441 lines
16 KiB
C#
441 lines
16 KiB
C#
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#if USE_LARGE_WORLDS
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using Real = System.Double;
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#else
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using Real = System.Single;
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#endif
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using System;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.Modules;
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using FlaxEditor.Windows;
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using FlaxEngine;
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using FlaxEngine.Json;
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using Object = FlaxEngine.Object;
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namespace FlaxEditor.SceneGraph.Actors
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{
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/// <summary>
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/// Scene tree node for <see cref="Spline"/> actor type.
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/// </summary>
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[HideInEditor]
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public sealed class SplineNode : ActorNode
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{
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internal sealed class SplinePointNode : ActorChildNode<SplineNode>
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{
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public unsafe SplinePointNode(SplineNode node, Guid id, int index)
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: base(node, id, index)
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{
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var g = (JsonSerializer.GuidInterop*)&id;
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g->D++;
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AddChild(new SplinePointTangentNode(node, id, index, true));
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g->D++;
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AddChild(new SplinePointTangentNode(node, id, index, false));
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}
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public override bool CanBeSelectedDirectly => true;
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public override bool CanDuplicate => !Root?.Selection.Contains(ParentNode) ?? true;
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public override bool CanDelete => true;
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public override bool CanUseState => true;
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public override Transform Transform
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{
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get
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{
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var actor = (Spline)_node.Actor;
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return actor.GetSplineTransform(Index);
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}
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set
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{
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var actor = (Spline)_node.Actor;
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actor.SetSplineTransform(Index, value);
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OnSplineEdited(actor);
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}
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}
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struct Data
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{
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public Guid Spline;
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public int Index;
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public BezierCurve<Transform>.Keyframe Keyframe;
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}
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public override StateData State
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{
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get
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{
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var actor = (Spline)_node.Actor;
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return new StateData
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{
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TypeName = typeof(SplinePointNode).FullName,
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CreateMethodName = nameof(Create),
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State = JsonSerializer.Serialize(new Data
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{
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Spline = actor.ID,
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Index = Index,
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Keyframe = actor.GetSplineKeyframe(Index),
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}),
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};
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}
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set => throw new NotImplementedException();
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}
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public override void Delete()
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{
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var actor = (Spline)_node.Actor;
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actor.RemoveSplinePoint(Index);
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}
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class DuplicateUndoAction : IUndoAction, ISceneEditAction
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{
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public Guid SplineId;
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public int Index;
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public float Time;
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public Transform Value;
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public string ActionString => "Duplicate spline point";
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public void Dispose()
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{
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}
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public void Do()
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{
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var spline = Object.Find<Spline>(ref SplineId);
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spline.InsertSplineLocalPoint(Index, Time, Value);
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}
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public void Undo()
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{
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var spline = Object.Find<Spline>(ref SplineId);
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spline.RemoveSplinePoint(Index);
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}
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public void MarkSceneEdited(SceneModule sceneModule)
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{
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var spline = Object.Find<Spline>(ref SplineId);
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sceneModule.MarkSceneEdited(spline.Scene);
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OnSplineEdited(spline);
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}
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}
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public override SceneGraphNode Duplicate(out IUndoAction undoAction)
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{
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var actor = (Spline)_node.Actor;
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int newIndex;
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float newTime;
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if (Index == actor.SplinePointsCount - 1)
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{
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// Append to the end
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newIndex = actor.SplinePointsCount;
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newTime = actor.GetSplineTime(newIndex - 1) + 1.0f;
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}
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else
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{
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// Insert between this and next point
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newIndex = Index + 1;
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newTime = (actor.GetSplineTime(Index) + actor.GetSplineTime(Index + 1)) * 0.5f;
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}
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var action = new DuplicateUndoAction
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{
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SplineId = actor.ID,
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Index = newIndex,
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Time = newTime,
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Value = actor.GetSplineLocalTransform(Index),
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};
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var oldkeyframe = actor.GetSplineKeyframe(Index);
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var newKeyframe = new BezierCurve<Transform>.Keyframe();
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// copy old curve point data to new curve point
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newKeyframe.Value = oldkeyframe.Value;
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newKeyframe.TangentIn = oldkeyframe.TangentIn;
