Files
FlaxEngine/Source/Editor/Windows/Assets/ModelWindow.cs
W2Wizard d54efc73f1 Adapt to new spritehandle names
Lots of files! However only change was renaming the icons overall.
2021-05-13 15:16:45 +02:00

1050 lines
39 KiB
C#

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using System.Xml;
using FlaxEditor.Content;
using FlaxEditor.Content.Import;
using FlaxEditor.CustomEditors;
using FlaxEditor.CustomEditors.Editors;
using FlaxEditor.GUI;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Tabs;
using FlaxEditor.Scripting;
using FlaxEditor.Viewport.Cameras;
using FlaxEditor.Viewport.Previews;
using FlaxEngine;
using FlaxEngine.GUI;
using Object = FlaxEngine.Object;
namespace FlaxEditor.Windows.Assets
{
/// <summary>
/// Editor window to view/modify <see cref="Model"/> asset.
/// </summary>
/// <seealso cref="Model" />
/// <seealso cref="FlaxEditor.Windows.Assets.AssetEditorWindow" />
public sealed class ModelWindow : ModelBaseWindow<Model, ModelWindow>
{
private sealed class Preview : ModelPreview
{
private readonly ModelWindow _window;
private ContextMenuButton _showFloorButton;
private ContextMenuButton _showCurrentLODButton;
private StaticModel _floorModel;
private bool _showCurrentLOD;
public Preview(ModelWindow window)
: base(true)
{
_window = window;
// Show floor widget
_showFloorButton = ViewWidgetShowMenu.AddButton("Floor", button =>
{
_floorModel.IsActive = !_floorModel.IsActive;
_showFloorButton.Icon = _floorModel.IsActive ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
});
_showFloorButton.IndexInParent = 1;
// Show current LOD widget
_showCurrentLODButton = ViewWidgetShowMenu.AddButton("Current LOD", button =>
{
_showCurrentLOD = !_showCurrentLOD;
_showCurrentLODButton.Icon = _showCurrentLOD ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
});
_showCurrentLODButton.IndexInParent = 2;
// Floor model
_floorModel = new StaticModel
{
Position = new Vector3(0, -25, 0),
Scale = new Vector3(5, 0.5f, 5),
Model = FlaxEngine.Content.LoadAsync<Model>(StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Primitives/Cube.flax")),
IsActive = false
};
Task.AddCustomActor(_floorModel);
// Enable shadows
PreviewLight.ShadowsMode = ShadowsCastingMode.All;
PreviewLight.CascadeCount = 3;
PreviewLight.ShadowsDistance = 2000.0f;
Task.ViewFlags |= ViewFlags.Shadows;
}
private int ComputeLODIndex(Model model)
{
if (PreviewActor.ForcedLOD != -1)
return PreviewActor.ForcedLOD;
// Based on RenderTools::ComputeModelLOD
CreateProjectionMatrix(out var projectionMatrix);
float screenMultiple = 0.5f * Mathf.Max(projectionMatrix.M11, projectionMatrix.M22);
var sphere = PreviewActor.Sphere;
var viewOrigin = ViewPosition;
float distSqr = Vector3.DistanceSquared(ref sphere.Center, ref viewOrigin);
var screenRadiusSquared = Mathf.Square(screenMultiple * sphere.Radius) / Mathf.Max(1.0f, distSqr);
// Check if model is being culled
if (Mathf.Square(model.MinScreenSize * 0.5f) > screenRadiusSquared)
return -1;
// Skip if no need to calculate LOD
if (model.LoadedLODs == 0)
return -1;
var lods = model.LODs;
if (lods.Length == 0)
return -1;
if (lods.Length == 1)
return 0;
// Iterate backwards and return the first matching LOD
for (int lodIndex = lods.Length - 1; lodIndex >= 0; lodIndex--)
{
if (Mathf.Square(lods[lodIndex].ScreenSize * 0.5f) >= screenRadiusSquared)
{
return lodIndex + PreviewActor.LODBias;
}
}
return 0;
}
public override void Draw()
{
base.Draw();
var style = Style.Current;
var asset = _window.Asset;
if (asset == null || !asset.IsLoaded)
{
Render2D.DrawText(style.FontLarge, "Loading...", new Rectangle(Vector2.Zero, Size), style.ForegroundDisabled, TextAlignment.Center, TextAlignment.Center);
