ public:
T leftTangent, rightTangent;
AnimationUtils::GetTangent(a.Value, a.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(b.Value, b.TangentIn, length, rightTangent);
-
AnimationUtils::Bezier(a.Value, leftTangent, rightTangent, b.Value, alpha, result);
}
+ static void InterpolateFirstDerivative(const BezierCurveKeyframe& a, const BezierCurveKeyframe& b, float alpha, float length, T& result)
+ {
+ T leftTangent, rightTangent;
+ AnimationUtils::GetTangent(a.Value, a.TangentOut, length, leftTangent);
+ AnimationUtils::GetTangent(b.Value, b.TangentIn, length, rightTangent);
+ AnimationUtils::BezierFirstDerivative(a.Value, leftTangent, rightTangent, b.Value, alpha, result);
+ }
+
static void InterpolateKey(const BezierCurveKeyframe& a, const BezierCurveKeyframe& b, float alpha, float length, BezierCurveKeyframe& result)
{
result.Time = a.Time + length * alpha;
-
T leftTangent, rightTangent;
AnimationUtils::GetTangent(a.Value, a.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(b.Value, b.TangentIn, length, rightTangent);
-
AnimationUtils::Bezier(a.Value, leftTangent, rightTangent, b.Value, alpha, result.Value);
-
result.TangentIn = a.TangentOut;
result.TangentOut = b.TangentIn;
}
+
+ bool operator==(const BezierCurveKeyframe& other) const
+ {
+ return Math::NearEqual(Time, other.Time) && Math::NearEqual(Value, other.Value) && Math::NearEqual(TangentIn, other.TangentIn) && Math::NearEqual(TangentOut, other.TangentOut);
+ }
} PACK_END();
// @formatter:on
@@ -346,6 +383,48 @@ public:
KeyFrame::Interpolate(leftKey, rightKey, t, length, result);
}
+ ///
+ /// Evaluates the first derivative of the animation curve at the specified time (aka velocity).
+ ///
+ /// The keyframes data container.
+ /// The calculated first derivative from the curve at provided time.
+ /// The time to evaluate the curve at.
+ /// If true the curve will loop when it goes past the end or beginning. Otherwise the curve value will be clamped.
+ void EvaluateFirstDerivative(const KeyFrameData& data, T& result, float time, bool loop = true) const
+ {
+ const int32 count = data.Length();
+ if (count == 0)
+ {
+ result = _default;
+ return;
+ }
+
+ const float start = 0;
+ const float end = data[count - 1].Time;
+ AnimationUtils::WrapTime(time, start, end, loop);
+
+ int32 leftKeyIdx;
+ int32 rightKeyIdx;
+ FindKeys(data, time, leftKeyIdx, rightKeyIdx);
+
+ const KeyFrame& leftKey = data[leftKeyIdx];
+ const KeyFrame& rightKey = data[rightKeyIdx];
+
+ if (leftKeyIdx == rightKeyIdx)
+ {
+ result = leftKey.Value;
+ return;
+ }
+
+ const float length = rightKey.Time - leftKey.Time;
+
+ // Scale from arbitrary range to [0, 1]
+ float t = Math::NearEqual(length, 0.0f) ? 0.0f : (time - leftKey.Time) / length;
+
+ // Evaluate the derivative at the curve
+ KeyFrame::InterpolateFirstDerivative(leftKey, rightKey, t, length, result);
+ }
+
///
/// Evaluates the animation curve key at the specified time.
///
@@ -566,6 +645,18 @@ public:
Base::Evaluate(data, result, time, loop);
}
+ ///
+ /// Evaluates the first derivative of the animation curve at the specified time (aka velocity).
+ ///
+ /// The calculated first derivative from the curve at provided time.
+ /// The time to evaluate the curve at.
+ /// If true the curve will loop when it goes past the end or beginning. Otherwise the curve value will be clamped.
+ void EvaluateFirstDerivative(T& result, float time, bool loop = true) const
+ {
+ typename Base::KeyFrameData data(_keyframes);
+ Base::EvaluateFirstDerivative(data, result, time, loop);
+ }
+
///
/// Evaluates the animation curve key at the specified time.
///
@@ -708,6 +799,30 @@ public:
return false;
}
+
+public:
+
+ FORCE_INLINE KeyFrame& operator[](int32 index)
+ {
+ return _keyframes[index];
+ }
+
+ FORCE_INLINE const KeyFrame& operator[](int32 index) const
+ {
+ return _keyframes[index];
+ }
+
+ bool operator==(const Curve& other) const
+ {
+ if (_keyframes.Count() != other._keyframes.Count())
+ return false;
+ for (int32 i = 0; i < _keyframes.Count(); i++)
+ {
+ if (!(_keyframes[i] == other._keyframes[i]))
+ return false;
+ }
+ return true;
+ }
};
///
diff --git a/Source/Engine/Animations/CurveSerialization.h b/Source/Engine/Animations/CurveSerialization.h
new file mode 100644
index 000000000..06f7788ea
--- /dev/null
+++ b/Source/Engine/Animations/CurveSerialization.h
@@ -0,0 +1,171 @@
+// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
+
+#pragma once
+
+#include "Curve.h"
+#include "Engine/Core/Collections/Array.h"
+#include "Engine/Serialization/Serialization.h"
+
+// @formatter:off
+
+namespace Serialization
+{
+ // StepCurveKeyframe
+
+ template
