1037 lines
39 KiB
C#
1037 lines
39 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Xml;
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using FlaxEditor.Content;
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using FlaxEditor.Content.Import;
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using FlaxEditor.CustomEditors;
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using FlaxEditor.CustomEditors.Editors;
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using FlaxEditor.GUI;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.GUI.Tabs;
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using FlaxEditor.Scripting;
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using FlaxEditor.Viewport.Cameras;
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using FlaxEditor.Viewport.Previews;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using Object = FlaxEngine.Object;
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namespace FlaxEditor.Windows.Assets
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{
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/// <summary>
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/// Editor window to view/modify <see cref="Model"/> asset.
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/// </summary>
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/// <seealso cref="Model" />
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/// <seealso cref="FlaxEditor.Windows.Assets.AssetEditorWindow" />
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public sealed class ModelWindow : ModelBaseWindow<Model, ModelWindow>
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{
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private sealed class Preview : ModelPreview
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{
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private readonly ModelWindow _window;
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private ContextMenuButton _showFloorButton;
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private ContextMenuButton _showCurrentLODButton;
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private StaticModel _floorModel;
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private bool _showCurrentLOD;
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public Preview(ModelWindow window)
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: base(true)
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{
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_window = window;
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// Show floor widget
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_showFloorButton = ViewWidgetShowMenu.AddButton("Floor", button =>
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{
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_floorModel.IsActive = !_floorModel.IsActive;
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_showFloorButton.Icon = _floorModel.IsActive ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
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});
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_showFloorButton.IndexInParent = 1;
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// Show current LOD widget
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_showCurrentLODButton = ViewWidgetShowMenu.AddButton("Current LOD", button =>
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{
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_showCurrentLOD = !_showCurrentLOD;
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_showCurrentLODButton.Icon = _showCurrentLOD ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
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});
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_showCurrentLODButton.IndexInParent = 2;
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// Floor model
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_floorModel = new StaticModel();
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_floorModel.Position = new Vector3(0, -25, 0);
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_floorModel.Scale = new Vector3(5, 0.5f, 5);
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_floorModel.Model = FlaxEngine.Content.LoadAsync<Model>(StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Primitives/Cube.flax"));
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_floorModel.IsActive = false;
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Task.AddCustomActor(_floorModel);
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// Enable shadows
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PreviewLight.ShadowsMode = ShadowsCastingMode.All;
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PreviewLight.CascadeCount = 3;
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PreviewLight.ShadowsDistance = 2000.0f;
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Task.ViewFlags |= ViewFlags.Shadows;
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}
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private int ComputeLODIndex(Model model)
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{
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if (PreviewActor.ForcedLOD != -1)
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return PreviewActor.ForcedLOD;
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// Based on RenderTools::ComputeModelLOD
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CreateProjectionMatrix(out var projectionMatrix);
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float screenMultiple = 0.5f * Mathf.Max(projectionMatrix.M11, projectionMatrix.M22);
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var sphere = PreviewActor.Sphere;
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var viewOrigin = ViewPosition;
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float distSqr = Vector3.DistanceSquared(ref sphere.Center, ref viewOrigin);
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var screenRadiusSquared = Mathf.Square(screenMultiple * sphere.Radius) / Mathf.Max(1.0f, distSqr);
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// Check if model is being culled
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if (Mathf.Square(model.MinScreenSize * 0.5f) > screenRadiusSquared)
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return -1;
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// Skip if no need to calculate LOD
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if (model.LoadedLODs == 0)
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return -1;
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var lods = model.LODs;
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if (lods.Length == 0)
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return -1;
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if (lods.Length == 1)
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return 0;
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// Iterate backwards and return the first matching LOD
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for (int lodIndex = lods.Length - 1; lodIndex >= 0; lodIndex--)
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{
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if (Mathf.Square(lods[lodIndex].ScreenSize * 0.5f) >= screenRadiusSquared)
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{
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return lodIndex + PreviewActor.LODBias;
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}
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}
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return 0;
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}
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public override void Draw()
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{
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base.Draw();
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var style = Style.Current;
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var asset = _window.Asset;
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if (asset == null || !asset.IsLoaded)
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{
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Render2D.DrawText(style.FontLarge, "Loading...", new Rectangle(Vector2.Zero, Size), style.ForegroundDisabled, TextAlignment.Center, TextAlignment.Center);
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return;
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}
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if (_showCurrentLOD)
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{
