PrimeWorldEditor/UI/CWorldEditor.cpp

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#include "CWorldEditor.h"
#include "ui_CWorldEditor.h"
#include "CEditorGLWidget.h"
#include <gtc/matrix_transform.hpp>
#include <Core/CDrawUtil.h>
#include <iostream>
#include <QOpenGLContext>
#include <QFontMetrics>
#include <Core/Log.h>
#include "WorldEditor/CLayerEditor.h"
#include "WorldEditor/WModifyTab.h"
#include "WorldEditor/WInstancesTab.h"
CWorldEditor::CWorldEditor(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::CWorldEditor)
{
Log::Write("Creating World Editor");
ui->setupUi(this);
mpRenderer = new CRenderer();
mpRenderer->SetClearColor(CColor::skBlack);
QSize ViewSize = ui->MainViewport->size();
mpRenderer->SetViewportSize(ViewSize.width(), ViewSize.height());
mpSceneManager = new CSceneManager();
mpArea = nullptr;
mpWorld = nullptr;
mpHoverNode = nullptr;
//mpInstanceModel = new CInstanceModel(this);
//ui->InstancesTreeView->setModel(mpInstanceModel);
mDrawSky = true;
mFrameCount = 0;
mFPSTimer.Start();
// Create blank title bar with some space to allow for dragging the dock
QWidget *pOldTitleBar = ui->MainDock->titleBarWidget();
QWidget *pNewTitleBar = new QWidget(ui->MainDock);
QVBoxLayout *pTitleLayout = new QVBoxLayout(pNewTitleBar);
pTitleLayout->setSpacing(10);
pNewTitleBar->setLayout(pTitleLayout);
ui->MainDock->setTitleBarWidget(pNewTitleBar);
delete pOldTitleBar;
ResetHover();
ui->ModifyTabContents->SetEditor(this);
ui->InstancesTabContents->SetEditor(this, mpSceneManager);
ui->MainDock->installEventFilter(this);
connect(ui->MainViewport, SIGNAL(PreRender()), this, SLOT(ViewportPreRender()));
connect(ui->MainViewport, SIGNAL(Render(CCamera&)), this, SLOT(ViewportRender(CCamera&)));
connect(ui->MainViewport, SIGNAL(ViewportResized(int,int)), this, SLOT(SetViewportSize(int,int)));
connect(ui->MainViewport, SIGNAL(frameSwapped()), this, SLOT(ViewportPostRender()));
connect(ui->MainViewport, SIGNAL(MouseClick(QMouseEvent*)), this, SLOT(ViewportMouseClick(QMouseEvent*)));
}
CWorldEditor::~CWorldEditor()
{
delete ui;
}
bool CWorldEditor::eventFilter(QObject *pObj, QEvent *pEvent)
{
if (pObj == ui->MainDock)
{
if (pEvent->type() == QEvent::Resize)
{
UpdateSelectionUI();
}
}
return false;
}
void CWorldEditor::SetArea(CWorld *pWorld, CGameArea *pArea)
{
ResetHover();
ClearSelection();
ui->ModifyTabContents->ClearUI();
ui->ModifyTabContents->ClearCachedEditors();
ui->InstancesTabContents->SetMaster(nullptr);
ui->InstancesTabContents->SetArea(pArea);
// Clear old area - hack until better world/area loader is implemented
if ((mpArea) && (pArea != mpArea))
mpArea->ClearScriptLayers();
// Load new area
mpArea = pArea;
mpWorld = pWorld;
mAreaToken = CToken(pArea);
mWorldToken = CToken(pWorld);
mpSceneManager->SetActiveWorld(pWorld);
mpSceneManager->SetActiveArea(pArea);
// Snap camera to location of area
CTransform4f AreaTransform = pArea->GetTransform();
CVector3f AreaPosition(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
ui->MainViewport->Camera().Snap(AreaPosition);
// Default bloom to ON for Metroid Prime 3; disable for other games
if (mpWorld->Version() == eCorruption)
{
ui->menuBloom->setEnabled(true);
on_ActionBloom_triggered();
}
else
{
ui->menuBloom->setEnabled(false);
on_ActionNoBloom_triggered();
}
// Set up sidebar tabs
CMasterTemplate *pMaster = CMasterTemplate::GetMasterForGame(mpWorld->Version());
ui->InstancesTabContents->SetMaster(pMaster);
}
void CWorldEditor::ViewportRayCast(CRay Ray)
{
if (!ui->MainViewport->IsMouseInputActive())
{
SRayIntersection Result = mpSceneManager->SceneRayCast(Ray);
if (Result.Hit)
{
if (mpHoverNode)
mpHoverNode->SetMouseHovering(false);
mpHoverNode = Result.pNode;
mpHoverNode->SetMouseHovering(true);
mHoverPoint = Ray.PointOnRay(Result.Distance);
}
else
ResetHover();
}
else
ResetHover();
}
CRenderer* CWorldEditor::Renderer()
