// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using FlaxEditor.Gizmo;
using FlaxEditor.SceneGraph;
using FlaxEditor.Viewport;
using FlaxEngine.GUI;
namespace FlaxEngine.Gizmo;
///
/// Class for adding viewport rubber band selection.
///
public class ViewportRubberBandSelector
{
private bool _isMosueCaptured;
private bool _isRubberBandSpanning;
private bool _tryStartRubberBand;
private Float2 _cachedStartingMousePosition;
private Rectangle _rubberBandRect;
private Rectangle _lastRubberBandRect;
private List _nodesCache;
private List _hitsCache;
private IGizmoOwner _owner;
///
/// Constructs a rubber band selector with a designated gizmo owner.
///
/// The gizmo owner.
public ViewportRubberBandSelector(IGizmoOwner owner)
{
_owner = owner;
}
///
/// Triggers the start of a rubber band selection.
///
/// True if selection started, otherwise false.
public bool TryStartingRubberBandSelection()
{
if (!_isRubberBandSpanning && !_owner.Gizmos.Active.IsControllingMouse && !_owner.IsRightMouseButtonDown)
{
_tryStartRubberBand = true;
return true;
}
return false;
}
///
/// Release the rubber band selection.
///
/// Returns true if rubber band is currently spanning
public bool ReleaseRubberBandSelection()
{
if (_isMosueCaptured)
{
_isMosueCaptured = false;
_owner.Viewport.EndMouseCapture();
}
if (_tryStartRubberBand)
{
_tryStartRubberBand = false;
}
if (_isRubberBandSpanning)
{
_isRubberBandSpanning = false;
return true;
}
return false;
}
///
/// Tries to create a rubber band selection.
///
/// Whether the creation can start.
/// The current mouse position.
/// The view frustum.
public void TryCreateRubberBand(bool canStart, Float2 mousePosition, BoundingFrustum viewFrustum)
{
if (_isRubberBandSpanning && !canStart)
{
_isRubberBandSpanning = false;
return;
}
if (_tryStartRubberBand && (Mathf.Abs(_owner.MouseDelta.X) > 0.1f || Mathf.Abs(_owner.MouseDelta.Y) > 0.1f) && canStart)
{
_isRubberBandSpanning = true;
_cachedStartingMousePosition = mousePosition;
_rubberBandRect = new Rectangle(_cachedStartingMousePosition, Float2.Zero);
_tryStartRubberBand = false;
}
else if (_isRubberBandSpanning && !_owner.Gizmos.Active.IsControllingMouse && !_owner.IsRightMouseButtonDown)
{
_rubberBandRect.Width = mousePosition.X - _cachedStartingMousePosition.X;
_rubberBandRect.Height = mousePosition.Y - _cachedStartingMousePosition.Y;
if (_lastRubberBandRect != _rubberBandRect)
{
if (!_isMosueCaptured)
{
_isMosueCaptured = true;
_owner.Viewport.StartMouseCapture();
}
UpdateRubberBand(ref viewFrustum);
}
}
}
private struct ViewportProjection
{
private Viewport _viewport;
private Matrix _viewProjection;
public void Init(EditorViewport editorViewport)
{
// Inline EditorViewport.ProjectPoint to save on calculation for large set of points
_viewport = new Viewport(0, 0, editorViewport.Width, editorViewport.Height);
var frustum = editorViewport.ViewFrustum;
_viewProjection = frustum.Matrix;
}
public void ProjectPoint(ref Vector3 worldSpaceLocation, out Float2 viewportSpaceLocation)
{
_viewport.Project(ref worldSpaceLocation, ref _viewProjection, out var projected);
viewportSpaceLocation = new Float2((float)projected.X, (float)projected.Y);
}
}
private void UpdateRubberBand(ref BoundingFrustum viewFrustum)
{
Profiler.BeginEvent("UpdateRubberBand");
// Select rubberbanded rect actor nodes
var adjustedRect = _rubberBandRect;
_lastRubberBandRect = _rubberBandRect;