+ inline bool ShouldSerialize(const StepCurveKeyframe& v, const void* otherObj)
+ {
+ if (!otherObj)
+ return true;
+ const auto other = (const StepCurveKeyframe*)otherObj;
+ return !(v == *other);
+ }
+ template
+ inline void Serialize(ISerializable::SerializeStream& stream, const StepCurveKeyframe& v, const void* otherObj)
+ {
+ stream.StartObject();
+ stream.JKEY("Time");
+ Serialize(stream, v.Time, nullptr);
+ stream.JKEY("Value");
+ Serialize(stream, v.Value, nullptr);
+ stream.EndObject();
+ }
+ template
+ inline void Deserialize(ISerializable::DeserializeStream& stream, StepCurveKeyframe& v, ISerializeModifier* modifier)
+ {
+ DESERIALIZE_MEMBER(Time, v.Time);
+ DESERIALIZE_MEMBER(Value, v.Value);
+ }
+
+ // LinearCurveKeyframe
+
+ template
+ inline bool ShouldSerialize(const LinearCurveKeyframe& v, const void* otherObj)
+ {
+ if (!otherObj)
+ return true;
+ const auto other = (const LinearCurveKeyframe*)otherObj;
+ return !(v == *other);
+ }
+ template
+ inline void Serialize(ISerializable::SerializeStream& stream, const LinearCurveKeyframe& v, const void* otherObj)
+ {
+ stream.StartObject();
+ stream.JKEY("Time");
+ Serialize(stream, v.Time, nullptr);
+ stream.JKEY("Value");
+ Serialize(stream, v.Value, nullptr);
+ stream.EndObject();
+ }
+ template
+ inline void Deserialize(ISerializable::DeserializeStream& stream, LinearCurveKeyframe& v, ISerializeModifier* modifier)
+ {
+ DESERIALIZE_MEMBER(Time, v.Time);
+ DESERIALIZE_MEMBER(Value, v.Value);
+ }
+
+ // HermiteCurveKeyframe
+
+ template
+ inline bool ShouldSerialize(const HermiteCurveKeyframe& v, const void* otherObj)
+ {
+ if (!otherObj)
+ return true;
+ const auto other = (const HermiteCurveKeyframe*)otherObj;
+ return !(v == *other);
+ }
+ template
+ inline void Serialize(ISerializable::SerializeStream& stream, const HermiteCurveKeyframe& v, const void* otherObj)
+ {
+ stream.StartObject();
+ stream.JKEY("Time");
+ Serialize(stream, v.Time, nullptr);
+ stream.JKEY("Value");
+ Serialize(stream, v.Value, nullptr);
+ stream.JKEY("TangentIn");
+ Serialize(stream, v.TangentIn, nullptr);
+ stream.JKEY("TangentOut");
+ Serialize(stream, v.TangentOut, nullptr);
+ stream.EndObject();
+ }
+ template
+ inline void Deserialize(ISerializable::DeserializeStream& stream, HermiteCurveKeyframe& v, ISerializeModifier* modifier)
+ {
+ DESERIALIZE_MEMBER(Time, v.Time);
+ DESERIALIZE_MEMBER(Value, v.Value);
+ DESERIALIZE_MEMBER(TangentIn, v.TangentIn);
+ DESERIALIZE_MEMBER(TangentOut, v.TangentOut);
+ }
+
+ // BezierCurveKeyframe
+
+ template
+ inline bool ShouldSerialize(const BezierCurveKeyframe& v, const void* otherObj)
+ {
+ if (!otherObj)
+ return true;
+ const auto other = (const BezierCurveKeyframe*)otherObj;
+ return !(v == *other);
+ }
+ template
+ inline void Serialize(ISerializable::SerializeStream& stream, const BezierCurveKeyframe& v, const void* otherObj)
+ {
+ stream.StartObject();
+ stream.JKEY("Time");
+ Serialize(stream, v.Time, nullptr);
+ stream.JKEY("Value");
+ Serialize(stream, v.Value, nullptr);
+ stream.JKEY("TangentIn");
+ Serialize(stream, v.TangentIn, nullptr);
+ stream.JKEY("TangentOut");
+ Serialize(stream, v.TangentOut, nullptr);
+ stream.EndObject();
+ }
+ template
+ inline void Deserialize(ISerializable::DeserializeStream& stream, BezierCurveKeyframe& v, ISerializeModifier* modifier)
+ {
+ DESERIALIZE_MEMBER(Time, v.Time);
+ DESERIALIZE_MEMBER(Value, v.Value);
+ DESERIALIZE_MEMBER(TangentIn, v.TangentIn);
+ DESERIALIZE_MEMBER(TangentOut, v.TangentOut);
+ }
+
+ // Curve
+
+ template
+ inline bool ShouldSerialize(const Curve& v, const void* otherObj)
+ {
+ if (!otherObj)
+ return true;
+ const auto other = (const Curve*)otherObj;
+ return !(v == *other);
+ }
+ template
+ inline void Serialize(ISerializable::SerializeStream& stream, const Curve& v, const void* otherObj)
+ {
+ stream.StartObject();
+ stream.JKEY("Keyframes");
+ stream.StartArray();
+ for (auto& k : v.GetKeyframes())
+ Serialize(stream, k, nullptr);
+ stream.EndArray();
+ stream.EndObject();
+ }
+ template
+ inline void Deserialize(ISerializable::DeserializeStream& stream, Curve& v, ISerializeModifier* modifier)
+ {
+ if (!stream.IsObject())
+ return;
+ const auto mKeyframes = SERIALIZE_FIND_MEMBER(stream, "Keyframes");
+ if (mKeyframes != stream.MemberEnd())
+ {
+ const auto& keyframesArray = mKeyframes->value.GetArray();
+ auto& keyframes = v.GetKeyframes();
+ keyframes.Resize(keyframesArray.Size());
+ for (rapidjson::SizeType i = 0; i < keyframesArray.Size(); i++)
+ Deserialize(keyframesArray[i], keyframes[i], modifier);
+ }
+ }
+}
+
+// @formatter:on
