@@ -92,7 +92,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
{
|
||||
if (IsLinearTangentMode(spline, index) || IsSmoothInTangentMode(spline, index) || IsSmoothOutTangentMode(spline, index))
|
||||
{
|
||||
SetPointSmooth(spline, index);
|
||||
SetPointSmooth(Editor, spline, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -145,7 +145,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
{
|
||||
if (!IsAlignedTangentMode(spline, index))
|
||||
{
|
||||
SetPointSmooth(spline, index);
|
||||
SetPointSmooth(Editor, spline, index);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -176,7 +176,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
/// <inheritdoc/>
|
||||
public override void OnSetMode(Spline spline, int index)
|
||||
{
|
||||
SetTangentSmoothIn(spline, index);
|
||||
SetTangentSmoothIn(Editor, spline, index);
|
||||
Editor.SetSelectTangentIn(spline, index);
|
||||
}
|
||||
}
|
||||
@@ -190,7 +190,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
/// <inheritdoc/>
|
||||
public override void OnSetMode(Spline spline, int index)
|
||||
{
|
||||
SetTangentSmoothOut(spline, index);
|
||||
SetTangentSmoothOut(Editor, spline, index);
|
||||
Editor.SetSelectTangentOut(spline, index);
|
||||
}
|
||||
}
|
||||
@@ -756,14 +756,15 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
spline.UpdateSpline();
|
||||
}
|
||||
|
||||
private static void SetTangentSmoothIn(Spline spline, int index)
|
||||
private static void SetTangentSmoothIn(SplineEditor editor, Spline spline, int index)
|
||||
{
|
||||
var keyframe = spline.GetSplineKeyframe(index);
|
||||
|
||||
// Auto smooth tangent if's linear
|
||||
if (keyframe.TangentIn.Translation.Length == 0)
|
||||
{
|
||||
var smoothRange = SplineNode.NodeSizeByDistance(spline.GetSplineTangent(index, false).Translation, 10f);
|
||||
var cameraTransform = editor.Presenter.Owner.PresenterViewport.ViewTransform.Translation;
|
||||
var smoothRange = SplineNode.NodeSizeByDistance(spline.GetSplineTangent(index, false).Translation, 10f, cameraTransform);
|
||||
var previousKeyframe = spline.GetSplineKeyframe(index - 1);
|
||||
var tangentDirection = keyframe.Value.WorldToLocalVector(previousKeyframe.Value.Translation - keyframe.Value.Translation);
|
||||
tangentDirection = tangentDirection.Normalized * smoothRange;
|
||||
@@ -775,14 +776,15 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
spline.UpdateSpline();
|
||||
}
|
||||
|
||||
private static void SetTangentSmoothOut(Spline spline, int index)
|
||||
private static void SetTangentSmoothOut(SplineEditor editor, Spline spline, int index)
|
||||
{
|
||||
var keyframe = spline.GetSplineKeyframe(index);
|
||||
|
||||
// Auto smooth tangent if's linear
|
||||
if (keyframe.TangentOut.Translation.Length == 0)
|
||||
{
|
||||
var smoothRange = SplineNode.NodeSizeByDistance(spline.GetSplineTangent(index, false).Translation, 10f);
|
||||
var cameraTransform = editor.Presenter.Owner.PresenterViewport.ViewTransform.Translation;
|
||||
var smoothRange = SplineNode.NodeSizeByDistance(spline.GetSplineTangent(index, false).Translation, 10f, cameraTransform);
|
||||
var nextKeyframe = spline.GetSplineKeyframe(index + 1);
|
||||
var tangentDirection = keyframe.Value.WorldToLocalVector(nextKeyframe.Value.Translation - keyframe.Value.Translation);
|
||||
tangentDirection = tangentDirection.Normalized * smoothRange;
|
||||
@@ -795,7 +797,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