if (adjustedRect.Width < 0 || adjustedRect.Height < 0)
{
// Make sure we have a well-formed rectangle i.e. size is positive and X/Y is upper left corner
var size = adjustedRect.Size;
adjustedRect.X = Mathf.Min(adjustedRect.X, adjustedRect.X + adjustedRect.Width);
adjustedRect.Y = Mathf.Min(adjustedRect.Y, adjustedRect.Y + adjustedRect.Height);
size.X = Mathf.Abs(size.X);
size.Y = Mathf.Abs(size.Y);
adjustedRect.Size = size;
}
// Get hits from graph nodes
if (_nodesCache == null)
_nodesCache = new List();
else
_nodesCache.Clear();
var nodes = _nodesCache;
_owner.SceneGraphRoot.GetAllChildActorNodes(nodes);
if (_hitsCache == null)
_hitsCache = new List();
else
_hitsCache.Clear();
var hits = _hitsCache;
// Process all nodes
var projection = new ViewportProjection();
projection.Init(_owner.Viewport);
foreach (var node in nodes)
{
// Check for custom can select code
if (!node.CanSelectActorNodeWithSelector())
continue;
var a = node.Actor;
// Skip actor if outside of view frustum
var actorBox = a.EditorBox;
if (viewFrustum.Contains(actorBox) == ContainmentType.Disjoint)
continue;
// Get valid selection points
var points = node.GetActorSelectionPoints();
if (LoopOverPoints(points, ref adjustedRect, ref projection))
{
if (a.HasPrefabLink && _owner is not PrefabWindowViewport)
hits.Add(_owner.SceneGraphRoot.Find(a.GetPrefabRoot()));
else
hits.Add(node);
}
}
// Process selection
if (_owner.IsControlDown)
{
var newSelection = new List();
var currentSelection = new List(_owner.SceneGraphRoot.SceneContext.Selection);
newSelection.AddRange(currentSelection);
foreach (var hit in hits)
{
if (currentSelection.Contains(hit))
newSelection.Remove(hit);
else
newSelection.Add(hit);
}
_owner.Select(newSelection);
}
else if (Input.GetKey(KeyboardKeys.Shift))
{
var newSelection = new List();
var currentSelection = new List(_owner.SceneGraphRoot.SceneContext.Selection);
newSelection.AddRange(hits);
newSelection.AddRange(currentSelection);
_owner.Select(newSelection);
}
else
{
_owner.Select(hits);
}
Profiler.EndEvent();
}
private bool LoopOverPoints(Vector3[] points, ref Rectangle adjustedRect, ref ViewportProjection projection)
{
Profiler.BeginEvent("LoopOverPoints");
bool containsAllPoints = points.Length != 0;
for (int i = 0; i < points.Length; i++)
{
projection.ProjectPoint(ref points[i], out var loc);
if (!adjustedRect.Contains(loc))
{
containsAllPoints = false;
break;
}
}
Profiler.EndEvent();
return containsAllPoints;
}
///
/// Used to draw the rubber band. Begins render 2D.
///
/// The GPU Context.
/// The GPU texture target.
/// The GPU texture target depth.
public void Draw(GPUContext context, GPUTexture target, GPUTexture targetDepth)
{
// Draw RubberBand for rect selection
if (!_isRubberBandSpanning)
return;
Render2D.Begin(context, target, targetDepth);
Draw2D();
Render2D.End();
}
///
/// Used to draw the rubber band. Use if already rendering 2D context.
///
public void Draw2D()
{
if (!_isRubberBandSpanning)
return;
Render2D.FillRectangle(_rubberBandRect, Style.Current.Selection);
Render2D.DrawRectangle(_rubberBandRect, Style.Current.SelectionBorder);
}
///
/// Immediately stops the rubber band.
///
/// True if rubber band was active before stopping.
public bool StopRubberBand()
{
if (_isMosueCaptured)
{
_isMosueCaptured = false;
_owner.Viewport.EndMouseCapture();
}
var result = _tryStartRubberBand;
_isRubberBandSpanning = false;
_tryStartRubberBand = false;
return result;
}
}