diff --git a/Source/Engine/Core/Math/Color.h b/Source/Engine/Core/Math/Color.h
index 3eee6d9f8..5a7986517 100644
--- a/Source/Engine/Core/Math/Color.h
+++ b/Source/Engine/Core/Math/Color.h
@@ -506,6 +506,14 @@ inline Color operator*(float a, const Color& b)
return b * a;
}
+namespace Math
+{
+ FORCE_INLINE static bool NearEqual(const Color& a, const Color& b)
+ {
+ return Color::NearEqual(a, b);
+ }
+}
+
template<>
struct TIsPODType
{
diff --git a/Source/Engine/Core/Math/Color32.h b/Source/Engine/Core/Math/Color32.h
index 89f64cc35..f848f6f73 100644
--- a/Source/Engine/Core/Math/Color32.h
+++ b/Source/Engine/Core/Math/Color32.h
@@ -231,6 +231,14 @@ inline Color32 operator*(float a, const Color32& b)
return b * a;
}
+namespace Math
+{
+ FORCE_INLINE static bool NearEqual(const Color32& a, const Color32& b)
+ {
+ return a == b;
+ }
+}
+
template<>
struct TIsPODType
{
diff --git a/Source/Engine/Core/Math/Transform.cpp b/Source/Engine/Core/Math/Transform.cpp
index 5ac71779b..728fc6a90 100644
--- a/Source/Engine/Core/Math/Transform.cpp
+++ b/Source/Engine/Core/Math/Transform.cpp
@@ -94,6 +94,13 @@ Vector3 Transform::LocalToWorld(const Vector3& point) const
return result + Translation;
}
+Vector3 Transform::LocalToWorldVector(const Vector3& vector) const
+{
+ Vector3 result = vector * Scale;
+ Vector3::Transform(result, Orientation, result);
+ return result;
+}
+
void Transform::LocalToWorld(const Vector3& point, Vector3& result) const
{
Vector3 tmp = point * Scale;
@@ -171,6 +178,24 @@ Vector3 Transform::WorldToLocal(const Vector3& point) const
return result * invScale;
}
+Vector3 Transform::WorldToLocalVector(const Vector3& vector) const
+{
+ Vector3 invScale = Scale;
+ if (invScale.X != 0.0f)
+ invScale.X = 1.0f / invScale.X;
+ if (invScale.Y != 0.0f)
+ invScale.Y = 1.0f / invScale.Y;
+ if (invScale.Z != 0.0f)
+ invScale.Z = 1.0f / invScale.Z;
+
+ const Quaternion invRotation = Orientation.Conjugated();
+
+ Vector3 result;
+ Vector3::Transform(vector, invRotation, result);
+
+ return result * invScale;
+}
+
void Transform::WorldToLocal(const Vector3* points, int32 pointsCount, Vector3* result) const
{
Vector3 invScale = Scale;
diff --git a/Source/Engine/Core/Math/Transform.cs b/Source/Engine/Core/Math/Transform.cs
index 21ed705ff..7065309e3 100644
--- a/Source/Engine/Core/Math/Transform.cs
+++ b/Source/Engine/Core/Math/Transform.cs
@@ -197,6 +197,18 @@ namespace FlaxEngine
return point + Translation;
}
+ ///
+ /// Performs transformation of the given vector in local space to the world space of this transform.
+ ///
+ /// The local space vector.
+ /// The world space vector.
+ public Vector3 LocalToWorldVector(Vector3 vector)
+ {
+ vector *= Scale;
+ Vector3.Transform(ref vector, ref Orientation, out vector);
+ return vector;
+ }
+
///
/// Perform transformation of the given points in local space
///
@@ -259,6 +271,29 @@ namespace FlaxEngine
return result * invScale;
}
+ ///
+ /// Perform transformation of the given vector in world space
+ ///
+ /// World space vector
+ /// Local space vector
+ public Vector3 WorldToLocalVector(Vector3 vector)
+ {
+ Vector3 invScale = Scale;
+ if (invScale.X != 0.0f)
+ invScale.X = 1.0f / invScale.X;
+ if (invScale.Y != 0.0f)
+ invScale.Y = 1.0f / invScale.Y;
+ if (invScale.Z != 0.0f)
+ invScale.Z = 1.0f / invScale.Z;
+
+ Quaternion invRotation = Orientation;
+ invRotation.Invert();
+
+ Vector3.Transform(ref vector, ref invRotation, out var result);
+
+ return result * invScale;
+ }
+
///
/// Perform transformation of the given points in world space
///
diff --git a/Source/Engine/Core/Math/Transform.h b/Source/Engine/Core/Math/Transform.h
index ed19efeae..5a39c2d86 100644
--- a/Source/Engine/Core/Math/Transform.h
+++ b/Source/Engine/Core/Math/Transform.h
@@ -184,6 +184,13 @@ public:
/// The world space point.
Vector3 LocalToWorld(const Vector3& point) const;
+ ///
+ /// Performs transformation of the given vector in local space to the world space of this transform.
+ ///
+ /// The local space vector.
+ /// The world space vector.
+ Vector3 LocalToWorldVector(const Vector3& vector) const;
+
///
/// Performs transformation of the given point in local space to the world space of this transform.
///
@@ -220,6 +227,13 @@ public:
/// The local space point.
Vector3 WorldToLocal(const Vector3& point) const;
+ ///
+ /// Performs transformation of the given vector in world space to the local space of this transform.
+ ///
+ /// The world space vector.
+ /// The local space vector.
+ Vector3 WorldToLocalVector(const Vector3& vector) const;
+
///
/// Performs transformation of the given points in world space to the local space of this transform.