spline.UpdateSpline();
|
||||
}
|
||||
|
||||
private static void SetPointSmooth(Spline spline, int index)
|
||||
private static void SetPointSmooth(SplineEditor editor, Spline spline, int index)
|
||||
{
|
||||
var keyframe = spline.GetSplineKeyframe(index);
|
||||
var tangentInSize = keyframe.TangentIn.Translation.Length;
|
||||
@@ -803,7 +805,8 @@ namespace FlaxEditor.CustomEditors.Dedicated
|
||||
|
||||
var isLastKeyframe = index >= spline.SplinePointsCount - 1;
|
||||
var isFirstKeyframe = index <= 0;
|
||||
var smoothRange = SplineNode.NodeSizeByDistance(spline.GetSplinePoint(index), 10f);
|
||||
var cameraTransform = editor.Presenter.Owner.PresenterViewport.ViewTransform.Translation;
|
||||
var smoothRange = SplineNode.NodeSizeByDistance(spline.GetSplinePoint(index), 10f, cameraTransform);
|
||||
|
||||
// Force smooth it's linear point
|
||||
if (tangentInSize == 0f)
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
|
||||
public override bool CanBeSelectedDirectly => true;
|
||||
|
||||
public override bool CanDuplicate => !Root?.Selection.Contains(ParentNode) ?? true;
|
||||
public override bool CanDuplicate => !Root?.SceneContext.Selection.Contains(ParentNode) ?? true;
|
||||
|
||||
public override bool CanDelete => true;
|
||||
|
||||
@@ -176,7 +176,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
normal = -ray.Ray.Direction;
|
||||
var actor = (Spline)_node.Actor;
|
||||
var pos = actor.GetSplinePoint(Index);
|
||||
var nodeSize = NodeSizeByDistance(Transform.Translation, PointNodeSize);
|
||||
var nodeSize = NodeSizeByDistance(Transform.Translation, PointNodeSize, ray.View.Position);
|
||||
return new BoundingSphere(pos, nodeSize).Intersects(ref ray.Ray, out distance);
|
||||
}
|
||||
|
||||
@@ -186,9 +186,10 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
var pos = actor.GetSplinePoint(Index);
|
||||
var tangentIn = actor.GetSplineTangent(Index, true).Translation;
|
||||
var tangentOut = actor.GetSplineTangent(Index, false).Translation;
|
||||
var pointSize = NodeSizeByDistance(pos, PointNodeSize);
|
||||
var tangentInSize = NodeSizeByDistance(tangentIn, TangentNodeSize);
|
||||
var tangentOutSize = NodeSizeByDistance(tangentOut, TangentNodeSize);
|
||||
var cameraTransform = Root.SceneContext.Viewport.ViewTransform.Translation;
|
||||
var pointSize = NodeSizeByDistance(pos, PointNodeSize, cameraTransform);
|
||||
var tangentInSize = NodeSizeByDistance(tangentIn, TangentNodeSize, cameraTransform);
|
||||
var tangentOutSize = NodeSizeByDistance(tangentOut, TangentNodeSize, cameraTransform);
|
||||
|
||||
// Draw spline path
|
||||
ParentNode.OnDebugDraw(data);
|
||||
@@ -262,7 +263,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
normal = -ray.Ray.Direction;
|
||||
var actor = (Spline)_node.Actor;
|
||||
var pos = actor.GetSplineTangent(_index, _isIn).Translation;
|
||||
var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize);
|
||||
var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize, ray.View.Position);
|
||||
return new BoundingSphere(pos, tangentSize).Intersects(ref ray.Ray, out distance);
|
||||
}
|
||||
|
||||
@@ -274,7 +275,8 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
// Draw selected tangent highlight
|
||||
var actor = (Spline)_node.Actor;
|
||||
var pos = actor.GetSplineTangent(_index, _isIn).Translation;
|
||||
var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize);
|
||||