return;
}
if (_showCurrentLOD)
{
var lodIndex = ComputeLODIndex(asset);
string text = string.Format("Current LOD: {0}", lodIndex);
if (lodIndex != -1)
{
var lods = asset.LODs;
lodIndex = Mathf.Clamp(lodIndex + PreviewActor.LODBias, 0, lods.Length - 1);
var lod = lods[lodIndex];
int triangleCount = 0, vertexCount = 0;
for (int meshIndex = 0; meshIndex < lod.Meshes.Length; meshIndex++)
{
var mesh = lod.Meshes[meshIndex];
triangleCount += mesh.TriangleCount;
vertexCount += mesh.VertexCount;
}
text += string.Format("\nTriangles: {0:N0}\nVertices: {1:N0}", triangleCount, vertexCount);
}
var font = Style.Current.FontMedium;
var pos = new Vector2(10, 50);
Render2D.DrawText(font, text, new Rectangle(pos + Vector2.One, Size), Color.Black);
Render2D.DrawText(font, text, new Rectangle(pos, Size), Color.White);
}
}
public override void OnDestroy()
{
Object.Destroy(ref _floorModel);
_showFloorButton = null;
_showCurrentLODButton = null;
base.OnDestroy();
}
}
[CustomEditor(typeof(ProxyEditor))]
private sealed class MeshesPropertiesProxy : PropertiesProxyBase
{
private readonly List<ComboBox> _materialSlotComboBoxes = new List<ComboBox>();
private readonly List<CheckBox> _isolateCheckBoxes = new List<CheckBox>();
private readonly List<CheckBox> _highlightCheckBoxes = new List<CheckBox>();
public override void OnLoad(ModelWindow window)
{
base.OnLoad(window);
Window._isolateIndex = -1;
Window._highlightIndex = -1;
}
public override void OnClean()
{
Window._isolateIndex = -1;
Window._highlightIndex = -1;
base.OnClean();
}
/// <summary>
/// Updates the highlight/isolate effects on UI.
/// </summary>
public void UpdateEffectsOnUI()
{
Window._skipEffectsGuiEvents = true;
for (int i = 0; i < _isolateCheckBoxes.Count; i++)
{
var checkBox = _isolateCheckBoxes[i];
checkBox.Checked = Window._isolateIndex == ((Mesh)checkBox.Tag).MaterialSlotIndex;
}
for (int i = 0; i < _highlightCheckBoxes.Count; i++)
{
var checkBox = _highlightCheckBoxes[i];
checkBox.Checked = Window._highlightIndex == ((Mesh)checkBox.Tag).MaterialSlotIndex;
}
Window._skipEffectsGuiEvents = false;
}
/// <summary>
/// Updates the material slots UI parts. Should be called after material slot rename.
/// </summary>
public void UpdateMaterialSlotsUI()
{
Window._skipEffectsGuiEvents = true;
// Generate material slots labels (with index prefix)
var slots = Asset.MaterialSlots;
var slotsLabels = new string[slots.Length];
for (int i = 0; i < slots.Length; i++)
{
slotsLabels[i] = string.Format("[{0}] {1}", i, slots[i].Name);
}
// Update comboboxes
for (int i = 0; i < _materialSlotComboBoxes.Count; i++)
{
var comboBox = _materialSlotComboBoxes[i];
comboBox.SetItems(slotsLabels);
comboBox.SelectedIndex = ((Mesh)comboBox.Tag).MaterialSlotIndex;
}
Window._skipEffectsGuiEvents = false;
}
/// <summary>
/// Sets the material slot index to the mesh.
/// </summary>
/// <param name="mesh">The mesh.</param>
/// <param name="newSlotIndex">New index of the material slot to use.</param>
public void SetMaterialSlot(Mesh mesh, int newSlotIndex)
{
if (Window._skipEffectsGuiEvents)
return;
mesh.MaterialSlotIndex = newSlotIndex == -1 ? 0 : newSlotIndex;
Window.UpdateEffectsOnAsset();
UpdateEffectsOnUI();
Window.MarkAsEdited();
}
/// <summary>
/// Sets the material slot to isolate.
/// </summary>
/// <param name="mesh">The mesh.</param>
public void SetIsolate(Mesh mesh)
{
if (Window._skipEffectsGuiEvents)
return;
Window._isolateIndex = mesh?.MaterialSlotIndex ?? -1;
Window.UpdateEffectsOnAsset();
UpdateEffectsOnUI();
}
/// <summary>
/// Sets the material slot index to highlight.
