Files
FlaxEngine/Source/Editor/SceneGraph/Actors/SplineNode.cs

623 lines
25 KiB
C#

// Copyright (c) Wojciech Figat. All rights reserved.
#if USE_LARGE_WORLDS
using Real = System.Double;
#else
using Real = System.Single;
#endif
using System;
using System.Collections.Generic;
using FlaxEditor.Actions;
using FlaxEditor.Modules;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.Windows;
using FlaxEngine;
using FlaxEngine.Json;
using FlaxEngine.Utilities;
using Object = FlaxEngine.Object;
namespace FlaxEditor.SceneGraph.Actors
{
/// <summary>
/// Scene tree node for <see cref="Spline"/> actor type.
/// </summary>
[HideInEditor]
public sealed class SplineNode : ActorNode
{
internal sealed class SplinePointNode : ActorChildNode<SplineNode>
{
public unsafe SplinePointNode(SplineNode node, Guid id, int index)
: base(node, id, index)
{
var g = (JsonSerializer.GuidInterop*)&id;
g->D++;
AddChild(new SplinePointTangentNode(node, id, index, true));
g->D++;
AddChild(new SplinePointTangentNode(node, id, index, false));
}
public override bool CanBeSelectedDirectly => true;
public override bool CanDuplicate => !Root?.SceneContext.Selection.Contains(ParentNode) ?? true;
public override bool CanDelete => true;
public override bool CanUseState => true;
public override Transform Transform
{
get
{
var actor = (Spline)_node?.Actor;
return actor?.GetSplineTransform(Index) ?? Transform.Identity;
}
set
{
var actor = (Spline)_node?.Actor;
if (actor == null)
return;
actor.SetSplineTransform(Index, value);
OnSplineEdited(actor);
}
}
struct Data
{
public Guid Spline;
public int Index;
public BezierCurve<Transform>.Keyframe Keyframe;
}
public override StateData State
{
get
{
var actor = (Spline)_node.Actor;
return new StateData
{
TypeName = typeof(SplinePointNode).FullName,
CreateMethodName = nameof(Create),
State = JsonSerializer.Serialize(new Data
{
Spline = actor.ID,
Index = Index,
Keyframe = actor.GetSplineKeyframe(Index),
}),
};
}
set => throw new NotImplementedException();
}
public override void Delete()
{
var actor = (Spline)_node.Actor;
actor.RemoveSplinePoint(Index);
}
class DuplicateUndoAction : IUndoAction, ISceneEditAction
{
public Guid SplineId;
public int Index;
public float Time;
public Transform Value;
public string ActionString => "Duplicate spline point";
public void Dispose()
{
}
public void Do()
{
var spline = Object.Find<Spline>(ref SplineId);
spline.InsertSplineLocalPoint(Index, Time, Value);
}
public void Undo()
{
var spline = Object.Find<Spline>(ref SplineId);
spline.RemoveSplinePoint(Index);
}
public void MarkSceneEdited(SceneModule sceneModule)
{
var spline = Object.Find<Spline>(ref SplineId);
sceneModule.MarkSceneEdited(spline.Scene);
OnSplineEdited(spline);
}
}
public override SceneGraphNode Duplicate(out IUndoAction undoAction)
{
var actor = (Spline)_node.Actor;
int newIndex;
float newTime;
if (Index == actor.SplinePointsCount - 1)
{
// Append to the end
newIndex = actor.SplinePointsCount;
newTime = actor.GetSplineTime(newIndex - 1) + 1.0f;
}
else
{
// Insert between this and next point
newIndex = Index + 1;
newTime = (actor.GetSplineTime(Index) + actor.GetSplineTime(Index + 1)) * 0.5f;
}
var action = new DuplicateUndoAction
{
SplineId = actor.ID,
Index = newIndex,
Time = newTime,
Value = actor.GetSplineLocalTransform(Index),
};
var oldkeyframe = actor.GetSplineKeyframe(Index);
var newKeyframe = new BezierCurve<Transform>.Keyframe();
// copy old curve point data to new curve point
newKeyframe.Value = oldkeyframe.Value;
newKeyframe.TangentIn = oldkeyframe.TangentIn;
