Files
FlaxEngine/Source/Editor/Viewport/Cameras/ViewportCamera.cs

177 lines
6.8 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#if USE_LARGE_WORLDS
using Real = System.Double;
#else
using Real = System.Single;
#endif
using System.Collections.Generic;
using FlaxEditor.Gizmo;
using FlaxEditor.SceneGraph;
using FlaxEngine;
namespace FlaxEditor.Viewport.Cameras
{
/// <summary>
/// Base class for <see cref="EditorViewport"/> view controllers.
/// </summary>
/// <seealso cref="FlaxEditor.Viewport.Cameras.IViewportCamera" />
[HideInEditor]
public abstract class ViewportCamera : IViewportCamera
{
private EditorViewport _viewport;
/// <summary>
/// Gets the parent viewport.
/// </summary>
public EditorViewport Viewport
{
get => _viewport;
internal set => _viewport = value;
}
/// <summary>
/// Gets a value indicating whether the viewport camera uses movement speed.
/// </summary>
public virtual bool UseMovementSpeed => true;
/// <summary>
/// Focuses the viewport on the current selection of the gizmo.
/// </summary>
/// <param name="gizmos">The gizmo collection (from viewport).</param>
/// <param name="orientation">The target view orientation.</param>
public virtual void FocusSelection(GizmosCollection gizmos, ref Quaternion orientation)
{
var transformGizmo = gizmos.Get<TransformGizmo>();
if (transformGizmo == null || transformGizmo.SelectedParents.Count == 0)
return;
if (gizmos.Active != null)
{
var gizmoBounds = gizmos.Active.FocusBounds;
if (gizmoBounds != BoundingSphere.Empty)
{
ShowSphere(ref gizmoBounds, ref orientation);
return;
}
}
ShowActors(transformGizmo.SelectedParents, ref orientation);
}
/// <summary>
/// Moves the viewport to visualize the actor.
/// </summary>
/// <param name="actor">The actor to preview.</param>
public virtual void ShowActor(Actor actor)
{
Editor.GetActorEditorSphere(actor, out BoundingSphere sphere);
ShowSphere(ref sphere);
}
/// <summary>
/// Moves the viewport to visualize selected actors.
/// </summary>
/// <param name="selection">The actors to show.</param>
public void ShowActors(List<SceneGraphNode> selection)
{
var q = new Quaternion(0.424461186f, -0.0940724313f, 0.0443938486f, 0.899451137f);
ShowActors(selection, ref q);
}
/// <summary>
/// Moves the viewport to visualize selected actors.
/// </summary>
/// <param name="selection">The actors to show.</param>
/// <param name="orientation">The used orientation.</param>
public virtual void ShowActors(List<SceneGraphNode> selection, ref Quaternion orientation)
{
if (selection.Count == 0)
return;
BoundingSphere mergesSphere = BoundingSphere.Empty;
for (int i = 0; i < selection.Count; i++)
{
selection[i].GetEditorSphere(out var sphere);
BoundingSphere.Merge(ref mergesSphere, ref sphere, out mergesSphere);
}
if (mergesSphere == BoundingSphere.Empty)
return;
ShowSphere(ref mergesSphere, ref orientation);
}
/// <summary>
/// Moves the camera to visualize given world area defined by the sphere.
/// </summary>
/// <param name="sphere">The sphere.</param>
public void ShowSphere(ref BoundingSphere sphere)
{
var q = new Quaternion(0.424461186f, -0.0940724313f, 0.0443938486f, 0.899451137f);
ShowSphere(ref sphere, ref q);
}
/// <summary>
/// Moves the camera to visualize given world area defined by the sphere.
/// </summary>
/// <param name="sphere">The sphere.</param>
/// <param name="orientation">The camera orientation.</param>
public virtual void ShowSphere(ref BoundingSphere sphere, ref Quaternion orientation)
{
SetArcBallView(orientation, sphere.Center, sphere.Radius);
}
/// <summary>
/// Sets view orientation and position to match the arc ball camera style view for the given target object bounds.
/// </summary>
/// <param name="objectBounds">The target object bounds.</param>
/// <param name="marginDistanceScale">The margin distance scale of the orbit radius.</param>
public void SetArcBallView(BoundingBox objectBounds, float marginDistanceScale = 2.0f)
{
SetArcBallView(BoundingSphere.FromBox(objectBounds), marginDistanceScale);
}
/// <summary>
/// Sets view orientation and position to match the arc ball camera style view for the given target object bounds.
/// </summary>
/// <param name="objectBounds">The target object bounds.</param>
/// <param name="marginDistanceScale">The margin distance scale of the orbit radius.</param>
public void SetArcBallView(BoundingSphere objectBounds, float marginDistanceScale = 2.0f)
{
SetArcBallView(new Quaternion(-0.08f, -0.92f, 0.31f, -0.23f), objectBounds.Center, objectBounds.Radius * marginDistanceScale);
}
/// <summary>
/// Sets view orientation and position to match the arc ball camera style view for the given orbit radius.
/// </summary>
/// <param name="orbitRadius">The orbit radius.</param>
public void SetArcBallView(float orbitRadius)
{
SetArcBallView(new Quaternion(-0.08f, -0.92f, 0.31f, -0.23f), Vector3.Zero, orbitRadius);
}
/// <summary>
/// Sets view orientation and position to match the arc ball camera style view.
/// </summary>
/// <param name="orientation">The view rotation.</param>
/// <param name="orbitCenter">The orbit center location.</param>
/// <param name="orbitRadius">The orbit radius.</param>
public virtual void SetArcBallView(Quaternion orientation, Vector3 orbitCenter, Real orbitRadius)
{
// Rotate
Viewport.ViewOrientation = orientation;
// Move camera to look at orbit center point
Vector3 localPosition = Viewport.ViewDirection * (-1 * orbitRadius);
Viewport.ViewPosition = orbitCenter + localPosition;
}
/// <inheritdoc />
public virtual void Update(float deltaTime)
{
}
/// <inheritdoc />
public abstract void UpdateView(float dt, ref Vector3 moveDelta, ref Float2 mouseDelta, out bool centerMouse);
}
}