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var lodIndex = ComputeLODIndex(asset);
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string text = string.Format("Current LOD: {0}", lodIndex);
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if (lodIndex != -1)
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{
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var lods = asset.LODs;
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lodIndex = Mathf.Clamp(lodIndex + PreviewActor.LODBias, 0, lods.Length - 1);
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var lod = lods[lodIndex];
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int triangleCount = 0, vertexCount = 0;
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for (int meshIndex = 0; meshIndex < lod.Meshes.Length; meshIndex++)
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{
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var mesh = lod.Meshes[meshIndex];
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triangleCount += mesh.TriangleCount;
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vertexCount += mesh.VertexCount;
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}
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text += string.Format("\nTriangles: {0:N0}\nVertices: {1:N0}", triangleCount, vertexCount);
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}
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var font = Style.Current.FontMedium;
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var pos = new Vector2(10, 50);
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Render2D.DrawText(font, text, new Rectangle(pos + Vector2.One, Size), Color.Black);
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Render2D.DrawText(font, text, new Rectangle(pos, Size), Color.White);
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}
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}
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public override void OnDestroy()
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{
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Object.Destroy(ref _floorModel);
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_showFloorButton = null;
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_showCurrentLODButton = null;
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base.OnDestroy();
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}
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}
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[CustomEditor(typeof(ProxyEditor))]
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private sealed class MeshesPropertiesProxy : PropertiesProxyBase
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{
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private readonly List<ComboBox> _materialSlotComboBoxes = new List<ComboBox>();
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private readonly List<CheckBox> _isolateCheckBoxes = new List<CheckBox>();
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private readonly List<CheckBox> _highlightCheckBoxes = new List<CheckBox>();
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public override void OnLoad(ModelWindow window)
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{
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base.OnLoad(window);
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Window._isolateIndex = -1;
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Window._highlightIndex = -1;
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}
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public override void OnClean()
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{
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Window._isolateIndex = -1;
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Window._highlightIndex = -1;
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base.OnClean();
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}
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/// <summary>
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/// Updates the highlight/isolate effects on UI.
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/// </summary>
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public void UpdateEffectsOnUI()
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{
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Window._skipEffectsGuiEvents = true;
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for (int i = 0; i < _isolateCheckBoxes.Count; i++)
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{
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var checkBox = _isolateCheckBoxes[i];
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checkBox.Checked = Window._isolateIndex == ((Mesh)checkBox.Tag).MaterialSlotIndex;
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}
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for (int i = 0; i < _highlightCheckBoxes.Count; i++)
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{
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var checkBox = _highlightCheckBoxes[i];
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checkBox.Checked = Window._highlightIndex == ((Mesh)checkBox.Tag).MaterialSlotIndex;
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}
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Window._skipEffectsGuiEvents = false;
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}
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/// <summary>
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/// Updates the material slots UI parts. Should be called after material slot rename.
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/// </summary>
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public void UpdateMaterialSlotsUI()
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{
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Window._skipEffectsGuiEvents = true;
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// Generate material slots labels (with index prefix)
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var slots = Asset.MaterialSlots;
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var slotsLabels = new string[slots.Length];
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for (int i = 0; i < slots.Length; i++)
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{
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slotsLabels[i] = string.Format("[{0}] {1}", i, slots[i].Name);
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}
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// Update comboboxes
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for (int i = 0; i < _materialSlotComboBoxes.Count; i++)
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{
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var comboBox = _materialSlotComboBoxes[i];
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comboBox.SetItems(slotsLabels);
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comboBox.SelectedIndex = ((Mesh)comboBox.Tag).MaterialSlotIndex;
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}
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Window._skipEffectsGuiEvents = false;
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}
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/// <summary>
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/// Sets the material slot index to the mesh.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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/// <param name="newSlotIndex">New index of the material slot to use.</param>
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public void SetMaterialSlot(Mesh mesh, int newSlotIndex)
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{
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if (Window._skipEffectsGuiEvents)
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return;
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mesh.MaterialSlotIndex = newSlotIndex == -1 ? 0 : newSlotIndex;
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Window.UpdateEffectsOnAsset();
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UpdateEffectsOnUI();
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Window.MarkAsEdited();
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}
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/// <summary>
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/// Sets the material slot to isolate.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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public void SetIsolate(Mesh mesh)