newKeyframe.TangentOut = oldkeyframe.TangentOut;
actor.InsertSplineLocalPoint(newIndex, newTime, action.Value);
actor.SetSplineKeyframe(newIndex, newKeyframe);
undoAction = action;
var splineNode = (SplineNode)SceneGraphFactory.FindNode(action.SplineId);
splineNode.OnUpdate();
OnSplineEdited(actor);
return splineNode.ActorChildNodes[newIndex];
}
public override bool RayCastSelf(ref RayCastData ray, out Real distance, out Vector3 normal)
{
normal = -ray.Ray.Direction;
var actor = (Spline)_node.Actor;
var pos = actor.GetSplinePoint(Index);
var nodeSize = NodeSizeByDistance(Transform.Translation, PointNodeSize, ray.View.Position);
return new BoundingSphere(pos, nodeSize).Intersects(ray.Ray, out distance);
}
public override void OnDebugDraw(ViewportDebugDrawData data)
{
var actor = (Spline)_node.Actor;
var pos = actor.GetSplinePoint(Index);
var tangentIn = actor.GetSplineTangent(Index, true).Translation;
var tangentOut = actor.GetSplineTangent(Index, false).Translation;
var cameraTransform = Root.SceneContext.Viewport.ViewTransform.Translation;
var pointSize = NodeSizeByDistance(pos, PointNodeSize, cameraTransform);
var tangentInSize = NodeSizeByDistance(tangentIn, TangentNodeSize, cameraTransform);
var tangentOutSize = NodeSizeByDistance(tangentOut, TangentNodeSize, cameraTransform);
// Draw spline path
ParentNode.OnDebugDraw(data);
// Draw selected point highlight
DebugDraw.DrawSphere(new BoundingSphere(pos, pointSize), Color.Yellow, 0, false);
// Draw tangent points
if (tangentIn != pos)
{
DebugDraw.DrawLine(pos, tangentIn, Color.Blue.AlphaMultiplied(0.6f), 0, false);
DebugDraw.DrawWireSphere(new BoundingSphere(tangentIn, tangentInSize), Color.Blue, 0, false);
}
if (tangentOut != pos)
{
DebugDraw.DrawLine(pos, tangentOut, Color.Red.AlphaMultiplied(0.6f), 0, false);
DebugDraw.DrawWireSphere(new BoundingSphere(tangentOut, tangentOutSize), Color.Red, 0, false);
}
}
public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
{
ParentNode.OnContextMenu(contextMenu, window);
}
public static SceneGraphNode Create(StateData state)
{
var data = JsonSerializer.Deserialize<Data>(state.State);
var spline = Object.Find<Spline>(ref data.Spline);
spline.InsertSplineLocalPoint(data.Index, data.Keyframe.Time, data.Keyframe.Value, false);
spline.SetSplineKeyframe(data.Index, data.Keyframe);
var splineNode = (SplineNode)SceneGraphFactory.FindNode(data.Spline);
if (splineNode == null)
return null;
splineNode.OnUpdate();
OnSplineEdited(spline);
return splineNode.ActorChildNodes[data.Index];
}
}
internal sealed class SplinePointTangentNode : ActorChildNode
{
private SplineNode _node;
private int _index;
private bool _isIn;
public SplinePointTangentNode(SplineNode node, Guid id, int index, bool isIn)
: base(id, isIn ? 0 : 1)
{
_node = node;
_index = index;
_isIn = isIn;
}
public override Transform Transform
{
get
{
var actor = (Spline)_node.Actor;
return actor.GetSplineTangent(_index, _isIn);
}
set
{
var actor = (Spline)_node.Actor;
actor.SetSplineTangent(_index, value, _isIn);
}
}
public override bool RayCastSelf(ref RayCastData ray, out Real distance, out Vector3 normal)
{
normal = -ray.Ray.Direction;
var actor = (Spline)_node.Actor;
var pos = actor.GetSplineTangent(_index, _isIn).Translation;
var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize, ray.View.Position);
return new BoundingSphere(pos, tangentSize).Intersects(ray.Ray, out distance);
}
public override void OnDebugDraw(ViewportDebugDrawData data)
{
// Draw spline and spline point
ParentNode.OnDebugDraw(data);
// Draw selected tangent highlight
var actor = (Spline)_node.Actor;
