Files
FlaxEngine/Source/Editor/Viewport/ViewportDraggingHelper.cs

273 lines
11 KiB
C#

// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using System.Linq;
using FlaxEditor.Content;
using FlaxEditor.Gizmo;
using FlaxEditor.GUI.Drag;
using FlaxEditor.SceneGraph;
using FlaxEditor.SceneGraph.Actors;
using FlaxEditor.Scripting;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.Viewport
{
/// <summary>
/// Utility to help managing dragging assets, actors and other objects into the editor viewport.
/// </summary>
public class ViewportDragHandlers : DragHandlers
{
/// <summary>
/// The custom drag drop event arguments.
/// </summary>
/// <seealso cref="FlaxEditor.GUI.Drag.DragEventArgs" />
public class DragDropEventArgs : DragEventArgs
{
/// <summary>
/// The hit.
/// </summary>
public SceneGraphNode Hit;
/// <summary>
/// The hit location.
/// </summary>
public Vector3 HitLocation;
}
private readonly IGizmoOwner _owner;
private readonly EditorViewport _viewport;
private readonly DragAssets<DragDropEventArgs> _dragAssets;
private readonly DragActorType<DragDropEventArgs> _dragActorType;
private readonly DragScriptItems<DragDropEventArgs> _dragScriptItem;
private StaticModel _previewStaticModel;
private int _previewModelEntryIndex;
private BrushSurface _previewBrushSurface;
internal ViewportDragHandlers(IGizmoOwner owner, EditorViewport viewport, Func<AssetItem, bool> validateAsset, Func<ScriptType, bool> validateDragActorType, Func<ScriptItem, bool> validateDragScriptItem)
{
_owner = owner;
_viewport = viewport;
Add(_dragAssets = new DragAssets<DragDropEventArgs>(validateAsset));
Add(_dragActorType = new DragActorType<DragDropEventArgs>(validateDragActorType));
Add(_dragScriptItem = new DragScriptItems<DragDropEventArgs>(validateDragScriptItem));
}
internal void ClearDragEffects()
{
_previewStaticModel = null;
_previewModelEntryIndex = -1;
_previewBrushSurface = new BrushSurface();
}
internal void CollectDrawCalls(ViewportDebugDrawData debugDrawData, ref RenderContext renderContext)
{
if (_previewStaticModel)
debugDrawData.HighlightModel(_previewStaticModel, _previewModelEntryIndex);
if (_previewBrushSurface.Brush != null)
debugDrawData.HighlightBrushSurface(_previewBrushSurface);
}
internal DragDropEffect DragEnter(ref Float2 location, DragData data)
{
var result = OnDragEnter(data);
SetDragEffects(ref location);
return result;
}
internal DragDropEffect DragMove(ref Float2 location, DragData data)
{
SetDragEffects(ref location);
return Effect;
}
internal DragDropEffect DragDrop(ref Float2 location, DragData data)
{
Vector3 hitLocation = _viewport.ViewPosition, hitNormal = -_viewport.ViewDirection;
SceneGraphNode hit = null;
if (HasValidDrag)
{
GetHitLocation(ref location, out hit, out hitLocation, out hitNormal);
}
var result = DragDropEffect.None;
if (_dragAssets.HasValidDrag)
{
result = _dragAssets.Effect;
foreach (var asset in _dragAssets.Objects)
Spawn(asset, hit, ref location, ref hitLocation, ref hitNormal);
}
else if (_dragActorType.HasValidDrag)
{
result = _dragActorType.Effect;
foreach (var actorType in _dragActorType.Objects)
Spawn(actorType, hit, ref location, ref hitLocation, ref hitNormal);
}
else if (_dragScriptItem.HasValidDrag)
{
result = _dragScriptItem.Effect;
foreach (var scripItem in _dragScriptItem.Objects)
Spawn(scripItem, hit, ref location, ref hitLocation, ref hitNormal);
}
OnDragDrop(new DragDropEventArgs { Hit = hit, HitLocation = hitLocation });
return result;
}
private void SetDragEffects(ref Float2 location)
{
if (_dragAssets.HasValidDrag && _dragAssets.Objects[0].IsOfType<MaterialBase>())
{
GetHitLocation(ref location, out var hit, out _, out _);
ClearDragEffects();
var material = FlaxEngine.Content.LoadAsync<MaterialBase>(_dragAssets.Objects[0].ID);
if (material.IsDecal)
return;
if (hit is StaticModelNode staticModelNode)
{
_previewStaticModel = (StaticModel)staticModelNode.Actor;
var ray = _viewport.ConvertMouseToRay(ref location);
_previewStaticModel.IntersectsEntry(ray, out _, out _, out _previewModelEntryIndex);
}
else if (hit is BoxBrushNode.SideLinkNode brushSurfaceNode)
{
_previewBrushSurface = brushSurfaceNode.Surface;