///
@@ -293,6 +307,14 @@ public:
static void Lerp(const Transform& t1, const Transform& t2, float amount, Transform& result);
};
+namespace Math
+{
+ FORCE_INLINE static bool NearEqual(const Transform& a, const Transform& b)
+ {
+ return Transform::NearEqual(a, b);
+ }
+}
+
template<>
struct TIsPODType
{
diff --git a/Source/Engine/Core/Math/Vector4.h b/Source/Engine/Core/Math/Vector4.h
index adca955fc..c7771aa67 100644
--- a/Source/Engine/Core/Math/Vector4.h
+++ b/Source/Engine/Core/Math/Vector4.h
@@ -379,7 +379,7 @@ public:
static bool NearEqual(const Vector4& a, const Vector4& b)
{
- return Math::NearEqual(a.X, b.X) && Math::NearEqual(a.Y, b.Y) & Math::NearEqual(a.Z, b.Z) && Math::NearEqual(a.W, b.W);
+ return Math::NearEqual(a.X, b.X) && Math::NearEqual(a.Y, b.Y) && Math::NearEqual(a.Z, b.Z) && Math::NearEqual(a.W, b.W);
}
static bool NearEqual(const Vector4& a, const Vector4& b, float epsilon)
diff --git a/Source/Engine/Debug/DebugDraw.cpp b/Source/Engine/Debug/DebugDraw.cpp
index 457c90411..596956dea 100644
--- a/Source/Engine/Debug/DebugDraw.cpp
+++ b/Source/Engine/Debug/DebugDraw.cpp
@@ -650,16 +650,6 @@ void DebugDraw::DrawLines(const Span& lines, const Matrix& transform, c
}
}
-static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
-{
- const float oneMinusT = 1.0f - t;
- return
- oneMinusT * oneMinusT * oneMinusT * p0 +
- 3.0f * oneMinusT * oneMinusT * t * p1 +
- 3.0f * oneMinusT * t * t * p2 +
- t * t * t * p3;
-}
-
void DebugDraw::DrawBezier(const Vector3& p1, const Vector3& p2, const Vector3& p3, const Vector3& p4, const Color& color, float duration, bool depthTest)
{
// Create draw call entry
@@ -676,13 +666,13 @@ void DebugDraw::DrawBezier(const Vector3& p1, const Vector3& p2, const Vector3&
const Vector3 d3 = p4 - p3;
const float len = d1.Length() + d2.Length() + d3.Length();
const int32 segmentCount = Math::Clamp(Math::CeilToInt(len * 0.05f), 1, 100);
- const float segmentCountInv = 1.0f / segmentCount;
+ const float segmentCountInv = 1.0f / (float)segmentCount;
list->EnsureCapacity(list->Count() + segmentCount + 2);
// Draw segmented curve
for (int32 i = 0; i <= segmentCount; i++)
{
- const float t = i * segmentCountInv;
+ const float t = (float)i * segmentCountInv;
AnimationUtils::Bezier(p1, p2, p3, p4, t, l.End);
list->Add(l);
l.Start = l.End;
diff --git a/Source/Engine/Level/Actors/ModelInstanceActor.h b/Source/Engine/Level/Actors/ModelInstanceActor.h
index 63c6c4807..c431429fd 100644
--- a/Source/Engine/Level/Actors/ModelInstanceActor.h
+++ b/Source/Engine/Level/Actors/ModelInstanceActor.h
@@ -42,7 +42,7 @@ public:
/// Sets the material to the entry slot. Can be used to override the material of the meshes using this slot.
///
/// The material slot entry index.
- /// The material to set..
+ /// The material to set.
API_FUNCTION() void SetMaterial(int32 entryIndex, MaterialBase* material);
///
diff --git a/Source/Engine/Level/Actors/Spline.cpp b/Source/Engine/Level/Actors/Spline.cpp
new file mode 100644
index 000000000..9f47aa06e
--- /dev/null
+++ b/Source/Engine/Level/Actors/Spline.cpp
@@ -0,0 +1,421 @@
+// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
+
+#include "Spline.h"
+#include "Engine/Serialization/Serialization.h"
+#include "Engine/Animations/CurveSerialization.h"
+#include
+
+Spline::Spline(const SpawnParams& params)
+ : Actor(params)
+{
+}
+
+void Spline::SetIsLoop(bool value)
+{
+ if (_loop != value)
+ {
+ _loop = value;
+ UpdateSpline();
+ }
+}
+
+Vector3 Spline::GetSplinePoint(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ return _transform.LocalToWorld(t.Translation);
+}
+
+Vector3 Spline::GetSplineLocalPoint(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ return t.Translation;
+}
+
+Quaternion Spline::GetSplineOrientation(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ Quaternion::Multiply(_transform.Orientation, t.Orientation, t.Orientation);
+ t.Orientation.Normalize();
+ return t.Orientation;
+}
+
+Quaternion Spline::GetSplineLocalOrientation(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ return t.Orientation;
+}
+
+Vector3 Spline::GetSplineScale(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ return _transform.Scale * t.Scale;
+}
+
+Vector3 Spline::GetSplineLocalScale(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ return t.Scale;
+}
+
+Transform Spline::GetSplineTransform(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ return _transform.LocalToWorld(t);
+}
+
+Transform Spline::GetSplineLocalTransform(float time) const
+{
+ Transform t;
+ Curve.Evaluate(t, time, _loop);
+ return t;
+}
+
+Vector3 Spline::GetSplineDirection(float time) const
+{
+ return _transform.LocalToWorldVector(GetSplineLocalDirection(time));
+}
+
+Vector3 Spline::GetSplineLocalDirection(float time) const
+{
+ if (Curve.GetKeyframes().Count() == 0)
+ return Vector3::Forward;
+ Transform t;
+ Curve.EvaluateFirstDerivative(t, time, _loop);
+ t.Translation.Normalize();
+ return t.Translation;
+}
+
+Vector3 Spline::GetSplinePoint(int32 index) const
+{
+ CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
+ return _transform.LocalToWorld(Curve[index].Value.Translation);
+}
+
+Vector3 Spline::GetSplineLocalPoint(int32 index) const
+{
+ CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
+ return Curve[index].Value.Translation;
+}
+
+Transform Spline::GetSplineTransform(int32 index) const
+{
+ CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
+ return _transform.LocalToWorld(Curve[index].Value);
+}
+
+Transform Spline::GetSplineLocalTransform(int32 index) const
+{
+ CHECK_RETURN(index >= 0 && index < GetSplinePointsCount(), Vector3::Zero)
+ return Curve[index].Value;
+}
+
+int32 Spline::GetSplinePointsCount() const
+{
+ return Curve.GetKeyframes().Count();
+}
+
+float Spline::GetSplineDuration() const
+{
+ return Curve.GetLength();
+}
+
+float Spline::GetSplineLength() const
+{
+ float sum = 0.0f;
+ const int32 slices = 20;
+ const float step = 1.0f / (float)slices;
+ Vector3 prevPoint = Vector3::Zero;
+ for (int32 i = 1; i < Curve.GetKeyframes().Count(); i++)
+ {
+ const auto& a = Curve[i = 1];
+ const auto& b = Curve[i];
+
+ const float length = Math::Abs(b.Time - a.Time);
+ Vector3 leftTangent, rightTangent;
+ AnimationUtils::GetTangent(a.Value.Translation, a.TangentOut.Translation, length, leftTangent);
+ AnimationUtils::GetTangent(b.Value.Translation, b.TangentIn.Translation, length, rightTangent);
+
+ // TODO: implement sth more analytical than brute-force solution
+ for (int32 slice = 0; slice < slices; slice++)
+ {
+ const float t = (float)slice * step;
+ Vector3 pos;
+ AnimationUtils::Bezier(a.Value.Translation, leftTangent, rightTangent, b.Value.Translation, t, pos);
+ pos *= _transform.Scale;
+ sum += Vector3::DistanceSquared(pos, prevPoint);
+ prevPoint = pos;
+ }
+ }
+ return Math::Sqrt(sum);
+}
+
+namespace
+{
+ void FindTimeClosestToPoint(const Vector3& point, const Spline::Keyframe& start, const Spline::Keyframe& end, float& bestDistanceSquared, float& bestTime)
+ {
+ // TODO: implement sth more analytical than brute-force solution
+ const int32 slices = 100;
+ const float step = 1.0f / (float)slices;
+ const float length = Math::Abs(end.Time - start.Time);
+ for (int32 i = 0; i <= slices; i++)
+ {
+ const float t = (float)i * step;
+ Transform result;
+ Spline::Keyframe::Interpolate(start, end, t, length, result);
+ const float distanceSquared = Vector3::DistanceSquared(point, result.Translation);
+ if (distanceSquared < bestDistanceSquared)
+ {
+ bestDistanceSquared = distanceSquared;
+ bestTime = start.Time + t * length;
+ }
+ }
+ }
+}
+
+float Spline::GetSplineTimeClosestToPoint(const Vector3& point) const
+{
+ const int32 pointsCount = Curve.GetKeyframes().Count();
+ if (pointsCount == 0)
+ return 0.0f;
+ if (pointsCount == 1)
+ return Curve[0].Time;
+ const Vector3 localPoint = _transform.WorldToLocal(point);
+ float bestDistanceSquared = MAX_float;
+ float bestTime = 0.0f;
+ for (int32 i = 1; i < pointsCount; i++)
+ FindTimeClosestToPoint(localPoint, Curve[i - 1], Curve[i], bestDistanceSquared, bestTime);
+ return bestTime;
+}
+
+Vector3 Spline::GetSplinePointClosestToPoint(const Vector3& point) const
+{
+ return GetSplinePoint(GetSplineTimeClosestToPoint(point));
+}
+
+void Spline::GetSplinePoints(Array& points) const
+{
+ for (auto& e : Curve.GetKeyframes())
+ points.Add(_transform.LocalToWorld(e.Value.Translation));
+}
+
+void Spline::GetSplineLocalPoints(Array& points) const
+{
+ for (auto& e : Curve.GetKeyframes())
+ points.Add(e.Value.Translation);
+}
+
+void Spline::GetSplinePoints(Array& points) const
+{
+ for (auto& e : Curve.GetKeyframes())
+ points.Add(_transform.LocalToWorld(e.Value));
+}
+
+void Spline::GetSplineLocalPoints(Array& points) const
+{
+ for (auto& e : Curve.GetKeyframes())
+ points.Add(e.Value);
+}
+
+void Spline::ClearSpline()
+{
+ if (Curve.IsEmpty())
+ return;
+ Curve.Clear();
+ UpdateSpline();
+}
+
+void Spline::AddSplinePoint(const Vector3& point, bool updateSpline)
+{
+ const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, Transform(point));
+ Curve.GetKeyframes().Add(k);
+ if (updateSpline)
+ UpdateSpline();
+}
+
+void Spline::AddSplineLocalPoint(const Vector3& point, bool updateSpline)
+{
+ const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, Transform(_transform.WorldToLocal(point)));
+ Curve.GetKeyframes().Add(k);
+ if (updateSpline)
+ UpdateSpline();
+}
+
+void Spline::AddSplinePoint(const Transform& point, bool updateSpline)
+{
+ const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, _transform.WorldToLocal(point));
+ Curve.GetKeyframes().Add(k);
+ if (updateSpline)
+ UpdateSpline();
+}
+
+void Spline::AddSplineLocalPoint(const Transform& point, bool updateSpline)
+{
+ const Keyframe k(Curve.IsEmpty() ? 0.0f : Curve.GetKeyframes().Last().Time + 1.0f, point);
+ Curve.GetKeyframes().Add(k);
+ if (updateSpline)
+ UpdateSpline();
+}
+
+void Spline::SetTangentsLinear()
+{
+ const int32 count = Curve.GetKeyframes().Count();
+ if (count < 2)
+ return;
+
+ if (_loop)
+ Curve[count - 1].Value = Curve[0].Value;