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newKeyframe.TangentOut = oldkeyframe.TangentOut;
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actor.InsertSplineLocalPoint(newIndex, newTime, action.Value);
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actor.SetSplineKeyframe(newIndex, newKeyframe);
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undoAction = action;
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var splineNode = (SplineNode)SceneGraphFactory.FindNode(action.SplineId);
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splineNode.OnUpdate();
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OnSplineEdited(actor);
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return splineNode.ActorChildNodes[newIndex];
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}
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public override bool RayCastSelf(ref RayCastData ray, out Real distance, out Vector3 normal)
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{
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normal = -ray.Ray.Direction;
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var actor = (Spline)_node.Actor;
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var pos = actor.GetSplinePoint(Index);
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var nodeSize = NodeSizeByDistance(Transform.Translation, PointNodeSize);
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return new BoundingSphere(pos, nodeSize).Intersects(ref ray.Ray, out distance);
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}
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public override void OnDebugDraw(ViewportDebugDrawData data)
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{
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var actor = (Spline)_node.Actor;
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var pos = actor.GetSplinePoint(Index);
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var tangentIn = actor.GetSplineTangent(Index, true).Translation;
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var tangentOut = actor.GetSplineTangent(Index, false).Translation;
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var pointSize = NodeSizeByDistance(pos, PointNodeSize);
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var tangentInSize = NodeSizeByDistance(tangentIn, TangentNodeSize);
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var tangentOutSize = NodeSizeByDistance(tangentOut, TangentNodeSize);
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// Draw spline path
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ParentNode.OnDebugDraw(data);
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// Draw selected point highlight
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DebugDraw.DrawSphere(new BoundingSphere(pos, pointSize), Color.Yellow, 0, false);
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// Draw tangent points
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if (tangentIn != pos)
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{
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DebugDraw.DrawLine(pos, tangentIn, Color.Blue.AlphaMultiplied(0.6f), 0, false);
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DebugDraw.DrawWireSphere(new BoundingSphere(tangentIn, tangentInSize), Color.Blue, 0, false);
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}
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if (tangentOut != pos)
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{
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DebugDraw.DrawLine(pos, tangentOut, Color.Red.AlphaMultiplied(0.6f), 0, false);
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DebugDraw.DrawWireSphere(new BoundingSphere(tangentOut, tangentOutSize), Color.Red, 0, false);
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}
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}
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public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
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{
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ParentNode.OnContextMenu(contextMenu, window);
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}
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public static SceneGraphNode Create(StateData state)
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{
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var data = JsonSerializer.Deserialize<Data>(state.State);
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var spline = Object.Find<Spline>(ref data.Spline);
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spline.InsertSplineLocalPoint(data.Index, data.Keyframe.Time, data.Keyframe.Value, false);
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spline.SetSplineKeyframe(data.Index, data.Keyframe);
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var splineNode = (SplineNode)SceneGraphFactory.FindNode(data.Spline);
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if (splineNode == null)
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return null;
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splineNode.OnUpdate();
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OnSplineEdited(spline);
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return splineNode.ActorChildNodes[data.Index];
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}
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}
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internal sealed class SplinePointTangentNode : ActorChildNode
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{
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private SplineNode _node;
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private int _index;
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private bool _isIn;
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public SplinePointTangentNode(SplineNode node, Guid id, int index, bool isIn)
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: base(id, isIn ? 0 : 1)
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{
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_node = node;
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_index = index;
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_isIn = isIn;
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}
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public override Transform Transform
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{
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get
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{
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var actor = (Spline)_node.Actor;
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return actor.GetSplineTangent(_index, _isIn);
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}
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set
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{
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var actor = (Spline)_node.Actor;
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actor.SetSplineTangent(_index, value, _isIn);
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}
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}
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public override bool RayCastSelf(ref RayCastData ray, out Real distance, out Vector3 normal)
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{
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normal = -ray.Ray.Direction;
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var actor = (Spline)_node.Actor;
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var pos = actor.GetSplineTangent(_index, _isIn).Translation;
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var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize);
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return new BoundingSphere(pos, tangentSize).Intersects(ref ray.Ray, out distance);
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}
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public override void OnDebugDraw(ViewportDebugDrawData data)
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{
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// Draw spline and spline point
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ParentNode.OnDebugDraw(data);
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// Draw selected tangent highlight
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var actor = (Spline)_node.Actor;
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var pos = actor.GetSplineTangent(_index, _isIn).Translation;
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var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize);
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DebugDraw.DrawSphere(new BoundingSphere(pos, tangentSize), Color.YellowGreen, 0, false);
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}
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public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
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{
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ParentNode.OnContextMenu(contextMenu, window);
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}
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public override void OnDispose()
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{
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_node = null;
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base.OnDispose();
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}
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}
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private const Real PointNodeSize = 1.5f;
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private const Real TangentNodeSize = 1.0f;
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/// <inheritdoc />
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public SplineNode(Actor actor)
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: base(actor)
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{
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OnUpdate();