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{
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if (Window._skipEffectsGuiEvents)
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return;
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Window._isolateIndex = mesh?.MaterialSlotIndex ?? -1;
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Window.UpdateEffectsOnAsset();
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UpdateEffectsOnUI();
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}
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/// <summary>
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/// Sets the material slot index to highlight.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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public void SetHighlight(Mesh mesh)
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{
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if (Window._skipEffectsGuiEvents)
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return;
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Window._highlightIndex = mesh?.MaterialSlotIndex ?? -1;
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Window.UpdateEffectsOnAsset();
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UpdateEffectsOnUI();
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}
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private class ProxyEditor : ProxyEditorBase
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{
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public override void Initialize(LayoutElementsContainer layout)
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{
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var proxy = (MeshesPropertiesProxy)Values[0];
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if (proxy.Asset == null || !proxy.Asset.IsLoaded)
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{
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layout.Label("Loading...");
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return;
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}
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proxy._materialSlotComboBoxes.Clear();
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proxy._isolateCheckBoxes.Clear();
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proxy._highlightCheckBoxes.Clear();
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var lods = proxy.Asset.LODs;
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var loadedLODs = proxy.Asset.LoadedLODs;
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// General properties
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{
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var group = layout.Group("General");
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var minScreenSize = group.FloatValue("Min Screen Size", "The minimum screen size to draw model (the bottom limit). Used to cull small models. Set to 0 to disable this feature.");
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minScreenSize.FloatValue.MinValue = 0.0f;
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minScreenSize.FloatValue.MaxValue = 1.0f;
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minScreenSize.FloatValue.Value = proxy.Asset.MinScreenSize;
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minScreenSize.FloatValue.ValueChanged += () =>
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{
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proxy.Asset.MinScreenSize = minScreenSize.FloatValue.Value;
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proxy.Window.MarkAsEdited();
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};
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}
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// Group per LOD
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for (int lodIndex = 0; lodIndex < lods.Length; lodIndex++)
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{
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var group = layout.Group("LOD " + lodIndex);
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if (lodIndex < lods.Length - loadedLODs)
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{
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group.Label("Loading LOD...");
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continue;
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}
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var lod = lods[lodIndex];
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var meshes = lod.Meshes;
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int triangleCount = 0, vertexCount = 0;
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for (int meshIndex = 0; meshIndex < meshes.Length; meshIndex++)
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{
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var mesh = meshes[meshIndex];
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triangleCount += mesh.TriangleCount;
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vertexCount += mesh.VertexCount;
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}
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group.Label(string.Format("Triangles: {0:N0} Vertices: {1:N0}", triangleCount, vertexCount));
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group.Label("Size: " + lod.Box.Size);
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var screenSize = group.FloatValue("Screen Size", "The screen size to switch LODs. Bottom limit of the model screen size to render this LOD.");
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screenSize.FloatValue.MinValue = 0.0f;
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screenSize.FloatValue.MaxValue = 10.0f;
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screenSize.FloatValue.Value = lod.ScreenSize;
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screenSize.FloatValue.ValueChanged += () =>
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{
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lod.ScreenSize = screenSize.FloatValue.Value;
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proxy.Window.MarkAsEdited();
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};
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// Every mesh properties
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for (int meshIndex = 0; meshIndex < meshes.Length; meshIndex++)
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{
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var mesh = meshes[meshIndex];
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group.Label($"Mesh {meshIndex} (tris: {mesh.TriangleCount:N0}, verts: {mesh.VertexCount:N0})");
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// Material Slot
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var materialSlot = group.ComboBox("Material Slot", "Material slot used by this mesh during rendering");
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materialSlot.ComboBox.Tag = mesh;
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materialSlot.ComboBox.SelectedIndexChanged += comboBox => proxy.SetMaterialSlot((Mesh)comboBox.Tag, comboBox.SelectedIndex);
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proxy._materialSlotComboBoxes.Add(materialSlot.ComboBox);
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// Isolate
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var isolate = group.Checkbox("Isolate", "Shows only this mesh (and meshes using the same material slot)");
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isolate.CheckBox.Tag = mesh;
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isolate.CheckBox.StateChanged += (box) => proxy.SetIsolate(box.Checked ? (Mesh)box.Tag : null);
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proxy._isolateCheckBoxes.Add(isolate.CheckBox);
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// Highlight
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var highlight = group.Checkbox("Highlight", "Highlights this mesh with a tint color (and meshes using the same material slot)");
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highlight.CheckBox.Tag = mesh;
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highlight.CheckBox.StateChanged += (box) => proxy.SetHighlight(box.Checked ? (Mesh)box.Tag : null);
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proxy._highlightCheckBoxes.Add(highlight.CheckBox);
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}
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}
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// Refresh UI