+ for (int32 i = 0; i < count; i++)
+ {
+ auto& k = Curve[i];
+ k.TangentIn = k.TangentOut = Transform::Identity;
+ }
+
+ UpdateSpline();
+}
+
+void Spline::SetTangentsSmooth()
+{
+ const int32 count = Curve.GetKeyframes().Count();
+ if (count < 2)
+ return;
+
+ auto& keys = Curve.GetKeyframes();
+ const int32 last = count - 2;
+ if (_loop)
+ Curve[count - 1].Value = Curve[0].Value;
+ for (int32 i = 0; i <= last; i++)
+ {
+ auto& key = keys[i];
+ const auto& prevKey = keys[i == 0 ? (_loop ? last : 0) : i - 1];
+ const auto& nextKey = keys[i == last ? (_loop ? 0 : last) : i + 1];
+ const float prevTime = _loop && i == 0 ? key.Time : prevKey.Time;
+ const float nextTime = _loop && i == last ? key.Time : nextKey.Time;
+ const Vector3 slope = key.Value.Translation - prevKey.Value.Translation + nextKey.Value.Translation - key.Value.Translation;
+ const Vector3 tangent = slope / Math::Max(nextTime - prevTime, ZeroTolerance);
+ key.TangentIn.Translation = -tangent;
+ key.TangentOut.Translation = tangent;
+ }
+
+ UpdateSpline();
+}
+
+void Spline::UpdateSpline()
+{
+ // Always keep last point in the loop
+ const int32 count = Curve.GetKeyframes().Count();
+ if (_loop && count > 1)
+ {
+ auto& first = Curve[0];
+ auto& last = Curve[count - 1];
+ last.Value = first.Value;
+ last.TangentIn = first.TangentIn;
+ last.TangentOut = first.TangentOut;
+ }
+}
+
+void Spline::GetKeyframes(MonoArray* data)
+{
+ Platform::MemoryCopy(mono_array_addr_with_size(data, sizeof(Keyframe), 0), Curve.GetKeyframes().Get(), sizeof(Keyframe) * Curve.GetKeyframes().Count());
+}
+
+void Spline::SetKeyframes(MonoArray* data)
+{
+ const auto count = (int32)mono_array_length(data);
+ Curve.GetKeyframes().Resize(count, false);
+ Platform::MemoryCopy(Curve.GetKeyframes().Get(), mono_array_addr_with_size(data, sizeof(Keyframe), 0), sizeof(Keyframe) * count);
+ UpdateSpline();
+}
+
+#if USE_EDITOR
+
+#include "Engine/Debug/DebugDraw.h"
+
+namespace
+{
+ void DrawSegment(Spline* spline, int32 start, int32 end, const Color& color, const Transform& transform, bool depthTest)
+ {
+ const auto& startKey = spline->Curve[start];
+ const auto& endKey = spline->Curve[end];
+ const Vector3 startPos = transform.LocalToWorld(startKey.Value.Translation);
+ const Vector3& startTangent = startKey.TangentOut.Translation;
+ const Vector3 endPos = transform.LocalToWorld(endKey.Value.Translation);
+ const Vector3& endTangent = endKey.TangentIn.Translation;
+ const float d = (endKey.Time - startKey.Time) / 3.0f;
+ DEBUG_DRAW_BEZIER(startPos, startPos + startTangent * d, endPos + endTangent * d, endPos, color, 0.0f, depthTest);
+ }
+
+ void DrawSpline(Spline* spline, const Color& color, const Transform& transform, bool depthTest)
+ {
+ const int32 count = spline->Curve.GetKeyframes().Count();
+ for (int32 i = 0; i < count; i++)
+ {
+ Vector3 p = transform.LocalToWorld(spline->Curve[i].Value.Translation);
+ DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(p, 5.0f), color, 0.0f, true);
+ if (i != 0)
+ DrawSegment(spline, i - 1, i, color, transform, depthTest);
+ }
+ }
+}
+
+void Spline::OnDebugDraw()
+{
+ const Color color = GetSplineColor();
+ DrawSpline(this, color.AlphaMultiplied(0.7f), _transform, true);
+
+ // Base
+ Actor::OnDebugDraw();
+}
+
+void Spline::OnDebugDrawSelected()
+{
+ const Color color = GetSplineColor();
+ DrawSpline(this, color.AlphaMultiplied(0.3f), _transform, false);
+ DrawSpline(this, color, _transform, true);
+
+ // Base
+ Actor::OnDebugDrawSelected();
+}
+
+#endif
+
+void Spline::Serialize(SerializeStream& stream, const void* otherObj)
+{
+ // Base
+ Actor::Serialize(stream, otherObj);
+
+ SERIALIZE_GET_OTHER_OBJ(Spline);
+
+ SERIALIZE_MEMBER(IsLoop, _loop);
+ SERIALIZE(Curve);
+}
+
+void Spline::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
+{
+ // Base
+ Actor::Deserialize(stream, modifier);
+
+ DESERIALIZE_MEMBER(IsLoop, _loop);
+ DESERIALIZE(Curve);
+
+ // Initialize spline when loading data during gameplay
+ if (IsDuringPlay())
+ {
+ UpdateSpline();
+ }
+}
+
+void Spline::OnEnable()
+{
+ // Base
+ Actor::OnEnable();
+
+ // Initialize spline
+ UpdateSpline();
+}
diff --git a/Source/Engine/Level/Actors/Spline.h b/Source/Engine/Level/Actors/Spline.h
new file mode 100644
index 000000000..cc4226414
--- /dev/null
+++ b/Source/Engine/Level/Actors/Spline.h
@@ -0,0 +1,271 @@
+// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
+
+#pragma once
+
+#include "../Actor.h"
+#include "Engine/Animations/Curve.h"
+
+///
+/// Spline shape actor that defines spatial curve with utility functions for general purpose usage.
+///
+API_CLASS() class FLAXENGINE_API Spline : public Actor
+{
+DECLARE_SCENE_OBJECT(Spline);
+ typedef BezierCurveKeyframe Keyframe;
+private:
+
+ bool _loop = false;
+
+public:
+
+ ///
+ /// The spline bezier curve points represented as series of transformations in 3D space (with tangents). Points are stored in local-space of the actor.
+ ///
+ /// Ensure to call UpdateSpline() after editing curve to reflect the changes.
