Files
FlaxEngine/Source/Editor/SceneGraph/ActorNode.cs
2020-12-07 23:40:54 +01:00

285 lines
8.6 KiB
C#

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEditor.SceneGraph.Actors;
using FlaxEditor.SceneGraph.GUI;
using FlaxEditor.Windows;
using FlaxEngine;
namespace FlaxEditor.SceneGraph
{
/// <summary>
/// A tree node used to visualize scene actors structure in <see cref="SceneTreeWindow"/>. It's a ViewModel object for <see cref="Actor"/>.
/// It's part of the Scene Graph.
/// </summary>
/// <seealso cref="SceneGraphNode" />
/// <seealso cref="Actor" />
[HideInEditor]
public class ActorNode : SceneGraphNode
{
/// <summary>
/// The linked actor object.
/// </summary>
protected readonly Actor _actor;
/// <summary>
/// The tree node used to present hierarchy structure in GUI.
/// </summary>
protected readonly ActorTreeNode _treeNode;
/// <summary>
/// Gets the actor.
/// </summary>
public Actor Actor => _actor;
/// <summary>
/// Gets the tree node (part of the GUI).
/// </summary>
public ActorTreeNode TreeNode => _treeNode;
/// <summary>
/// The actor child nodes used to represent special parts of the actor (meshes, links, surfaces).
/// </summary>
public readonly List<ActorChildNode> ActorChildNodes = new List<ActorChildNode>();
/// <summary>
/// Initializes a new instance of the <see cref="ActorNode"/> class.
/// </summary>
/// <param name="actor">The actor.</param>
public ActorNode(Actor actor)
: base(actor.ID)
{
_actor = actor;
_treeNode = new ActorTreeNode();
_treeNode.LinkNode(this);
}
/// <summary>
/// Initializes a new instance of the <see cref="ActorNode"/> class.
/// </summary>
/// <param name="actor">The actor.</param>
/// <param name="treeNode">The custom tree node.</param>
protected ActorNode(Actor actor, ActorTreeNode treeNode)
: base(actor.ID)
{
_actor = actor;
_treeNode = treeNode;
_treeNode.LinkNode(this);
}
internal ActorNode(Actor actor, Guid id)
: base(id)
{
_actor = actor;
_treeNode = new ActorTreeNode();
_treeNode.LinkNode(this);
}
/// <summary>
/// Tries to find the tree node for the specified actor.
/// </summary>
/// <param name="actor">The actor.</param>
/// <returns>Tree node or null if cannot find it.</returns>
public ActorNode Find(Actor actor)
{
// Check itself
if (_actor == actor)
return this;
// Check deeper
for (int i = 0; i < ChildNodes.Count; i++)
{
if (ChildNodes[i] is ActorNode node)
{
var result = node.Find(actor);
if (result != null)
return result;
}
}
return null;
}
/// <summary>
/// Adds the child node.
/// </summary>
/// <param name="node">The node.</param>
/// <returns>The node</returns>
public ActorChildNode AddChildNode(ActorChildNode node)
{
ActorChildNodes.Add(node);
node.ParentNode = this;
return node;
}
/// <summary>
/// Disposes the child nodes.
/// </summary>
public void DisposeChildNodes()
{
// Send event to root so if any of this child nodes is selected we can handle it
var root = Root;
if (root != null)
{
root.OnActorChildNodesDispose(this);
}
for (int i = 0; i < ActorChildNodes.Count; i++)
ActorChildNodes[i].Dispose();
ActorChildNodes.Clear();
}
/// <summary>
/// Tries to find the tree node for the specified actor in child nodes collection.
/// </summary>
/// <param name="actor">The actor.</param>
/// <returns>Tree node or null if cannot find it.</returns>
public ActorNode FindChildActor(Actor actor)
{
for (int i = 0; i < ChildNodes.Count; i++)
{
if (ChildNodes[i] is ActorNode node && node.Actor == actor)
{
return node;
}
}
return null;
}
/// <summary>
/// Gets a value indicating whether this actor can be used to create prefab from it (as a root).
/// </summary>
public virtual bool CanCreatePrefab => (Actor.HideFlags & HideFlags.DontSave) != HideFlags.DontSave;
/// <summary>
/// Gets a value indicating whether this actor has a valid linkage to the prefab asset.
/// </summary>
public virtual bool HasPrefabLink => Actor.HasPrefabLink;
/// <inheritdoc />
public override string Name => _actor.Name;
/// <inheritdoc />
public override SceneNode ParentScene
{
get
{
var scene = _actor.Scene;
return scene != null ? SceneGraphFactory.FindNode(scene.ID) as SceneNode : null;
}
}
/// <inheritdoc />
public override bool CanTransform => (_actor.StaticFlags & StaticFlags.Transform) == 0;
/// <inheritdoc />
public override bool CanCopyPaste => (_actor.HideFlags & HideFlags.HideInHierarchy) == 0;
/// <inheritdoc />
public override bool IsActive => _actor.IsActive;
/// <inheritdoc />
public override bool IsActiveInHierarchy => _actor.IsActiveInHierarchy;
/// <inheritdoc />
public override int OrderInParent
{
get => _actor.OrderInParent;
set => _actor.OrderInParent = value;
}
/// <inheritdoc />
public override Transform Transform
{
get => _actor.Transform;
set => _actor.Transform = value;
}
/// <inheritdoc />
public override SceneGraphNode ParentNode
{
set
{
if (!(value is ActorNode))
throw new InvalidOperationException("ActorNode can have only ActorNode as a parent node.");
base.ParentNode = value;
}
}
/// <inheritdoc />
public override object EditableObject => _actor;
/// <inheritdoc />
public override SceneGraphNode RayCast(ref RayCastData ray, out float distance, out Vector3 normal)
{
var hit = base.RayCast(ref ray, out distance, out normal);
// Skip actors that should not be selected
if (hit != null && _actor != null && (_actor.HideFlags & HideFlags.DontSelect) == HideFlags.DontSelect)
{
hit = ParentNode;
}
return hit;
}
/// <inheritdoc />
public override bool RayCastSelf(ref RayCastData ray, out float distance, out Vector3 normal)
{
return _actor.IntersectsItself(ray.Ray, out distance, out normal);
}
/// <inheritdoc />
public override void OnDebugDraw(ViewportDebugDrawData data)
{
data.Add(_actor);
}
/// <inheritdoc />
public override void Delete()
{
FlaxEngine.Object.Destroy(_actor);
}
/// <summary>
/// Action called after spawning actor in editor (via drag to viewport, with toolbox, etc.).
/// Can be used to tweak default values of the actor.
/// </summary>
public virtual void PostSpawn()
{
}
/// <inheritdoc />
protected override void OnParentChanged()
{
// Update UI node connections
_treeNode.Parent = (ParentNode as ActorNode)?.TreeNode;
// Check if it's a new node and parent has been already ready
// (eg. we build new node for spawned actor and link it to the game)
if (_treeNode.Parent != null && !_treeNode.Parent.IsLayoutLocked)
{
_treeNode.Parent.SortChildren();
// Update UI
_treeNode.IsLayoutLocked = false;
_treeNode.PerformLayout();
}
base.OnParentChanged();
}
/// <inheritdoc />
public override void Dispose()
{
// Cleanup UI
_treeNode.Dispose();
base.Dispose();
}
}
}