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proxy.UpdateMaterialSlotsUI();
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}
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internal override void RefreshInternal()
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{
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// Skip updates when model is not loaded
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var proxy = (MeshesPropertiesProxy)Values[0];
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if (proxy.Asset == null || !proxy.Asset.IsLoaded)
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return;
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base.RefreshInternal();
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}
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}
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}
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[CustomEditor(typeof(ProxyEditor))]
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private sealed class MaterialsPropertiesProxy : PropertiesProxyBase
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{
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[Collection(CanReorderItems = true, NotNullItems = true, OverrideEditorTypeName = "FlaxEditor.CustomEditors.Editors.GenericEditor", Spacing = 10)]
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[EditorOrder(10), EditorDisplay("Materials", EditorDisplayAttribute.InlineStyle)]
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public MaterialSlot[] MaterialSlots
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{
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get => Asset?.MaterialSlots;
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set
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{
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if (Asset != null)
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{
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if (Asset.MaterialSlots.Length != value.Length)
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{
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MaterialBase[] materials = new MaterialBase[value.Length];
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string[] names = new string[value.Length];
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ShadowsCastingMode[] shadowsModes = new ShadowsCastingMode[value.Length];
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for (int i = 0; i < value.Length; i++)
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{
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materials[i] = value[i].Material;
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names[i] = value[i].Name;
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shadowsModes[i] = value[i].ShadowsMode;
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}
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Asset.SetupMaterialSlots(value.Length);
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var slots = Asset.MaterialSlots;
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for (int i = 0; i < slots.Length; i++)
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{
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slots[i].Material = materials[i];
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slots[i].Name = names[i];
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slots[i].ShadowsMode = shadowsModes[i];
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}
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UpdateMaterialSlotsUI();
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}
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}
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}
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}
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private readonly List<ComboBox> _materialSlotComboBoxes = new List<ComboBox>();
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/// <summary>
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/// Updates the material slots UI parts. Should be called after material slot rename.
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/// </summary>
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public void UpdateMaterialSlotsUI()
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{
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Window._skipEffectsGuiEvents = true;
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// Generate material slots labels (with index prefix)
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var slots = Asset.MaterialSlots;
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var slotsLabels = new string[slots.Length];
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for (int i = 0; i < slots.Length; i++)
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{
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slotsLabels[i] = string.Format("[{0}] {1}", i, slots[i].Name);
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}
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// Update comboboxes
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for (int i = 0; i < _materialSlotComboBoxes.Count; i++)
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{
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var comboBox = _materialSlotComboBoxes[i];
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comboBox.SetItems(slotsLabels);
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comboBox.SelectedIndex = ((Mesh)comboBox.Tag).MaterialSlotIndex;
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}
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Window._skipEffectsGuiEvents = false;
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}
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private class ProxyEditor : ProxyEditorBase
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{
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public override void Initialize(LayoutElementsContainer layout)
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{
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var proxy = (MaterialsPropertiesProxy)Values[0];
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if (proxy.Asset == null || !proxy.Asset.IsLoaded)
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{
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layout.Label("Loading...");
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return;
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}
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base.Initialize(layout);
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}
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}
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}
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[CustomEditor(typeof(ProxyEditor))]
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private sealed class UVsPropertiesProxy : PropertiesProxyBase
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{
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public enum UVChannel
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{
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None,
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TexCoord,
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LightmapUVs,
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};
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private UVChannel _uvChannel = UVChannel.None;
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[EditorOrder(0), EditorDisplay(null, "Preview UV Channel"), EnumDisplay(EnumDisplayAttribute.FormatMode.None)]
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[Tooltip("Set UV channel to preview.")]
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public UVChannel Channel
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{
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get => _uvChannel;
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set
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{
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if (_uvChannel == value)
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return;
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_uvChannel = value;
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Window.RequestMeshData();
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}
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}
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[EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs), VisibleIf("ShowUVs")]
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[Tooltip("Level Of Detail index to preview UVs layout.")]
