// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using FlaxEditor.Content.Thumbnails;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.Viewport.Previews;
using FlaxEditor.Windows;
using FlaxEditor.Windows.Assets;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.Content
{
///
/// A asset proxy object.
///
///
public class SkinnedModelProxy : BinaryAssetProxy
{
private AnimatedModelPreview _preview;
///
public override string Name => "Skinned Model";
///
public override bool CanReimport(ContentItem item)
{
return true;
}
///
public override EditorWindow Open(Editor editor, ContentItem item)
{
return new SkinnedModelWindow(editor, item as AssetItem);
}
///
public override Color AccentColor => Color.FromRGB(0xB30031);
///
public override Type AssetType => typeof(SkinnedModel);
///
public override void OnContentWindowContextMenu(ContextMenu menu, ContentItem item)
{
base.OnContentWindowContextMenu(menu, item);
if (item is BinaryAssetItem binaryAssetItem)
{
var button = menu.AddButton("Create Animation Graph", CreateAnimationGraphClicked);
button.Tag = binaryAssetItem;
}
}
private void CreateAnimationGraphClicked(ContextMenuButton obj)
{
var binaryAssetItem = (BinaryAssetItem)obj.Tag;
CreateAnimationGraph(binaryAssetItem);
}
///
/// Creates the animation graph from the given particle emitter.
///
/// The skinned model item to use as the base model for the animation graph.
public static void CreateAnimationGraph(BinaryAssetItem skinnedModelItem)
{
var animationGraphName = skinnedModelItem.ShortName + " Graph";
var animationGraphProxy = Editor.Instance.ContentDatabase.GetProxy();
Editor.Instance.Windows.ContentWin.NewItem(animationGraphProxy, null, item => OnAnimationGraphCreated(item, skinnedModelItem), animationGraphName);
}
private static void OnAnimationGraphCreated(ContentItem item, BinaryAssetItem skinnedModelItem)
{
var skinnedModel = FlaxEngine.Content.Load(skinnedModelItem.ID);
if (skinnedModel == null)
{
Editor.LogError("Failed to load base skinned model.");
return;
}
// Hack the animation graph window to modify the base model of the animation graph.
// TODO: implement it without window logic (load AnimGraphSurface and set AnimationGraphWindow.BaseModelId to model)
AnimationGraphWindow win = new AnimationGraphWindow(Editor.Instance, item as AssetItem);
win.Show();
// Ensure the window knows the asset is loaded so we can save it later.
win.Asset.WaitForLoaded();
win.Update(0); // Call Update() to refresh the loaded flag.
win.SetBaseModel(skinnedModel);
win.Surface.MarkAsEdited();
win.Save();
win.Close();
}
///
public override void OnThumbnailDrawPrepare(ThumbnailRequest request)
{
if (_preview == null)
{
_preview = new AnimatedModelPreview(false);
InitAssetPreview(_preview);
}
// TODO: disable streaming for asset during thumbnail rendering (and restore it after)
}
///
public override bool CanDrawThumbnail(ThumbnailRequest request)
{
return _preview.HasLoadedAssets && ThumbnailsModule.HasMinimumQuality((SkinnedModel)request.Asset);
}
///
public override void OnThumbnailDrawBegin(ThumbnailRequest request, ContainerControl guiRoot, GPUContext context)
{
_preview.SkinnedModel = (SkinnedModel)request.Asset;
_preview.Parent = guiRoot;
_preview.SyncBackbufferSize();
_preview.Task.OnDraw();
}
///
public override void OnThumbnailDrawEnd(ThumbnailRequest request, ContainerControl guiRoot)
{
_preview.SkinnedModel = null;
_preview.Parent = null;
}
///
public override void Dispose()
{
if (_preview != null)
{
_preview.Dispose();
_preview = null;
}
base.Dispose();
}
}
}