Files
FlaxEngine/Source/Editor/SceneGraph/Actors/StaticModelNode.cs
2024-03-04 19:15:15 +01:00

155 lines
5.7 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEditor.Content;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.Windows;
using FlaxEngine;
namespace FlaxEditor.SceneGraph.Actors
{
/// <summary>
/// Scene tree node for <see cref="StaticModel"/> actor type.
/// </summary>
/// <seealso cref="ActorNode" />
[HideInEditor]
public sealed class StaticModelNode : ActorNode
{
private Dictionary<IntPtr, Mesh.Vertex[]> _vertices;
/// <inheritdoc />
public StaticModelNode(Actor actor)
: base(actor)
{
}
/// <inheritdoc />
public override bool OnVertexSnap(ref Ray ray, float hitDistance, out Vector3 result)
{
// Find the closest vertex to bounding box point (collision detection approximation)
result = ray.GetPoint(hitDistance);
var model = ((StaticModel)Actor).Model;
if (model && !model.WaitForLoaded())
{
// TODO: move to C++ and use cached vertex buffer internally inside the Mesh
if (_vertices == null)
_vertices = new();
var pointLocal = (Float3)Actor.Transform.WorldToLocal(result);
var minDistance = float.MaxValue;
foreach (var lod in model.LODs) //[ToDo] fix it [Nori_SC note] this is wrong it should get current lod level going it throw all lods will create ghost snaping points
{
var hit = false;
foreach (var mesh in lod.Meshes)
{
var key = FlaxEngine.Object.GetUnmanagedPtr(mesh);
if (!_vertices.TryGetValue(key, out var verts))
{
verts = mesh.DownloadVertexBuffer();
if (verts == null)
continue;
_vertices.Add(key, verts);
}
for (int i = 0; i < verts.Length; i++)
{
var v = verts[i].Position;
var distance = Float3.DistanceSquared(ref pointLocal, ref v);
if (distance <= minDistance)
{
hit = true;
minDistance = distance;
result = v;
}
}
}
if (hit)
{
result = Actor.Transform.LocalToWorld(result);
return true;
}
}
}
return false;
}
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
{
base.OnContextMenu(contextMenu, window);
contextMenu.AddButton("Add collider", OnAddMeshCollider).Enabled = ((StaticModel)Actor).Model != null;
}
private void OnAddMeshCollider()
{
var model = ((StaticModel)Actor).Model;
if (!model)
return;
// Special case for in-built Editor models that can use analytical collision
var modelPath = model.Path;
if (modelPath.EndsWith("/Primitives/Cube.flax", StringComparison.Ordinal))
{
var actor = new BoxCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
Root.Spawn(actor, Actor);
return;
}
if (modelPath.EndsWith("/Primitives/Sphere.flax", StringComparison.Ordinal))
{
var actor = new SphereCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
Root.Spawn(actor, Actor);
return;
}
if (modelPath.EndsWith("/Primitives/Plane.flax", StringComparison.Ordinal))
{
var actor = new BoxCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
Size = new Float3(100.0f, 100.0f, 1.0f),
};
Root.Spawn(actor, Actor);
return;
}
if (modelPath.EndsWith("/Primitives/Capsule.flax", StringComparison.Ordinal))
{
var actor = new CapsuleCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
Radius = 25.0f,
Height = 50.0f,
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
actor.LocalPosition = new Vector3(0, 50.0f, 0);
actor.LocalOrientation = Quaternion.Euler(0, 0, 90.0f);
return;
}
// Create collision data (or reuse) and add collision actor
Action<CollisionData> created = collisionData =>
{
var actor = new MeshCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
CollisionData = collisionData,
};
Root.Spawn(actor, Actor);
};
var collisionDataProxy = (CollisionDataProxy)Editor.Instance.ContentDatabase.GetProxy<CollisionData>();
collisionDataProxy.CreateCollisionDataFromModel(model, created);
}
}
}