var cameraTransform = Root.SceneContext.Viewport.ViewTransform.Translation;
|
||||
var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize, cameraTransform);
|
||||
DebugDraw.DrawSphere(new BoundingSphere(pos, tangentSize), Color.YellowGreen, 0, false);
|
||||
}
|
||||
|
||||
@@ -314,8 +316,8 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
}
|
||||
|
||||
// If this node's point is selected
|
||||
var selection = Editor.Instance.SceneEditing.Selection;
|
||||
if (selection.Count == 1 && selection[0] is SplinePointNode selectedPoint && selectedPoint.ParentNode == this)
|
||||
var selection = Root?.SceneContext.Selection;
|
||||
if (selection != null && selection.Count == 1 && selection[0] is SplinePointNode selectedPoint && selectedPoint.ParentNode == this)
|
||||
{
|
||||
var mouse = Input.Mouse;
|
||||
var keyboard = Input.Keyboard;
|
||||
@@ -324,7 +326,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
EditSplineWithSnap(selectedPoint);
|
||||
|
||||
var canAddSplinePoint = mouse.PositionDelta == Float2.Zero && mouse.Position != Float2.Zero;
|
||||
var requestAddSplinePoint = Input.Keyboard.GetKey(KeyboardKeys.Control) && mouse.GetButtonDown(MouseButton.Right);
|
||||
var requestAddSplinePoint = keyboard.GetKey(KeyboardKeys.Control) && mouse.GetButtonDown(MouseButton.Right);
|
||||
if (requestAddSplinePoint && canAddSplinePoint)
|
||||
AddSplinePoint(selectedPoint);
|
||||
}
|
||||
@@ -345,9 +347,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
while (srcCount > dstCount)
|
||||
{
|
||||
var node = ActorChildNodes[srcCount-- - 1];
|
||||
// TODO: support selection interface inside SceneGraph nodes (eg. on Root) so prefab editor can handle this too
|
||||
if (Editor.Instance.SceneEditing.Selection.Contains(node))
|
||||
Editor.Instance.SceneEditing.Deselect();
|
||||
Root?.SceneContext.Deselect(node);
|
||||
node.Dispose();
|
||||
}
|
||||
|
||||
@@ -363,22 +363,23 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe void AddSplinePoint(SplinePointNode selectedPoint)
|
||||
private void AddSplinePoint(SplinePointNode selectedPoint)
|
||||
{
|
||||
// Check mouse hit on scene
|
||||
var root = Root;
|
||||
var spline = (Spline)Actor;
|
||||
var viewport = Editor.Instance.Windows.EditWin.Viewport;
|
||||
var viewport = root.SceneContext.Viewport;
|
||||
var mouseRay = viewport.MouseRay;
|
||||
var viewRay = viewport.ViewRay;
|
||||
var flags = RayCastData.FlagTypes.SkipColliders | RayCastData.FlagTypes.SkipEditorPrimitives;
|
||||
var hit = Editor.Instance.Scene.Root.RayCast(ref mouseRay, ref viewRay, out var closest, out var normal, flags);
|
||||
var hit = root.RayCast(ref mouseRay, ref viewRay, out var closest, out var normal, flags);
|
||||
if (hit == null)
|
||||
return;
|
||||
|
||||
// Undo data
|
||||
var oldSpline = spline.SplineKeyframes;
|
||||
var editAction = new EditSplineAction(spline, oldSpline);
|
||||
Root.Undo.AddAction(editAction);
|
||||
root.Undo.AddAction(editAction);
|
||||
|
||||
// Get spline point to duplicate
|
||||
var hitPoint = mouseRay.Position + mouseRay.Direction * closest;
|
||||
@@ -430,7 +431,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
|
||||
// Select new point node
|
||||
SyncSplineKeyframeWithNodes();
|
||||
Editor.Instance.SceneEditing.Select(ChildNodes[newPointIndex]);
|
||||
root.SceneContext.Select(ChildNodes[newPointIndex]);
|
||||
|
||||
spline.UpdateSpline();
|
||||
}
|
||||
@@ -443,6 +444,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