+ BezierCurve Curve;
+
+ ///
+ /// Whether to use spline as closed loop. In that case, ensure to place start and end at the same location.
+ ///
+ API_PROPERTY(Attributes="EditorOrder(0), EditorDisplay(\"Spline\")")
+ FORCE_INLINE bool GetIsLoop() const
+ {
+ return _loop;
+ }
+
+ ///
+ /// Whether to use spline as closed loop. In that case, ensure to place start and end at the same location.
+ ///
+ API_PROPERTY() void SetIsLoop(bool value);
+
+public:
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the point location in 3D (world-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point location (world-space).
+ API_FUNCTION() Vector3 GetSplinePoint(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the point location in 3D (local-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point location (local-space).
+ API_FUNCTION() Vector3 GetSplineLocalPoint(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the point rotation in 3D (world-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point rotation (world-space).
+ API_FUNCTION() Quaternion GetSplineOrientation(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the point rotation in 3D (local-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point rotation (local-space).
+ API_FUNCTION() Quaternion GetSplineLocalOrientation(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the point scale in 3D (world-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point scale (world-space).
+ API_FUNCTION() Vector3 GetSplineScale(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the point scale in 3D (local-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point scale (local-space).
+ API_FUNCTION() Vector3 GetSplineLocalScale(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the transformation in 3D (world-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point transformation (world-space).
+ API_FUNCTION() Transform GetSplineTransform(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given time and calculates the transformation in 3D (local-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve point transformation (local-space).
+ API_FUNCTION() Transform GetSplineLocalTransform(float time) const;
+
+ ///
+ /// Evaluates the spline curve direction (forward vector, aka position 1st derivative) at the given time in 3D (world-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve direction (world-space).
+ API_FUNCTION() Vector3 GetSplineDirection(float time) const;
+
+ ///
+ /// Evaluates the spline curve direction (forward vector, aka position 1st derivative) at the given time in 3D (local-space).
+ ///
+ /// The time value. Can be negative or larger than curve length (curve will loop or clamp).
+ /// The calculated curve direction (local-space).
+ API_FUNCTION() Vector3 GetSplineLocalDirection(float time) const;
+
+ ///
+ /// Evaluates the spline curve at the given index (world-space).
+ ///
+ /// The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().
+ /// The curve point location (world-space).
+ API_FUNCTION() Vector3 GetSplinePoint(int32 index) const;
+
+ ///
+ /// Evaluates the spline curve at the given index (local-space).
+ ///
+ /// The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().
+ /// The curve point location (local-space).
+ API_FUNCTION() Vector3 GetSplineLocalPoint(int32 index) const;
+
+ ///
+ /// Evaluates the spline curve at the given index (world-space).
+ ///
+ /// The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().
+ /// The curve point transformation (world-space).
+ API_FUNCTION() Transform GetSplineTransform(int32 index) const;
+
+ ///
+ /// Evaluates the spline curve at the given index (local-space).
+ ///
+ /// The curve keyframe index. Zero-based, smaller than GetSplinePointsCount().
+ /// The curve point transformation (local-space).
+ API_FUNCTION() Transform GetSplineLocalTransform(int32 index) const;
+
+ ///
+ /// Gets the amount of points in the spline.
+ ///
+ API_PROPERTY() int32 GetSplinePointsCount() const;
+
+ ///
+ /// Gets the total duration of the spline curve (time of the last point).
+ ///
+ API_PROPERTY() float GetSplineDuration() const;
+
+ ///
+ /// Gets the total length of the spline curve (distance between all the points).
+ ///
+ API_PROPERTY() float GetSplineLength() const;
+
+ ///
+ /// Calculates the closest point to the given location and returns the spline time at that point.
+ ///
+ /// The point in world-space to find the spline point that is closest to it.
+ /// The spline time.
+ API_FUNCTION() float GetSplineTimeClosestToPoint(const Vector3& point) const;
+
+ ///
+ /// Calculates the closest point to the given location.
+ ///
+ /// The point in world-space to find the spline point that is closest to it.
+ /// The spline position.
+ API_FUNCTION() Vector3 GetSplinePointClosestToPoint(const Vector3& point) const;
+
+ ///
+ /// Gets the spline curve points list (world-space).
+ ///
+ /// The result points collection.
+ API_FUNCTION() void GetSplinePoints(API_PARAM(Out) Array& points) const;
+
+ ///
+ /// Gets the spline curve points list (local-space).
+ ///
+ /// The result points collection.
+ API_FUNCTION() void GetSplineLocalPoints(API_PARAM(Out) Array& points) const;
+
+ ///
+ /// Gets the spline curve points list (world-space).
+ ///
+ /// The result points collection.
+ API_FUNCTION() void GetSplinePoints(API_PARAM(Out) Array& points) const;
+
+ ///
+ /// Gets the spline curve points list (local-space).
+ ///
+ /// The result points collection.
+ API_FUNCTION() void GetSplineLocalPoints(API_PARAM(Out) Array& points) const;
+
+public:
+
+ ///
+ /// Clears the spline to be empty.
+ ///
+ API_FUNCTION() void ClearSpline();
+
+ ///
+ /// Adds the point to the spline curve (at the end).
+ ///
+ /// The location of the point to add to the curve (world-space).
+ /// True if update spline after adding the point, otherwise false.
+ API_FUNCTION() void AddSplinePoint(const Vector3& point, bool updateSpline = true);
+
+ ///
+ /// Adds the point to the spline curve (at the end).
+ ///
+ /// The location of the point to add to the curve (local-space).
+ /// True if update spline after adding the point, otherwise false.
+ API_FUNCTION() void AddSplineLocalPoint(const Vector3& point, bool updateSpline = true);
+
+ ///
+ /// Adds the point to the spline curve (at the end).
+ ///
+ /// The transformation of the point to add to the curve (world-space).
+ /// True if update spline after adding the point, otherwise false.