/// </summary>
/// <param name="mesh">The mesh.</param>
public void SetHighlight(Mesh mesh)
{
if (Window._skipEffectsGuiEvents)
return;
Window._highlightIndex = mesh?.MaterialSlotIndex ?? -1;
Window.UpdateEffectsOnAsset();
UpdateEffectsOnUI();
}
private class ProxyEditor : ProxyEditorBase
{
public override void Initialize(LayoutElementsContainer layout)
{
var proxy = (MeshesPropertiesProxy)Values[0];
if (proxy.Asset == null || !proxy.Asset.IsLoaded)
{
layout.Label("Loading...");
return;
}
proxy._materialSlotComboBoxes.Clear();
proxy._isolateCheckBoxes.Clear();
proxy._highlightCheckBoxes.Clear();
var lods = proxy.Asset.LODs;
var loadedLODs = proxy.Asset.LoadedLODs;
// General properties
{
var group = layout.Group("General");
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.");
minScreenSize.FloatValue.MinValue = 0.0f;
minScreenSize.FloatValue.MaxValue = 1.0f;
minScreenSize.FloatValue.Value = proxy.Asset.MinScreenSize;
minScreenSize.FloatValue.ValueChanged += () =>
{
proxy.Asset.MinScreenSize = minScreenSize.FloatValue.Value;
proxy.Window.MarkAsEdited();
};
}
// Group per LOD
for (int lodIndex = 0; lodIndex < lods.Length; lodIndex++)
{
var group = layout.Group("LOD " + lodIndex);
if (lodIndex < lods.Length - loadedLODs)
{
group.Label("Loading LOD...");
continue;
}
var lod = lods[lodIndex];
var meshes = lod.Meshes;
int triangleCount = 0, vertexCount = 0;
for (int meshIndex = 0; meshIndex < meshes.Length; meshIndex++)
{
var mesh = meshes[meshIndex];
triangleCount += mesh.TriangleCount;
vertexCount += mesh.VertexCount;
}
group.Label(string.Format("Triangles: {0:N0} Vertices: {1:N0}", triangleCount, vertexCount));
group.Label("Size: " + lod.Box.Size);
var screenSize = group.FloatValue("Screen Size", "The screen size to switch LODs. Bottom limit of the model screen size to render this LOD.");
screenSize.FloatValue.MinValue = 0.0f;
screenSize.FloatValue.MaxValue = 10.0f;
screenSize.FloatValue.Value = lod.ScreenSize;
screenSize.FloatValue.ValueChanged += () =>
{
lod.ScreenSize = screenSize.FloatValue.Value;
proxy.Window.MarkAsEdited();
};
// Every mesh properties
for (int meshIndex = 0; meshIndex < meshes.Length; meshIndex++)
{
var mesh = meshes[meshIndex];
group.Label($"Mesh {meshIndex} (tris: {mesh.TriangleCount:N0}, verts: {mesh.VertexCount:N0})");
// Material Slot
var materialSlot = group.ComboBox("Material Slot", "Material slot used by this mesh during rendering");
materialSlot.ComboBox.Tag = mesh;
materialSlot.ComboBox.SelectedIndexChanged += comboBox => proxy.SetMaterialSlot((Mesh)comboBox.Tag, comboBox.SelectedIndex);
proxy._materialSlotComboBoxes.Add(materialSlot.ComboBox);
// Isolate
var isolate = group.Checkbox("Isolate", "Shows only this mesh (and meshes using the same material slot)");
isolate.CheckBox.Tag = mesh;
isolate.CheckBox.StateChanged += (box) => proxy.SetIsolate(box.Checked ? (Mesh)box.Tag : null);
proxy._isolateCheckBoxes.Add(isolate.CheckBox);
// Highlight
var highlight = group.Checkbox("Highlight", "Highlights this mesh with a tint color (and meshes using the same material slot)");
highlight.CheckBox.Tag = mesh;
highlight.CheckBox.StateChanged += (box) => proxy.SetHighlight(box.Checked ? (Mesh)box.Tag : null);
proxy._highlightCheckBoxes.Add(highlight.CheckBox);
}
}
// Refresh UI
proxy.UpdateMaterialSlotsUI();
}
internal override void RefreshInternal()
{
// Skip updates when model is not loaded
var proxy = (MeshesPropertiesProxy)Values[0];
if (proxy.Asset == null || !proxy.Asset.IsLoaded)
return;
base.RefreshInternal();
}
}
}
[CustomEditor(typeof(ProxyEditor))]
private sealed class MaterialsPropertiesProxy : PropertiesProxyBase