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FlaxEngine.Scripting.Update += OnUpdate;
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}
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private unsafe void OnUpdate()
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{
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// Sync spline points with gizmo handles
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var actor = (Spline)Actor;
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var dstCount = actor.SplinePointsCount;
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if (dstCount > 1 && actor.IsLoop)
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dstCount--; // The last point is the same as the first one for loop mode
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var srcCount = ActorChildNodes?.Count ?? 0;
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if (dstCount != srcCount)
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{
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// Remove unused points
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while (srcCount > dstCount)
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{
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var node = ActorChildNodes[srcCount-- - 1];
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// TODO: support selection interface inside SceneGraph nodes (eg. on Root) so prefab editor can handle this too
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if (Editor.Instance.SceneEditing.Selection.Contains(node))
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Editor.Instance.SceneEditing.Deselect();
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node.Dispose();
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}
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// Add new points
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var id = ID;
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var g = (JsonSerializer.GuidInterop*)&id;
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g->D += (uint)srcCount * 3;
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while (srcCount < dstCount)
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{
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g->D += 3;
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AddChildNode(new SplinePointNode(this, id, srcCount++));
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}
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}
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}
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/// <inheritdoc />
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public override void PostSpawn()
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{
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base.PostSpawn();
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if (Actor.HasPrefabLink)
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{
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return;
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}
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// Setup for an initial spline
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var spline = (Spline)Actor;
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spline.AddSplineLocalPoint(Vector3.Zero, false);
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spline.AddSplineLocalPoint(new Vector3(0, 0, 100.0f));
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spline.SetSplineKeyframe(0, new BezierCurve<Transform>.Keyframe()
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{
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Value = new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One),
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TangentIn = new Transform(Vector3.Backward * 100, Quaternion.Identity, Vector3.One),
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TangentOut = new Transform(Vector3.Forward * 100, Quaternion.Identity, Vector3.One),
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});
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spline.SetSplineKeyframe(1, new BezierCurve<Transform>.Keyframe()
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{
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Value = new Transform(Vector3.Forward * 100, Quaternion.Identity, Vector3.One),
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TangentIn = new Transform(Vector3.Backward * 100, Quaternion.Identity, Vector3.One),
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TangentOut = new Transform(Vector3.Forward * 100, Quaternion.Identity, Vector3.One),
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});
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}
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/// <inheritdoc />
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public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
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{
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base.OnContextMenu(contextMenu, window);
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contextMenu.AddButton("Add spline model", OnAddSplineModel);
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contextMenu.AddButton("Add spline collider", OnAddSplineCollider);
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contextMenu.AddButton("Add spline rope body", OnAddSplineRopeBody);
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}
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private void OnAddSplineModel()
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{
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var actor = new SplineModel
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{
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StaticFlags = Actor.StaticFlags,
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Transform = Actor.Transform,
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};
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Root.Spawn(actor, Actor);
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}
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private void OnAddSplineCollider()
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{
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var actor = new SplineCollider
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{
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StaticFlags = Actor.StaticFlags,
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Transform = Actor.Transform,
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};
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// TODO: auto pick the collision data if already using spline model
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Root.Spawn(actor, Actor);
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}
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private void OnAddSplineRopeBody()
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{
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var actor = new SplineRopeBody
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{
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StaticFlags = StaticFlags.None,
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Transform = Actor.Transform,
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};
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Root.Spawn(actor, Actor);
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}
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internal static void OnSplineEdited(Spline spline)
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{
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var collider = spline.GetChild<SplineCollider>();
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if (collider && collider.Scene && collider.IsActiveInHierarchy && collider.HasStaticFlag(StaticFlags.Navigation) && !Editor.IsPlayMode)
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{
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var options = Editor.Instance.Options.Options.General;
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if (options.AutoRebuildNavMesh)
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{
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Navigation.BuildNavMesh(collider.Scene, collider.Box, options.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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internal static Real NodeSizeByDistance(Vector3 nodePosition, Real nodeSize)
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{
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var cameraTransform = Editor.Instance.Windows.EditWin.Viewport.ViewportCamera.Viewport.ViewTransform;
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var distance = Vector3.Distance(cameraTransform.Translation, nodePosition) / 100;
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return distance * nodeSize;
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}
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/// <inheritdoc />
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public override bool RayCastSelf(ref RayCastData ray, out Real distance, out Vector3 normal)
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{
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// Select only spline points
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normal = Vector3.Up;
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distance = Real.MaxValue;
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return false;
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}
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/// <inheritdoc />
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public override void OnDispose()
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{
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FlaxEngine.Scripting.Update -= OnUpdate;
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base.OnDispose();
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}
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}
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}
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