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public int LOD = 0;
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private bool ShowUVs => _uvChannel != UVChannel.None;
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/// <inheritdoc />
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public override void OnClean()
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{
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Channel = UVChannel.None;
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base.OnClean();
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}
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private class ProxyEditor : ProxyEditorBase
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{
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private UVsLayoutPreviewControl _uvsPreview;
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public override void Initialize(LayoutElementsContainer layout)
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{
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var proxy = (UVsPropertiesProxy)Values[0];
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if (proxy.Asset == null || !proxy.Asset.IsLoaded)
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{
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layout.Label("Loading...");
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return;
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}
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base.Initialize(layout);
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_uvsPreview = layout.Custom<UVsLayoutPreviewControl>().CustomControl;
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_uvsPreview.Proxy = proxy;
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}
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/// <inheritdoc />
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public override void Refresh()
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{
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base.Refresh();
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if (_uvsPreview != null)
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{
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_uvsPreview.Channel = _uvsPreview.Proxy._uvChannel;
|
|
_uvsPreview.LOD = _uvsPreview.Proxy.LOD;
|
|
_uvsPreview.HighlightIndex = _uvsPreview.Proxy.Window._highlightIndex;
|
|
_uvsPreview.IsolateIndex = _uvsPreview.Proxy.Window._isolateIndex;
|
|
}
|
|
}
|
|
|
|
protected override void Deinitialize()
|
|
{
|
|
_uvsPreview = null;
|
|
|
|
base.Deinitialize();
|
|
}
|
|
}
|
|
|
|
private sealed class UVsLayoutPreviewControl : RenderToTextureControl
|
|
{
|
|
private UVChannel _channel;
|
|
private int _lod;
|
|
private int _highlightIndex = -1;
|
|
private int _isolateIndex = -1;
|
|
public UVsPropertiesProxy Proxy;
|
|
|
|
public UVsLayoutPreviewControl()
|
|
{
|
|
Offsets = new Margin(4);
|
|
AnchorPreset = AnchorPresets.HorizontalStretchMiddle;
|
|
AutomaticInvalidate = false;
|
|
}
|
|
|
|
public UVChannel Channel
|
|
{
|
|
set
|
|
{
|
|
if (_channel == value)
|
|
return;
|
|
_channel = value;
|
|
Visible = _channel != UVChannel.None;
|
|
if (Visible)
|
|
Invalidate();
|
|
}
|
|
}
|
|
|
|
public int LOD
|
|
{
|
|
set
|
|
{
|
|
if (_lod != value)
|
|
{
|
|
_lod = value;
|
|
Invalidate();
|
|
}
|
|
}
|
|
}
|
|
|
|
public int HighlightIndex
|
|
{
|
|
set
|