{
[Collection(CanReorderItems = true, NotNullItems = true, OverrideEditorTypeName = "FlaxEditor.CustomEditors.Editors.GenericEditor", Spacing = 10)]
[EditorOrder(10), EditorDisplay("Materials", EditorDisplayAttribute.InlineStyle)]
public MaterialSlot[] MaterialSlots
{
get => Asset?.MaterialSlots;
set
{
if (Asset != null)
{
if (Asset.MaterialSlots.Length != value.Length)
{
MaterialBase[] materials = new MaterialBase[value.Length];
string[] names = new string[value.Length];
ShadowsCastingMode[] shadowsModes = new ShadowsCastingMode[value.Length];
for (int i = 0; i < value.Length; i++)
{
if (value[i] != null)
{
materials[i] = value[i].Material;
names[i] = value[i].Name;
shadowsModes[i] = value[i].ShadowsMode;
}
else
{
materials[i] = null;
names[i] = "Material " + i;
shadowsModes[i] = ShadowsCastingMode.All;
}
}
Asset.SetupMaterialSlots(value.Length);
var slots = Asset.MaterialSlots;
for (int i = 0; i < slots.Length; i++)
{
slots[i].Material = materials[i];
slots[i].Name = names[i];
slots[i].ShadowsMode = shadowsModes[i];
}
UpdateMaterialSlotsUI();
}
}
}
}
private readonly List<ComboBox> _materialSlotComboBoxes = new List<ComboBox>();
/// <summary>
/// Updates the material slots UI parts. Should be called after material slot rename.
/// </summary>
public void UpdateMaterialSlotsUI()
{
Window._skipEffectsGuiEvents = true;
// Generate material slots labels (with index prefix)
var slots = Asset.MaterialSlots;
var slotsLabels = new string[slots.Length];
for (int i = 0; i < slots.Length; i++)
{
slotsLabels[i] = string.Format("[{0}] {1}", i, slots[i].Name);
}
// Update comboboxes
for (int i = 0; i < _materialSlotComboBoxes.Count; i++)
{
var comboBox = _materialSlotComboBoxes[i];
comboBox.SetItems(slotsLabels);
comboBox.SelectedIndex = ((Mesh)comboBox.Tag).MaterialSlotIndex;
}
Window._skipEffectsGuiEvents = false;
}
private class ProxyEditor : ProxyEditorBase
{
public override void Initialize(LayoutElementsContainer layout)
{
var proxy = (MaterialsPropertiesProxy)Values[0];
if (proxy.Asset == null || !proxy.Asset.IsLoaded)
{
layout.Label("Loading...");
return;
}
base.Initialize(layout);
}
}
}
[CustomEditor(typeof(ProxyEditor))]
private sealed class UVsPropertiesProxy : PropertiesProxyBase
{
public enum UVChannel
{
None,
TexCoord,
LightmapUVs,
};
private UVChannel _uvChannel = UVChannel.None;
[EditorOrder(0), EditorDisplay(null, "Preview UV Channel"), EnumDisplay(EnumDisplayAttribute.FormatMode.None)]
[Tooltip("Set UV channel to preview.")]
public UVChannel Channel
{
get => _uvChannel;
set
{
if (_uvChannel == value)
return;
_uvChannel = value;
Window.RequestMeshData();
}
}
[EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs), VisibleIf("ShowUVs")]
[Tooltip("Level Of Detail index to preview UVs layout.")]
public int LOD = 0;
private bool ShowUVs => _uvChannel != UVChannel.None;
/// <inheritdoc />
public override void OnClean()
{
Channel = UVChannel.None;
base.OnClean();
}
private class ProxyEditor : ProxyEditorBase
{
private UVsLayoutPreviewControl _uvsPreview;
public override void Initialize(LayoutElementsContainer layout)
{
var proxy = (UVsPropertiesProxy)Values[0];
if (proxy.Asset == null || !proxy.Asset.IsLoaded)
{
layout.Label("Loading...");
return;
}
base.Initialize(layout);
_uvsPreview = layout.Custom<UVsLayoutPreviewControl>().CustomControl;
_uvsPreview.Proxy = proxy;
}
/// <inheritdoc />
public override void Refresh()
{
base.Refresh();
if (_uvsPreview != null)
{
_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.Docs64, () => 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
{
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);
}
}
}