// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved. using System; using System.Collections.Generic; using System.Linq; using FlaxEditor.Actions; using FlaxEditor.SceneGraph; using FlaxEngine; namespace FlaxEditor.Modules { /// /// Editing scenes module. Manages scene objects selection and editing modes. /// /// public sealed class SceneEditingModule : EditorModule { /// /// The selected objects. /// public readonly List Selection = new List(64); /// /// Gets the amount of the selected objects. /// public int SelectionCount => Selection.Count; /// /// Gets a value indicating whether any object is selected. /// public bool HasSthSelected => Selection.Count > 0; /// /// Occurs when selected objects collection gets changed. /// public event Action SelectionChanged; /// /// Occurs before spawning actor to game action. /// public event Action SpawnBegin; /// /// Occurs after spawning actor to game action. /// public event Action SpawnEnd; /// /// Occurs before selection delete action. /// public event Action SelectionDeleteBegin; /// /// Occurs after selection delete action. /// public event Action SelectionDeleteEnd; internal SceneEditingModule(Editor editor) : base(editor) { } /// /// Selects all scenes. /// public void SelectAllScenes() { // Select all scenes (linked to the root node) Select(Editor.Scene.Root.ChildNodes); } /// /// Selects the specified actor (finds it's scene graph node). /// /// The actor. public void Select(Actor actor) { var node = Editor.Scene.GetActorNode(actor); if (node != null) Select(node); } /// /// Selects the specified collection of objects. /// /// The selection. /// if set to true will use additive mode, otherwise will clear previous selection. public void Select(List selection, bool additive = false) { if (selection == null) throw new ArgumentNullException(); // Prevent from selecting null nodes selection.RemoveAll(x => x == null); // Check if won't change if (!additive && Selection.Count == selection.Count && Selection.SequenceEqual(selection)) return; var before = Selection.ToArray(); if (!additive) Selection.Clear(); Selection.AddRange(selection); SelectionChange(before); } /// /// Selects the specified collection of objects. /// /// The selection. /// if set to true will use additive mode, otherwise will clear previous selection. public void Select(SceneGraphNode[] selection, bool additive = false) { if (selection == null) throw new ArgumentNullException(); Select(selection.ToList(), additive); } /// /// Selects the specified object. /// /// The selection. /// if set to true will use additive mode, otherwise will clear previous selection. public void Select(SceneGraphNode selection, bool additive = false) { if (selection == null) throw new ArgumentNullException(); // Check if won't change if (!additive && Selection.Count == 1 && Selection[0] == selection) return; if (additive && Selection.Contains(selection)) return; var before = Selection.ToArray(); if (!additive) Selection.Clear(); Selection.Add(selection); SelectionChange(before); } /// /// Deselects given object. /// public void Deselect(SceneGraphNode node) { if (!Selection.Contains(node)) return; var before = Selection.ToArray(); Selection.Remove(node); SelectionChange(before); } /// /// Clears selected objects collection. /// public void Deselect() { // Check if won't change if (Selection.Count == 0) return; var before = Selection.ToArray(); Selection.Clear(); SelectionChange(before); } private void SelectionChange(SceneGraphNode[] before) { Undo.AddAction(new SelectionChangeAction(before, Selection.ToArray(), OnSelectionUndo)); OnSelectionChanged(); } private void OnSelectionUndo(SceneGraphNode[] toSelect) { Selection.Clear(); if (toSelect != null) { for (int i = 0; i < toSelect.Length; i++) { if (toSelect[i] != null) Selection.Add(toSelect[i]); else Editor.LogWarning("Null scene graph node to select"); } } OnSelectionChanged(); } /// /// Spawns the specified actor to the game (with undo). /// /// The actor. /// The parent actor. Set null as default. public void Spawn(Actor actor, Actor parent = null) { bool isPlayMode = Editor.StateMachine.IsPlayMode; if (Level.IsAnySceneLoaded == false) throw new InvalidOperationException("Cannot spawn actor when no scene is loaded."); SpawnBegin?.Invoke(); // Add it Level.SpawnActor(actor, parent); // Peek spawned node var actorNode = Editor.Instance.Scene.GetActorNode(actor); if (actorNode == null) throw new InvalidOperationException("Failed to create scene node for the spawned actor."); // During play in editor mode spawned actors should be dynamic (user can move them) if (isPlayMode) actor.StaticFlags = StaticFlags.None; // Call post spawn action (can possibly setup custom default values) actorNode.PostSpawn(); // Create undo action var action = new DeleteActorsAction(new List(1) { actorNode }, true); Undo.AddAction(action); // Mark scene as dirty Editor.Scene.MarkSceneEdited(actor.Scene); SpawnEnd?.Invoke(); var