+ API_FUNCTION() void AddSplinePoint(const Transform& point, bool updateSpline = true);
+
+ ///
+ /// Adds the point to the spline curve (at the end).
+ ///
+ /// The transformation of the point to add to the curve (local-space).
+ /// True if update spline after adding the point, otherwise false.
+ API_FUNCTION() void AddSplineLocalPoint(const Transform& point, bool updateSpline = true);
+
+ ///
+ /// Updates the curve tangent points to make curve linear.
+ ///
+ API_FUNCTION() void SetTangentsLinear();
+
+ ///
+ /// Updates the curve tangent points to make curve smooth.
+ ///
+ API_FUNCTION() void SetTangentsSmooth();
+
+public:
+
+ ///
+ /// Updates the spline after it was modified. Recreates the collision and/or any cached state that depends on the spline type.
+ ///
+ API_FUNCTION() virtual void UpdateSpline();
+
+protected:
+
+#if USE_EDITOR
+ virtual Color GetSplineColor()
+ {
+ return Color::White;
+ }
+#endif
+
+private:
+
+ // Internal bindings
+ API_FUNCTION(NoProxy) void GetKeyframes(MonoArray* data);
+ API_FUNCTION(NoProxy) void SetKeyframes(MonoArray* data);
+
+public:
+
+ // [Actor]
+#if USE_EDITOR
+ void OnDebugDraw() override;
+ void OnDebugDrawSelected() override;
+#endif
+ void Serialize(SerializeStream& stream, const void* otherObj) override;
+ void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
+ void OnEnable() override;
+};
diff --git a/Source/Engine/Level/Spline.cs b/Source/Engine/Level/Spline.cs
new file mode 100644
index 000000000..46a05cd5d
--- /dev/null
+++ b/Source/Engine/Level/Spline.cs
@@ -0,0 +1,41 @@
+// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
+
+using System;
+using System.Runtime.InteropServices;
+
+namespace FlaxEngine
+{
+ partial class Spline
+ {
+ private BezierCurve.Keyframe[] _keyframes;
+
+ ///
+ /// Gets or sets the spline keyframes collection.
+ ///
+ [Unmanaged]
+ [Tooltip("Spline keyframes collection.")]
+ [EditorOrder(10), EditorDisplay("Spline"), Collection(CanReorderItems = false)]
+ public BezierCurve.Keyframe[] SplineKeyframes
+ {
+ get
+ {
+ var count = SplinePointsCount;
+ if (_keyframes == null || _keyframes.Length != count)
+ _keyframes = new BezierCurve.Keyframe[count];
+#if !BUILD_RELEASE
+ if (Marshal.SizeOf(typeof(BezierCurve.Keyframe)) != Transform.SizeInBytes * 3 + sizeof(float))
+ throw new Exception("Invalid size of BezierCurve keyframe " + Marshal.SizeOf(typeof(BezierCurve.Keyframe)) + " bytes.");
+#endif
+ Internal_GetKeyframes(__unmanagedPtr, _keyframes);
+ return _keyframes;
+ }
+ set
+ {
+ if (value == null)
+ value = Utils.GetEmptyArray.Keyframe>();
+ _keyframes = null;
+ Internal_SetKeyframes(__unmanagedPtr, value);
+ }
+ }
+ }
+}
diff --git a/Source/Engine/UI/GUI/Panels/DropPanel.cs b/Source/Engine/UI/GUI/Panels/DropPanel.cs
index fa5ff7f59..04493c7ef 100644
--- a/Source/Engine/UI/GUI/Panels/DropPanel.cs
+++ b/Source/Engine/UI/GUI/Panels/DropPanel.cs
@@ -31,9 +31,14 @@ namespace FlaxEngine.GUI
protected bool _mouseOverHeader;
///
- /// The 'mouse down' flag (over header).
+ /// The 'mouse down' flag (over header) for the left mouse button.
///
- protected bool _mouseDown;
+ protected bool _mouseButtonLeftDown;
+
+ ///
+ /// The 'mouse down' flag (over header) for the right mouse button.
+ ///
+ protected bool _mouseButtonRightDown;
///
/// The animation progress (normalized).
@@ -126,6 +131,11 @@ namespace FlaxEngine.GUI
[EditorDisplay("Style"), EditorOrder(2000)]
public bool EnableDropDownIcon { get; set; }
+ ///
+ /// Occurs when mouse right-clicks over the header.
+ ///
+ public event Action MouseButtonRightClicked;
+
///
/// Occurs when drop panel is opened or closed.
///
@@ -430,10 +440,14 @@ namespace FlaxEngine.GUI
return true;
_mouseOverHeader = HeaderRectangle.Contains(location);
-
if (button == MouseButton.Left && _mouseOverHeader)
{
- _mouseDown = true;
+ _mouseButtonLeftDown = true;
+ return true;
+ }
+ if (button == MouseButton.Right && _mouseOverHeader)
+ {
+ _mouseButtonRightDown = true;
return true;
}
@@ -455,16 +469,17 @@ namespace FlaxEngine.GUI
return true;
_mouseOverHeader = HeaderRectangle.Contains(location);
-
- if (button == MouseButton.Left && _mouseDown)
+ if (button == MouseButton.Left && _mouseButtonLeftDown)
{
- _mouseDown = false;
-
+ _mouseButtonLeftDown = false;
if (_mouseOverHeader)
- {
Toggle();
- }
-
+ return true;
+ }
+ if (button == MouseButton.Right && _mouseButtonRightDown)
+ {
+ _mouseButtonRightDown = false;
+ MouseButtonRightClicked?.Invoke(this, location);
return true;
}
@@ -474,7 +489,8 @@ namespace FlaxEngine.GUI
///
public override void OnMouseLeave()
{
- _mouseDown = false;
+ _mouseButtonLeftDown = false;
+ _mouseButtonRightDown = false;
_mouseOverHeader = false;
base.OnMouseLeave();