var pos = actor.GetSplineTangent(_index, _isIn).Translation;
var cameraTransform = Root.SceneContext.Viewport.ViewTransform.Translation;
var tangentSize = NodeSizeByDistance(Transform.Translation, TangentNodeSize, cameraTransform);
DebugDraw.DrawSphere(new BoundingSphere(pos, tangentSize), Color.YellowGreen, 0, false);
}
public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
{
ParentNode.OnContextMenu(contextMenu, window);
}
public override void OnDispose()
{
_node = null;
base.OnDispose();
}
}
private const Real PointNodeSize = 1.5f;
private const Real TangentNodeSize = 1.0f;
private const Real SnapIndicatorSize = 1.7f;
private const Real SnapPointIndicatorSize = 2f;
/// <inheritdoc />
public SplineNode(Actor actor)
: base(actor)
{
OnUpdate();
FlaxEngine.Scripting.Update += OnUpdate;
}
private void OnUpdate()
{
// Prevent update event called when actor got deleted (incorrect state)
if (!Actor)
{
FlaxEngine.Scripting.Update -= OnUpdate;
return;
}
// If this node's point is selected
var selection = Root?.SceneContext.Selection;
if (selection != null && selection.Count == 1 && selection[0] is SplinePointNode selectedPoint && selectedPoint.ParentNode == this)
{
var mouse = Input.Mouse;
var keyboard = Input.Keyboard;
if (keyboard.GetKey(KeyboardKeys.Shift) && !mouse.GetButton(MouseButton.Right))
EditSplineWithSnap(selectedPoint);
var canAddSplinePoint = mouse.PositionDelta == Float2.Zero && mouse.Position != Float2.Zero;
var requestAddSplinePoint = keyboard.GetKey(KeyboardKeys.Control) && mouse.GetButtonDown(MouseButton.Right);
if (requestAddSplinePoint && canAddSplinePoint)
AddSplinePoint(selectedPoint);
}
SyncSplineKeyframeWithNodes();
}
private unsafe void SyncSplineKeyframeWithNodes()
{
var actor = (Spline)Actor;
var dstCount = actor.SplinePointsCount;
if (dstCount > 1 && actor.IsLoop)
dstCount--; // The last point is the same as the first one for loop mode
var srcCount = ActorChildNodes?.Count ?? 0;
if (dstCount != srcCount)
{
// Remove unused points
while (srcCount > dstCount)
{
var node = ActorChildNodes[srcCount-- - 1];
Root?.SceneContext.Deselect(node);
node.Dispose();
}
// Add new points
var id = ID;
var g = (JsonSerializer.GuidInterop*)&id;
g->D += (uint)srcCount * 3;
while (srcCount < dstCount)
{
g->D += 3;
AddChildNode(new SplinePointNode(this, id, srcCount++));
}
}
}
private void AddSplinePoint(SplinePointNode selectedPoint)
{
// Check mouse hit on scene
var root = Root;
var spline = (Spline)Actor;
var viewport = root.SceneContext.Viewport;
var mouseRay = viewport.MouseRay;
var viewRay = viewport.ViewRay;
var flags = RayCastData.FlagTypes.SkipColliders | RayCastData.FlagTypes.SkipEditorPrimitives;
var hit = root.RayCast(ref mouseRay, ref viewRay, out var closest, out var normal, flags);
if (hit == null)
return;
// Undo data
var oldSpline = spline.SplineKeyframes;
var editAction = new EditSplineAction(spline, oldSpline);
root.Undo.AddAction(editAction);
// Get spline point to duplicate
var hitPoint = mouseRay.Position + mouseRay.Direction * closest;
var lastPointIndex = selectedPoint.Index;
var newPointIndex = lastPointIndex > 0 ? lastPointIndex + 1 : 0;
var lastKeyframe = spline.GetSplineKeyframe(lastPointIndex);
var isLastPoint = lastPointIndex == spline.SplinePointsCount - 1;
var isFirstPoint = lastPointIndex == 0;
// Get data to create new point
var lastPointTime = spline.GetSplineTime(lastPointIndex);
var nextPointTime = isLastPoint ? lastPointTime : spline.GetSplineTime(newPointIndex);
var newTime = isLastPoint ? lastPointTime + 1.0f : (lastPointTime + nextPointTime) * 0.5f;