|
{
|
|
if (_highlightIndex != value)
|
|
{
|
|
_highlightIndex = value;
|
|
Invalidate();
|
|
}
|
|
}
|
|
}
|
|
|
|
public int IsolateIndex
|
|
{
|
|
set
|
|
{
|
|
if (_isolateIndex != value)
|
|
{
|
|
_isolateIndex = value;
|
|
Invalidate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void DrawChildren()
|
|
{
|
|
base.DrawChildren();
|
|
|
|
var size = Size;
|
|
if (_channel == UVChannel.None || size.MaxValue < 5.0f)
|
|
return;
|
|
if (!Proxy.Window.RequestMeshData())
|
|
{
|
|
Invalidate();
|
|
Render2D.DrawText(Style.Current.FontMedium, "Loading...", new Rectangle(Vector2.Zero, size), Color.White, TextAlignment.Center, TextAlignment.Center);
|
|
return;
|
|
}
|
|
|
|
Render2D.PushClip(new Rectangle(Vector2.Zero, size));
|
|
|
|
var meshDatas = Proxy.Window._meshDatas;
|
|
var lodIndex = Mathf.Clamp(_lod, 0, meshDatas.Length - 1);
|
|
var lod = meshDatas[lodIndex];
|
|
var uvScale = size;
|
|
for (int meshIndex = 0; meshIndex < lod.Length; meshIndex++)
|
|
{
|
|
if (_isolateIndex != -1 && _isolateIndex != meshIndex)
|
|
continue;
|
|
var meshData = lod[meshIndex];
|
|
if (meshData.IndexBuffer == null || meshData.VertexBuffer == null)
|
|
continue;
|
|
var linesColor = _highlightIndex != -1 && _highlightIndex == meshIndex ? Style.Current.BackgroundSelected : Color.White;
|
|
|
|
switch (_channel)
|
|
{
|
|
case UVChannel.TexCoord:
|
|
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
|
|
{
|
|
// Cache triangle indices
|
|
int i0 = meshData.IndexBuffer[i + 0];
|
|
int i1 = meshData.IndexBuffer[i + 1];
|
|
int i2 = meshData.IndexBuffer[i + 2];
|
|
|
|
// Cache triangle uvs positions and transform positions to output target
|
|
Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
|
|
Vector2 uv1 = meshData.VertexBuffer[i1].TexCoord * uvScale;
|
|
Vector2 uv2 = meshData.VertexBuffer[i2].TexCoord * uvScale;
|
|
|
|
// Don't draw too small triangles
|
|
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
|
|
if (area > 10.0f)
|
|
{
|
|
// Draw triangle
|
|
Render2D.DrawLine(uv0, uv1, linesColor);
|
|
Render2D.DrawLine(uv1, uv2, linesColor);
|
|
Render2D.DrawLine(uv2, uv0, linesColor);
|
|
}
|
|
}
|
|
break;
|
|
case UVChannel.LightmapUVs:
|
|
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
|
|
{
|
|
// Cache triangle indices
|
|
int i0 = meshData.IndexBuffer[i + 0];
|
|
int i1 = meshData.IndexBuffer[i + 1];
|
|
int i2 = meshData.IndexBuffer[i + 2];
|
|
|
|
// Cache triangle uvs positions and transform positions to output target
|
|
Vector2 uv0 = meshData.VertexBuffer[i0].LightmapUVs * uvScale;
|
|
Vector2 uv1 = meshData.VertexBuffer[i1].LightmapUVs * uvScale;
|
|
Vector2 uv2 = meshData.VertexBuffer[i2].LightmapUVs * uvScale;
|
|
|
|
// Don't draw too small triangles
|
|
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
|
|
if (area > 3.0f)
|
|
{
|
|
// Draw triangle
|
|
Render2D.DrawLine(uv0, uv1, linesColor);
|
|
Render2D.DrawLine(uv1, uv2, linesColor);
|
|
Render2D.DrawLine(uv2, uv0, linesColor);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
Render2D.PopClip();
|
|
}
|
|
|
|
protected override void OnSizeChanged()
|
|
{
|
|
Height = Width;
|
|
|
|
base.OnSizeChanged();
|
|
}
|
|
|
|
protected override void OnVisibleChanged()
|
|
{
|
|
base.OnVisibleChanged();
|
|
|
|
Parent.PerformLayout();
|
|
Height = Width;
|
|
}
|
|
}
|
|
}
|
|
|
|
[CustomEditor(typeof(ProxyEditor))]
|
|
private sealed class ImportPropertiesProxy : PropertiesProxyBase
|
|
{
|
|