{
return mpRenderer;
}
CSceneManager* CWorldEditor::Scene()
{
return mpSceneManager;
}
CGameArea* CWorldEditor::ActiveArea()
{
return mpArea;
}
// ************ SELECTION ************
void CWorldEditor::SelectNode(CSceneNode *pNode)
{
if (!pNode->IsSelected())
{
pNode->SetSelected(true);
mSelectedNodes.push_back(pNode);
mSelectionAABox.ExpandBounds(pNode->AABox());
if (pNode->NodeType() == eScriptNode)
{
CScriptNode *pScript = static_cast<CScriptNode*>(pNode);
if (pScript->HasPreviewVolume())
mSelectionAABox.ExpandBounds(pScript->PreviewVolumeAABox());
}
}
UpdateSelectionUI();
}
void CWorldEditor::DeselectNode(CSceneNode *pNode)
{
if (pNode->IsSelected())
{
pNode->SetSelected(false);
for (auto it = mSelectedNodes.begin(); it != mSelectedNodes.end(); it++)
{
if (*it == pNode)
{
mSelectedNodes.erase(it);
break;
}
}
}
RecalculateSelectionBounds();
UpdateSelectionUI();
}
void CWorldEditor::ClearSelection()
{
for (auto it = mSelectedNodes.begin(); it != mSelectedNodes.end(); it++)
(*it)->SetSelected(false);
mSelectedNodes.clear();
mSelectionAABox = CAABox::skInfinite;
UpdateSelectionUI();
}
// ************ SLOTS ************
void CWorldEditor::ViewportMouseDrag(QMouseEvent *pEvent)
{
// todo: gizmo translate/rotate/scale implementation
}
void CWorldEditor::ViewportMouseClick(QMouseEvent *pEvent)
{
// Process left click (button press)
if (pEvent->button() == Qt::LeftButton)
{
bool ValidNode = ((mpHoverNode) && (mpHoverNode->NodeType() != eStaticNode));
bool AltPressed = ((pEvent->modifiers() & Qt::AltModifier) != 0);
bool CtrlPressed = ((pEvent->modifiers() & Qt::ControlModifier) != 0);
// Alt pressed - deselect object
if (AltPressed)
{
// No valid node selected - do nothing
if (!ValidNode)
return;
DeselectNode(mpHoverNode);
}
// Other - select object
else
{
// Control not pressed - clear existing selection
if (!CtrlPressed)
ClearSelection();
// Add hover node to selection
if (ValidNode)
SelectNode(mpHoverNode);
}
UpdateSelectionUI();
}
// Later, possibly expand to context menu creation for right-click
}
// ************ SLOTS ************
void CWorldEditor::ViewportPreRender()
{
// Perform raycast
if (ui->MainViewport->underMouse())
ViewportRayCast(ui->MainViewport->CastRay());
else
ResetHover();
// Start frame
mFrameTimer.Start();
mpRenderer->BeginFrame();
}
void CWorldEditor::ViewportRender(CCamera& Camera)
{
mpSceneManager->AddSceneToRenderer(mpRenderer);
if (mDrawSky)
{
CModel *pSky = mpSceneManager->GetActiveSkybox();
if (pSky) mpRenderer->RenderSky(pSky, Camera.Position());
}
mpRenderer->RenderScene(Camera);
mpRenderer->EndFrame();
mFrameTimer.Stop();
mFrameCount++;
}
void CWorldEditor::ViewportPostRender()
{
// Update UI with raycast results
UpdateCursor();
UpdateStatusBar();
}
void CWorldEditor::SetViewportSize(int Width, int Height)
{
mpRenderer->SetViewportSize(Width, Height);
}
// ************ PRIVATE ************
void CWorldEditor::RecalculateSelectionBounds()
{
mSelectionAABox = CAABox::skInfinite;
for (auto it = mSelectedNodes.begin(); it != mSelectedNodes.end(); it++)
{
mSelectionAABox.ExpandBounds( (*it)->AABox() );
if ((*it)->NodeType() == eScriptNode)
{
CScriptNode *pScript = static_cast<CScriptNode*>(*it);
if (pScript->HasPreviewVolume())
mSelectionAABox.ExpandBounds(pScript->PreviewVolumeAABox());
}
}
}
void CWorldEditor::ResetHover()
{
if (mpHoverNode) mpHoverNode->SetMouseHovering(false);
mpHoverNode = nullptr;
mHoverPoint = CVector3f::skZero;
}
void CWorldEditor::UpdateCursor()
{
if (ui->MainViewport->IsCursorVisible())
{
if ((mpHoverNode) && (mpHoverNode->NodeType() != eStaticNode))
ui->MainViewport->SetCursorState(Qt::PointingHandCursor);
else
ui->MainViewport->SetCursorState(Qt::ArrowCursor);
}
}
void CWorldEditor::UpdateStatusBar()
{
// Would be cool to do more frequent status bar updates with more info. Unfortunately, this causes lag.