}
}
}
private void GetHitLocation(ref Float2 location, out SceneGraphNode hit, out Vector3 hitLocation, out Vector3 hitNormal)
{
// Get mouse ray and try to hit any object
var ray = _viewport.ConvertMouseToRay(ref location);
var view = new Ray(_viewport.ViewPosition, _viewport.ViewDirection);
var gridPlane = new Plane(Vector3.Zero, Vector3.Up);
var flags = SceneGraphNode.RayCastData.FlagTypes.SkipColliders | SceneGraphNode.RayCastData.FlagTypes.SkipEditorPrimitives;
hit = _owner.SceneGraphRoot.RayCast(ref ray, ref view, out var closest, out var normal, flags);
var girdGizmo = _owner.Gizmos.Get<GridGizmo>();
if (hit != null)
{
// Use hit location
hitLocation = ray.Position + ray.Direction * closest;
hitNormal = normal;
}
else if (girdGizmo != null && girdGizmo.Enabled && CollisionsHelper.RayIntersectsPlane(ref ray, ref gridPlane, out closest) && closest < 4000.0f)
{
// Use grid location
hitLocation = ray.Position + ray.Direction * closest;
hitNormal = Vector3.Up;
}
else
{
// Use area in front of the viewport
hitLocation = view.GetPoint(100);
hitNormal = Vector3.Up;
}
}
private Vector3 PostProcessSpawnedActorLocation(Actor actor, ref Vector3 hitLocation)
{
// Refresh actor position to ensure that cached bounds are valid
actor.Position = Vector3.One;
actor.Position = Vector3.Zero;
// Place the object
//var location = hitLocation - (box.Size.Length * 0.5f) * ViewDirection;
var editorBounds = actor.EditorBoxChildren;
var bottomToCenter = actor.Position.Y - editorBounds.Minimum.Y;
var location = hitLocation + new Vector3(0, bottomToCenter, 0);
// Apply grid snapping if enabled
var transformGizmo = _owner.Gizmos.Get<TransformGizmo>();
if (transformGizmo != null && (_owner.UseSnapping || transformGizmo.TranslationSnapEnable))
{
float snapValue = transformGizmo.TranslationSnapValue;
location = new Vector3(
(int)(location.X / snapValue) * snapValue,
(int)(location.Y / snapValue) * snapValue,
(int)(location.Z / snapValue) * snapValue);
}
return location;
}
private void Spawn(Actor actor, ref Vector3 hitLocation, ref Vector3 hitNormal)
{
actor.Position = PostProcessSpawnedActorLocation(actor, ref hitLocation);
_owner.Spawn(actor);
_viewport.Focus();
}
private void Spawn(ScriptItem item, SceneGraphNode hit, ref Float2 location, ref Vector3 hitLocation, ref Vector3 hitNormal)
{
var actorType = Editor.Instance.CodeEditing.Actors.Get(item);
if (actorType != ScriptType.Null)
{
Spawn(actorType, hit, ref location, ref hitLocation, ref hitNormal);
}
}
private void Spawn(ScriptType item, SceneGraphNode hit, ref Float2 location, ref Vector3 hitLocation, ref Vector3 hitNormal)
{
var actor = item.CreateInstance() as Actor;
if (actor == null)
{
Editor.LogWarning("Failed to spawn actor of type " + item.TypeName);
return;
}
actor.Name = item.Name;
Spawn(actor, ref hitLocation, ref hitNormal);
}
private void Spawn(AssetItem item, SceneGraphNode hit, ref Float2 location, ref Vector3 hitLocation, ref Vector3 hitNormal)
{
if (item.IsOfType<MaterialBase>())
{
var material = FlaxEngine.Content.LoadAsync<MaterialBase>(item.ID);
if (material && !material.WaitForLoaded(500) && material.IsDecal)
{
var actor = new Decal
{
Material = material,
LocalOrientation = RootNode.RaycastNormalRotation(ref hitNormal),
Name = item.ShortName
};
Spawn(actor, ref hitLocation, ref hitNormal);
}
else if (hit is StaticModelNode staticModelNode)
{
var staticModel = (StaticModel)staticModelNode.Actor;
var ray = _viewport.ConvertMouseToRay(ref location);
if (staticModel.IntersectsEntry(ray, out _, out _, out var entryIndex))
{
using (new UndoBlock(_owner.Undo, staticModel, "Change material"))
staticModel.SetMaterial(entryIndex, material);
}
}
else if (hit is BoxBrushNode.SideLinkNode brushSurfaceNode)
{
using (new UndoBlock(_owner.Undo, brushSurfaceNode.Brush, "Change material"))
{
var surface = brushSurfaceNode.Surface;
surface.Material = material;
brushSurfaceNode.Surface = surface;
}
}
return;
}
if (item.IsOfType<SceneAsset>())
{
Editor.Instance.Scene.OpenScene(item.ID, true);
return;
}
{
var actor = item.OnEditorDrop(this);
actor.Name = item.ShortName;
Spawn(actor, ref hitLocation, ref hitNormal);
}
}
}
}