private ModelImportSettings ImportSettings = new ModelImportSettings();
|
|
|
|
/// <inheritdoc />
|
|
public override void OnLoad(ModelWindow window)
|
|
{
|
|
base.OnLoad(window);
|
|
|
|
ModelImportSettings.TryRestore(ref ImportSettings, window.Item.Path);
|
|
}
|
|
|
|
public void Reimport()
|
|
{
|
|
Editor.Instance.ContentImporting.Reimport((BinaryAssetItem)Window.Item, ImportSettings, true);
|
|
}
|
|
|
|
private class ProxyEditor : ProxyEditorBase
|
|
{
|
|
public override void Initialize(LayoutElementsContainer layout)
|
|
{
|
|
var proxy = (ImportPropertiesProxy)Values[0];
|
|
if (proxy.Asset == null || !proxy.Asset.IsLoaded)
|
|
{
|
|
layout.Label("Loading...");
|
|
return;
|
|
}
|
|
|
|
// Import Settings
|
|
{
|
|
var group = layout.Group("Import Settings");
|
|
|
|
var importSettingsField = typeof(ImportPropertiesProxy).GetField("ImportSettings", BindingFlags.NonPublic | BindingFlags.Instance);
|
|
var importSettingsValues = new ValueContainer(new ScriptMemberInfo(importSettingsField)) { proxy.ImportSettings };
|
|
group.Object(importSettingsValues);
|
|
|
|
layout.Space(5);
|
|
var reimportButton = group.Button("Reimport");
|
|
reimportButton.Button.Clicked += () => ((ImportPropertiesProxy)Values[0]).Reimport();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private class MeshesTab : Tab
|
|
{
|
|
public MeshesTab(ModelWindow window)
|
|
: base("Meshes", window)
|
|
{
|
|
Proxy = new MeshesPropertiesProxy();
|
|
Presenter.Select(Proxy);
|
|
}
|
|
}
|
|
|
|
private class MaterialsTab : Tab
|
|
{
|
|
public MaterialsTab(ModelWindow window)
|
|
: base("Materials", window)
|
|
{
|
|
Proxy = new MaterialsPropertiesProxy();
|
|
Presenter.Select(Proxy);
|
|
}
|
|
}
|
|
|
|
private class UVsTab : Tab
|
|
{
|
|
public UVsTab(ModelWindow window)
|
|
: base("UVs", window, false)
|
|
{
|
|
Proxy = new UVsPropertiesProxy();
|
|
Presenter.Select(Proxy);
|
|
}
|
|
}
|
|
|
|
private class ImportTab : Tab
|
|
{
|
|
public ImportTab(ModelWindow window)
|
|
: base("Import", window, false)
|
|
{
|
|
Proxy = new ImportPropertiesProxy();
|
|
Presenter.Select(Proxy);
|
|
}
|
|
}
|
|
|
|
private struct MeshData
|
|
{
|
|
public int[] IndexBuffer;
|
|
public Mesh.Vertex[] VertexBuffer;
|
|
}
|
|
|
|
private readonly ModelPreview _preview;
|
|
private StaticModel _highlightActor;
|
|
|
|
private MeshData[][] _meshDatas;
|
|
private bool _meshDatasInProgress;
|
|
private bool _meshDatasCancel;
|
|
|
|
/// <inheritdoc />
|
|
public ModelWindow(Editor editor, AssetItem item)
|
|
: base(editor, item)
|
|
{
|
|
// Toolstrip
|
|
_toolstrip.AddSeparator();
|
|
_toolstrip.AddButton(editor.Icons.Docs32, () => Platform.OpenUrl(Utilities.Constants.DocsUrl + "manual/graphics/models/index.html")).LinkTooltip("See documentation to learn more");
|
|
|
|
// Model preview
|
|
_preview = new Preview(this)
|
|
{
|
|
ViewportCamera = new FPSCamera(),
|
|
ScaleToFit = false,
|
|
Parent = _split.Panel1
|
|
};
|
|
|
|
// Properties tabs
|
|
_tabs.AddTab(new MeshesTab(this));
|
|
_tabs.AddTab(new MaterialsTab(this));
|
|
_tabs.AddTab(new UVsTab(this));
|
|
_tabs.AddTab(new ImportTab(this));
|
|
|
|
// Highlight actor (used to highlight selected material slot, see UpdateEffectsOnAsset)
|
|
_highlightActor = new StaticModel();
|
|
_highlightActor.IsActive = false;
|
|
_preview.Task.AddCustomActor(_highlightActor);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the highlight/isolate effects on a model asset.