var distanceFromLastPoint = Vector3.Distance(hitPoint, spline.GetSplinePoint(lastPointIndex));
var newPointDirection = spline.GetSplineTangent(lastPointIndex, false).Translation - hitPoint;
// Set correctly keyframe direction on spawn point
if (isFirstPoint)
newPointDirection = hitPoint - spline.GetSplineTangent(lastPointIndex, true).Translation;
else if (isLastPoint)
newPointDirection = spline.GetSplineTangent(lastPointIndex, false).Translation - hitPoint;
var newPointLocalPosition = spline.Transform.WorldToLocal(hitPoint);
var newPointLocalOrientation = Quaternion.LookRotation(newPointDirection);
// Add new point
spline.InsertSplinePoint(newPointIndex, newTime, Transform.Identity, false);
var newKeyframe = lastKeyframe.DeepClone();
var newKeyframeTransform = newKeyframe.Value;
newKeyframeTransform.Translation = newPointLocalPosition;
newKeyframeTransform.Orientation = newPointLocalOrientation;
newKeyframe.Value = newKeyframeTransform;
// Set new point keyframe
var newKeyframeTangentIn = Transform.Identity;
var newKeyframeTangentOut = Transform.Identity;
newKeyframeTangentIn.Translation = (Vector3.Forward * newPointLocalOrientation) * distanceFromLastPoint;
newKeyframeTangentOut.Translation = (Vector3.Backward * newPointLocalOrientation) * distanceFromLastPoint;
newKeyframe.TangentIn = newKeyframeTangentIn;
newKeyframe.TangentOut = newKeyframeTangentOut;
spline.SetSplineKeyframe(newPointIndex, newKeyframe);
for (int i = 1; i < spline.SplinePointsCount; i++)
{
// check all elements to don't left keyframe has invalid time
// because points can be added on start or on middle of spline
// conflicting with time of another keyframes
spline.SetSplinePointTime(i, i, false);
}
// Select new point node
SyncSplineKeyframeWithNodes();
root.SceneContext.Select(ChildNodes[newPointIndex]);
spline.UpdateSpline();
}
private void EditSplineWithSnap(SplinePointNode selectedPoint)
{
var spline = (Spline)Actor;
var selectedPointBounds = new BoundingSphere(selectedPoint.Transform.Translation, 1f);
var allSplinesInView = GetSplinesInView();
allSplinesInView.Remove(spline);
if (allSplinesInView.Count == 0)
return;
var cameraTransform = Root.SceneContext.Viewport.ViewTransform.Translation;
var snappedOnSplinePoint = false;
for (int i = 0; i < allSplinesInView.Count; i++)
{
for (int x = 0; x < allSplinesInView[i].SplineKeyframes.Length; x++)
{
var keyframePosition = allSplinesInView[i].GetSplinePoint(x);
var pointIndicatorSize = NodeSizeByDistance(keyframePosition, SnapPointIndicatorSize, cameraTransform);
var keyframeBounds = new BoundingSphere(keyframePosition, pointIndicatorSize);
DebugDraw.DrawSphere(keyframeBounds, Color.Red, 0, false);
if (keyframeBounds.Intersects(selectedPointBounds))
{
spline.SetSplinePoint(selectedPoint.Index, keyframeBounds.Center);
snappedOnSplinePoint = true;
break;
}
}
}
if (!snappedOnSplinePoint)
{
var nearSplineSnapPoint = GetNearSplineSnapPosition(selectedPoint.Transform.Translation, allSplinesInView);
var snapIndicatorSize = NodeSizeByDistance(nearSplineSnapPoint, SnapIndicatorSize, cameraTransform);
var snapBounds = new BoundingSphere(nearSplineSnapPoint, snapIndicatorSize);
if (snapBounds.Intersects(selectedPointBounds))
{
spline.SetSplinePoint(selectedPoint.Index, snapBounds.Center);
}
DebugDraw.DrawSphere(snapBounds, Color.Yellow, 0, true);
}
}
/// <inheritdoc />
public override void PostSpawn()
{
base.PostSpawn();
if (Actor.HasPrefabLink)
{
return;
}
// Setup for an initial spline
var spline = (Spline)Actor;
spline.AddSplineLocalPoint(Vector3.Zero, false);