QString StatusText = "";
if (mpHoverNode)
{
if (mpHoverNode->NodeType() != eStaticNode)
StatusText = QString::fromStdString(mpHoverNode->Name());
}
if (ui->statusbar->currentMessage() != StatusText)
ui->statusbar->showMessage(StatusText);
}
void CWorldEditor::UpdateSelectionUI()
{
// Update sidebar
ui->ModifyTabContents->GenerateUI(mSelectedNodes);
// Update selection info text
QString SelectionText;
if (mSelectedNodes.size() == 1)
SelectionText = QString::fromStdString(mSelectedNodes.front()->Name());
else if (mSelectedNodes.size() > 1)
SelectionText = QString("%1 objects selected").arg(mSelectedNodes.size());
QFontMetrics Metrics(ui->SelectionInfoLabel->font());
SelectionText = Metrics.elidedText(SelectionText, Qt::ElideRight, ui->SelectionInfoFrame->width() - 10);
ui->SelectionInfoLabel->setText(SelectionText);
}
// ************ ACTIONS ************
// These functions are from "Go to slot" in the designer
void CWorldEditor::on_ActionDrawWorld_triggered()
{
mpSceneManager->SetWorld(ui->ActionDrawWorld->isChecked());
}
void CWorldEditor::on_ActionDrawCollision_triggered()
{
mpSceneManager->SetCollision(ui->ActionDrawCollision->isChecked());
}
void CWorldEditor::on_ActionDrawObjects_triggered()
{
mpSceneManager->SetObjects(ui->ActionDrawObjects->isChecked());
}
void CWorldEditor::on_ActionDrawLights_triggered()
{
mpSceneManager->SetLights(ui->ActionDrawLights->isChecked());
}
void CWorldEditor::on_ActionDrawSky_triggered()
{
mDrawSky = ui->ActionDrawSky->isChecked();
}
void CWorldEditor::on_ActionNoLighting_triggered()
{
CGraphics::sLightMode = CGraphics::NoLighting;
ui->ActionNoLighting->setChecked(true);
ui->ActionBasicLighting->setChecked(false);
ui->ActionWorldLighting->setChecked(false);
}
void CWorldEditor::on_ActionBasicLighting_triggered()
{
CGraphics::sLightMode = CGraphics::BasicLighting;
ui->ActionNoLighting->setChecked(false);
ui->ActionBasicLighting->setChecked(true);
ui->ActionWorldLighting->setChecked(false);
}
void CWorldEditor::on_ActionWorldLighting_triggered()
{
CGraphics::sLightMode = CGraphics::WorldLighting;
ui->ActionNoLighting->setChecked(false);
ui->ActionBasicLighting->setChecked(false);
ui->ActionWorldLighting->setChecked(true);
}
void CWorldEditor::on_ActionNoBloom_triggered()
{
mpRenderer->SetBloom(CRenderer::eNoBloom);
ui->ActionNoBloom->setChecked(true);
ui->ActionBloomMaps->setChecked(false);
ui->ActionBloom->setChecked(false);
}
void CWorldEditor::on_ActionBloomMaps_triggered()
{
mpRenderer->SetBloom(CRenderer::eBloomMaps);
ui->ActionNoBloom->setChecked(false);
ui->ActionBloomMaps->setChecked(true);
ui->ActionBloom->setChecked(false);
}
void CWorldEditor::on_ActionBloom_triggered()
{
mpRenderer->SetBloom(CRenderer::eBloom);
ui->ActionNoBloom->setChecked(false);
ui->ActionBloomMaps->setChecked(false);
ui->ActionBloom->setChecked(true);
}
void CWorldEditor::on_ActionZoomOnSelection_triggered()
{
static const float skDistScale = 2.5f;
static const float skAreaDistScale = 0.8f;
CCamera& Camera = ui->MainViewport->Camera();
CVector3f CamDir = Camera.GetDirection();
CVector3f NewPos;
// Zoom on selection
if (mSelectedNodes.size() != 0)
{
CVector3f Min = mSelectionAABox.Min();
CVector3f Max = mSelectionAABox.Max();
float Dist = ((Max.x - Min.x) + (Max.y - Min.y) + (Max.z - Min.z)) / 3.f;
//float Dist = mSelectionAABox.Min().Distance(mSelectionAABox.Max());
NewPos = mSelectionAABox.Center() + (CamDir * -(Dist * skDistScale));
}
// Zoom on area
else
{
CAABox AreaBox = mpArea->AABox();
CVector3f Min = AreaBox.Min();
CVector3f Max = AreaBox.Max();
float Dist = ((Max.x - Min.x) + (Max.y - Min.y) + (Max.z - Min.z)) / 3.f;
//float Dist = AreaBox.Min().Distance(AreaBox.Max());
NewPos = AreaBox.Center() + (CamDir * -(Dist * skAreaDistScale));
}
Camera.SetPosition(NewPos);
}
void CWorldEditor::on_ActionDisableBackfaceCull_triggered()
{
mpRenderer->ToggleBackfaceCull(!ui->ActionDisableBackfaceCull->isChecked());
}
void CWorldEditor::on_ActionDisableAlpha_triggered()
{
mpRenderer->ToggleAlphaDisabled(ui->ActionDisableAlpha->isChecked());
}
void CWorldEditor::on_ActionEditLayers_triggered()
{
// Launch layer editor
CLayerEditor Editor(this);
Editor.SetArea(mpArea);
Editor.exec();
}