options = Editor.Options.Options; // Auto CSG mesh rebuild if (!isPlayMode && options.General.AutoRebuildCSG) { if (actor is BoxBrush && actor.Scene) actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs); } // Auto NavMesh rebuild if (!isPlayMode && options.General.AutoRebuildNavMesh && actor.Scene && (actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation) { var bounds = actor.BoxWithChildren; Navigation.BuildNavMesh(actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs); } } /// /// Deletes the selected objects. Supports undo/redo. /// public void Delete() { // Peek things that can be removed var objects = Selection.Where(x => x.CanDelete).ToList().BuildAllNodes().Where(x => x.CanDelete).ToList(); if (objects.Count == 0) return; bool isPlayMode = Editor.StateMachine.IsPlayMode; SelectionDeleteBegin?.Invoke(); // Change selection var action1 = new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0], OnSelectionUndo); // Delete objects var action2 = new DeleteActorsAction(objects); // Merge two actions and perform them var action = new MultiUndoAction(new IUndoAction[] { action1, action2 }, action2.ActionString); action.Do(); Undo.AddAction(action); SelectionDeleteEnd?.Invoke(); var options = Editor.Options.Options; // Auto CSG mesh rebuild if (!isPlayMode && options.General.AutoRebuildCSG) { foreach (var obj in objects) { if (obj is ActorNode node && node.Actor is BoxBrush) node.Actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs); } } // Auto NavMesh rebuild if (!isPlayMode && options.General.AutoRebuildNavMesh) { foreach (var obj in objects) { if (obj is ActorNode node && node.Actor.Scene && (node.Actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation) { var bounds = node.Actor.BoxWithChildren; Navigation.BuildNavMesh(node.Actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs); } } } } /// /// Copies the selected objects. /// public void Copy() { // Peek things that can be copied (copy all actors) var objects = Selection.Where(x => x.CanCopyPaste).ToList().BuildAllNodes().Where(x => x.CanCopyPaste && x is ActorNode).ToList(); if (objects.Count == 0) return; // Serialize actors var actors = objects.ConvertAll(x => ((ActorNode)x).Actor); var data = Actor.ToBytes(actors.ToArray()); if (data == null) { Editor.LogError("Failed to copy actors data."); return; } // Copy data Clipboard.RawData = data; } /// /// Pastes the copied objects. Supports undo/redo. /// public void Paste() { Paste(null); } /// /// Pastes the copied objects. Supports undo/redo. /// /// The target actor to paste copied data. public void Paste(Actor pasteTargetActor) { // Get clipboard data var data = Clipboard.RawData; // Set paste target if only one actor is selected and no target provided if (pasteTargetActor == null && SelectionCount == 1 && Selection[0] is ActorNode actorNode) { pasteTargetActor = actorNode.Actor; } // Create paste action var pasteAction = PasteActorsAction.Paste(data, pasteTargetActor?.ID ?? Guid.Empty); if (pasteAction != null) { OnPasteAction(pasteAction); } } /// /// Cuts the selected objects. Supports undo/redo. /// public void Cut() { Copy(); Delete(); } /// /// Duplicates the selected objects. Supports undo/redo. /// public void Duplicate() { // Peek things that can be copied (copy all actors) var objects = Selection.Where(x => x.CanCopyPaste).ToList().BuildAllNodes().Where(x => x.CanCopyPaste && x is ActorNode).ToList(); if (objects.Count == 0) return; // Serialize actors var actors = objects.ConvertAll(x => ((ActorNode)x).Actor); var data = Actor.ToBytes(actors.ToArray()); if (data == null) { Editor.LogError("Failed to copy actors data."); return; } // Create paste action (with selecting spawned objects) var pasteAction = PasteActorsAction.Duplicate(data, Guid.Empty); if (pasteAction != null) { OnPasteAction(pasteAction); } } private void OnPasteAction(PasteActorsAction pasteAction) { pasteAction.Do(out _, out var nodeParents); // Select spawned objects var selectAction = new SelectionChangeAction(Selection.ToArray(), nodeParents.Cast().ToArray(), OnSelectionUndo); selectAction.Do(); Undo.AddAction(new MultiUndoAction(pasteAction, selectAction)); OnSelectionChanged(); } /// /// Called when selection gets changed. Invokes the other events and updates editor. Call it when you manually modify selected objects collection. /// public void OnSelectionChanged() { SelectionChanged?.Invoke(); } /// public override void OnInit() { // Deselect actors on remove (and actor child nodes) Editor.Scene.ActorRemoved += Deselect; Editor.Scene.Root.ActorChildNodesDispose += OnActorChildNodesDispose; } private void OnActorChildNodesDispose(ActorNode node) { // TODO: cache if selection contains any actor child node and skip this loop if no need to iterate // Deselect child nodes for (int i = 0; i < node.ChildNodes.Count; i++) { if (Selection.Contains(node.ChildNodes[i])) { Deselect(); return; } } } } }