|
|
/// </summary>
|
|
private void UpdateEffectsOnAsset()
|
|
{
|
|
var entries = _preview.PreviewActor.Entries;
|
|
if (entries != null)
|
|
{
|
|
for (int i = 0; i < entries.Length; i++)
|
|
{
|
|
entries[i].Visible = _isolateIndex == -1 || _isolateIndex == i;
|
|
}
|
|
_preview.PreviewActor.Entries = entries;
|
|
}
|
|
|
|
if (_highlightIndex != -1)
|
|
{
|
|
_highlightActor.IsActive = true;
|
|
|
|
var highlightMaterial = EditorAssets.Cache.HighlightMaterialInstance;
|
|
entries = _highlightActor.Entries;
|
|
if (entries != null)
|
|
{
|
|
for (int i = 0; i < entries.Length; i++)
|
|
{
|
|
entries[i].Material = highlightMaterial;
|
|
entries[i].Visible = _highlightIndex == i;
|
|
}
|
|
_highlightActor.Entries = entries;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_highlightActor.IsActive = false;
|
|
}
|
|
}
|
|
|
|
private bool RequestMeshData()
|
|
{
|
|
if (_meshDatasInProgress)
|
|
return false;
|
|
if (_meshDatas != null)
|
|
return true;
|
|
_meshDatasInProgress = true;
|
|
_meshDatasCancel = false;
|
|
Task.Run(new Action(DownloadMeshData));
|
|
return false;
|
|
}
|
|
|
|
private void WaitForMeshDataRequestEnd()
|
|
{
|
|
if (_meshDatasInProgress)
|
|
{
|
|
_meshDatasCancel = true;
|
|
for (int i = 0; i < 500 && _meshDatasInProgress; i++)
|
|
Thread.Sleep(10);
|
|
}
|
|
}
|
|
|
|
private void DownloadMeshData()
|
|
{
|
|
try
|
|
{
|
|
if (!_asset)
|
|
{
|
|
_meshDatasInProgress = false;
|
|
return;
|
|
}
|
|
var lods = _asset.LODs;
|
|
_meshDatas = new MeshData[lods.Length][];
|
|
|
|
for (int lodIndex = 0; lodIndex < lods.Length && !_meshDatasCancel; lodIndex++)
|
|
{
|
|
var lod = lods[lodIndex];
|
|
var meshes = lod.Meshes;
|
|
_meshDatas[lodIndex] = new MeshData[meshes.Length];
|
|
|
|
for (int meshIndex = 0; meshIndex < meshes.Length && !_meshDatasCancel; meshIndex++)
|
|
{
|
|
var mesh = meshes[meshIndex];
|
|
_meshDatas[lodIndex][meshIndex] = new MeshData
|
|
{
|
|
IndexBuffer = mesh.DownloadIndexBuffer(),
|
|
VertexBuffer = mesh.DownloadVertexBuffer()
|
|
};
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Editor.LogWarning("Failed to get mesh data. " + ex.Message);
|
|
Editor.LogWarning(ex);
|
|
}
|
|
finally
|
|
{
|
|
_meshDatasInProgress = false;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void Update(float deltaTime)
|
|
{
|
|
// Sync highlight actor size with actual preview model (preview scales model for better usage experience)
|
|
if (_highlightActor && _highlightActor.IsActive)
|
|
{
|
|
_highlightActor.Transform = _preview.PreviewActor.Transform;
|
|
}
|
|
|
|
// Model is loaded but LODs data may be during streaming so refresh properties on fully loaded
|
|
if (_refreshOnLODsLoaded && _asset && _asset.LoadedLODs == _asset.LODs.Length)
|
|
{
|
|
_refreshOnLODsLoaded = false;
|
|
foreach (var child in _tabs.Children)
|
|
{
|
|
if (child is Tab tab)
|
|
{
|
|
tab.Presenter.BuildLayout();
|
|
}
|
|
}
|
|
}
|
|
|
|
base.Update(deltaTime);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void Save()
|
|
{
|
|
if (!IsEdited)
|
|
return;
|
|
|
|
if (_asset.WaitForLoaded())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_asset.Save())
|
|
{
|
|
Editor.LogError("Cannot save asset.");
|
|
return;
|
|
}
|
|
|
|
ClearEditedFlag();
|
|
_item.RefreshThumbnail();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void UnlinkItem()
|
|
{
|
|
WaitForMeshDataRequestEnd();
|
|
_preview.Model = null;
|
|
_highlightActor.Model = null;
|
|
|
|
base.UnlinkItem();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void OnAssetLinked()
|
|
{
|
|
_preview.Model = _asset;
|
|
_highlightActor.Model = _asset;
|
|
|
|
base.OnAssetLinked();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void OnAssetLoaded()
|
|
{
|
|
_refreshOnLODsLoaded = true;
|
|
_preview.ViewportCamera.SetArcBallView(Asset.GetBox());
|
|
UpdateEffectsOnAsset();
|
|
|
|
// TODO: disable streaming for this model
|
|
|
|
base.OnAssetLoaded();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void OnItemReimported(ContentItem item)
|
|
{
|
|
// Discard any old mesh data cache
|
|
WaitForMeshDataRequestEnd();
|
|
_meshDatas = null;
|
|
_meshDatasInProgress = false;
|
|
|
|
base.OnItemReimported(item);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void OnDestroy()
|
|
{
|
|
WaitForMeshDataRequestEnd();
|
|
|
|
base.OnDestroy();
|
|
|
|
Object.Destroy(ref _highlightActor);
|
|
}
|
|
}
|
|
}
|