allSplinesInView.Remove(spline);
|
||||
if (allSplinesInView.Count == 0)
|
||||
return;
|
||||
var cameraTransform = Root.SceneContext.Viewport.ViewTransform.Translation;
|
||||
|
||||
var snappedOnSplinePoint = false;
|
||||
for (int i = 0; i < allSplinesInView.Count; i++)
|
||||
@@ -450,7 +452,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
for (int x = 0; x < allSplinesInView[i].SplineKeyframes.Length; x++)
|
||||
{
|
||||
var keyframePosition = allSplinesInView[i].GetSplinePoint(x);
|
||||
var pointIndicatorSize = NodeSizeByDistance(keyframePosition, SnapPointIndicatorSize);
|
||||
var pointIndicatorSize = NodeSizeByDistance(keyframePosition, SnapPointIndicatorSize, cameraTransform);
|
||||
var keyframeBounds = new BoundingSphere(keyframePosition, pointIndicatorSize);
|
||||
DebugDraw.DrawSphere(keyframeBounds, Color.Red, 0, false);
|
||||
|
||||
@@ -466,7 +468,7 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
if (!snappedOnSplinePoint)
|
||||
{
|
||||
var nearSplineSnapPoint = GetNearSplineSnapPosition(selectedPoint.Transform.Translation, allSplinesInView);
|
||||
var snapIndicatorSize = NodeSizeByDistance(nearSplineSnapPoint, SnapIndicatorSize);
|
||||
var snapIndicatorSize = NodeSizeByDistance(nearSplineSnapPoint, SnapIndicatorSize, cameraTransform);
|
||||
var snapBounds = new BoundingSphere(nearSplineSnapPoint, snapIndicatorSize);
|
||||
if (snapBounds.Intersects(selectedPointBounds))
|
||||
{
|
||||
@@ -558,11 +560,16 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
}
|
||||
}
|
||||
|
||||
private static List<Spline> GetSplinesInView()
|
||||
private List<Spline> GetSplinesInView()
|
||||
{
|
||||
var splines = Level.GetActors<Spline>(true);
|
||||
Spline[] splines;
|
||||
var sceneContext = Root.SceneContext;
|
||||
if (sceneContext is Windows.Assets.PrefabWindow prefabWindow)
|
||||
splines = new Spline[0]; // TODO: add GetActors or similar utility to SceneContext and use Level.GetActors<Spline>(..) with specific root actor
|
||||
else
|
||||
splines = Level.GetActors<Spline>(true);
|
||||
var result = new List<Spline>();
|
||||
var viewBounds = Editor.Instance.Windows.EditWin.Viewport.ViewFrustum;
|
||||
var viewBounds = sceneContext.Viewport.ViewFrustum;
|
||||
foreach (var s in splines)
|
||||
{
|
||||
var contains = viewBounds.Contains(s.EditorBox);
|
||||
@@ -576,7 +583,6 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
{
|
||||
var nearPoint = splines[0].GetSplinePointClosestToPoint(position);
|
||||
var nearDistance = Vector3.Distance(nearPoint, position);
|
||||
|
||||
for (int i = 1; i < splines.Count; i++)
|
||||
{
|
||||
var point = splines[i].GetSplinePointClosestToPoint(position);
|
||||
@@ -587,14 +593,12 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
nearDistance = distance;
|
||||
}
|
||||
}
|
||||
|
||||
return nearPoint;
|
||||
}
|
||||
|
||||
internal static Real NodeSizeByDistance(Vector3 nodePosition, Real nodeSize)
|
||||
internal static Real NodeSizeByDistance(Vector3 nodePosition, Real nodeSize, Vector3 viewPosition)
|
||||
{
|
||||
var cameraTransform = Editor.Instance.Windows.EditWin.Viewport.ViewportCamera.Viewport.ViewTransform;
|
||||
var distance = Vector3.Distance(cameraTransform.Translation, nodePosition) / 100;
|
||||
var distance = Vector3.Distance(viewPosition, nodePosition) / 100;
|
||||
return distance * nodeSize;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user