spline.AddSplineLocalPoint(new Vector3(0, 0, 100.0f));
spline.SetSplineKeyframe(0, new BezierCurve<Transform>.Keyframe()
{
Value = new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One),
TangentIn = new Transform(Vector3.Backward * 100, Quaternion.Identity, Vector3.One),
TangentOut = new Transform(Vector3.Forward * 100, Quaternion.Identity, Vector3.One),
});
spline.SetSplineKeyframe(1, new BezierCurve<Transform>.Keyframe()
{
Value = new Transform(Vector3.Forward * 100, Quaternion.Identity, Vector3.One),
TangentIn = new Transform(Vector3.Backward * 100, Quaternion.Identity, Vector3.One),
TangentOut = new Transform(Vector3.Forward * 100, Quaternion.Identity, Vector3.One),
});
}
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
{
base.OnContextMenu(contextMenu, window);
contextMenu.AddButton("Add spline model", OnAddSplineModel);
contextMenu.AddButton("Add spline collider", OnAddSplineCollider);
contextMenu.AddButton("Add spline rope body", OnAddSplineRopeBody);
}
private void OnAddSplineModel()
{
var actor = new SplineModel
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
Root.Spawn(actor, Actor);
}
private void OnAddSplineCollider()
{
var actor = new SplineCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
// TODO: auto pick the collision data if already using spline model
Root.Spawn(actor, Actor);
}
private void OnAddSplineRopeBody()
{
var actor = new SplineRopeBody
{
StaticFlags = StaticFlags.None,
Transform = Actor.Transform,
};
Root.Spawn(actor, Actor);
}
internal static void OnSplineEdited(Spline spline)
{
var collider = spline.GetChild<SplineCollider>();
if (collider && collider.Scene && collider.IsActiveInHierarchy && collider.HasStaticFlag(StaticFlags.Navigation) && !Editor.IsPlayMode)
{
var options = Editor.Instance.Options.Options.General;
if (options.AutoRebuildNavMesh)
{
Navigation.BuildNavMesh(collider.Scene, collider.Box, options.AutoRebuildNavMeshTimeoutMs);
}
}
}
private List<Spline> GetSplinesInView()
{
Spline[] splines;
var sceneContext = Root.SceneContext;
if (sceneContext is Windows.Assets.PrefabWindow prefabWindow)
splines = new Spline[0]; // TODO: add GetActors or similar utility to SceneContext and use Level.GetActors<Spline>(..) with specific root actor
else
splines = Level.GetActors<Spline>(true);
var result = new List<Spline>();
var viewBounds = sceneContext.Viewport.ViewFrustum;
foreach (var s in splines)
{
var contains = viewBounds.Contains(s.EditorBox);
if (contains == ContainmentType.Contains || contains == ContainmentType.Intersects)
result.Add(s);
}
return result;
}
private static Vector3 GetNearSplineSnapPosition(Vector3 position, List<Spline> splines)
{
var nearPoint = splines[0].GetSplinePointClosestToPoint(position);
var nearDistance = Vector3.Distance(nearPoint, position);
for (int i = 1; i < splines.Count; i++)
{
var point = splines[i].GetSplinePointClosestToPoint(position);
var distance = Vector3.Distance(point, position);
if (distance < nearDistance)
{
nearPoint = point;
nearDistance = distance;
}
}
return nearPoint;
}
internal static Real NodeSizeByDistance(Vector3 nodePosition, Real nodeSize, Vector3 viewPosition)
{
var distance = Vector3.Distance(viewPosition, nodePosition) / 100;
return distance * nodeSize;
}
/// <inheritdoc />
public override bool RayCastSelf(ref RayCastData ray, out Real distance, out Vector3 normal)
{
// Select only spline points
normal = Vector3.Up;
distance = Real.MaxValue;
return false;
}
/// <inheritdoc />
public override void OnDispose()
{
FlaxEngine.Scripting.Update -= OnUpdate;
base.OnDispose();
}
}
}