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Copy patheditor_scene_manager.cpp
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578 lines (512 loc) · 24.8 KB
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#include <cassert>
#include <mutex>
#include "editor/include/editor.h"
#include "editor/include/editor_global_context.h"
#include "editor/include/editor_scene_manager.h"
#include "runtime/core/base/macro.h"
#include "runtime/engine.h"
#include "runtime/function/framework/component/transform/transform_component.h"
#include "runtime/function/framework/level/level.h"
#include "runtime/function/framework/world/world_manager.h"
#include "runtime/function/input/input_system.h"
#include "runtime/function/render/render_camera.h"
#include "runtime/function/render/render_system.h"
namespace Piccolo
{
void EditorSceneManager::initialize() {}
void EditorSceneManager::tick(float delta_time)
{
std::shared_ptr<GObject> selected_gobject = getSelectedGObject().lock();
if (selected_gobject)
{
TransformComponent* transform_component = selected_gobject->tryGetComponent(TransformComponent);
if (transform_component)
{
transform_component->setDirtyFlag(true);
}
}
}
float intersectPlaneRay(Vector3 normal, float d, Vector3 origin, Vector3 dir)
{
float deno = normal.dotProduct(dir);
if (fabs(deno) < 0.0001)
{
deno = 0.0001;
}
return -(normal.dotProduct(origin) + d) / deno;
}
size_t EditorSceneManager::updateCursorOnAxis(Vector2 cursor_uv, Vector2 game_engine_window_size)
{
float camera_fov = m_camera->getFovYDeprecated();
Vector3 camera_forward = m_camera->forward();
Vector3 camera_up = m_camera->up();
Vector3 camera_right = m_camera->right();
Vector3 camera_position = m_camera->position();
if (m_selected_gobject_id == k_invalid_gobject_id)
{
return m_selected_axis;
}
RenderEntity* selected_axis = getAxisMeshByType(m_axis_mode);
m_selected_axis = 3;
if (m_is_show_axis == false)
{
return m_selected_axis;
}
else
{
Matrix4x4 model_matrix = selected_axis->m_model_matrix;
Vector3 model_scale;
Quaternion model_rotation;
Vector3 model_translation;
model_matrix.decomposition(model_translation, model_scale, model_rotation);
float window_forward = game_engine_window_size.y / 2.0f / Math::tan(Math::degreesToRadians(camera_fov) / 2.0f);
Vector2 screen_center_uv = Vector2(cursor_uv.x, 1 - cursor_uv.y) - Vector2(0.5, 0.5);
Vector3 world_ray_dir =
camera_forward * window_forward +
camera_right * (float)game_engine_window_size.x * screen_center_uv.x +
camera_up * (float)game_engine_window_size.y * screen_center_uv.y;
Vector4 local_ray_origin =
model_matrix.inverse() * Vector4(camera_position, 1.0f);
Vector3 local_ray_origin_xyz = Vector3(local_ray_origin.x, local_ray_origin.y, local_ray_origin.z);
Quaternion inversed_rotation = model_rotation.inverse();
inversed_rotation.normalise();
Vector3 local_ray_dir = inversed_rotation * world_ray_dir;
Vector3 plane_normals[3] = { Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1)};
float plane_view_depth[3] = {intersectPlaneRay(plane_normals[0], 0, local_ray_origin_xyz, local_ray_dir),
intersectPlaneRay(plane_normals[1], 0, local_ray_origin_xyz, local_ray_dir),
intersectPlaneRay(plane_normals[2], 0, local_ray_origin_xyz, local_ray_dir)};
Vector3 intersect_pt[3] = {
local_ray_origin_xyz + plane_view_depth[0] * local_ray_dir, // yoz
local_ray_origin_xyz + plane_view_depth[1] * local_ray_dir, // xoz
local_ray_origin_xyz + plane_view_depth[2] * local_ray_dir // xoy
};
if ((int)m_axis_mode == 0 || (int)m_axis_mode == 2) // transition axis & scale axis
{
const float DIST_THRESHOLD = 0.6f;
const float EDGE_OF_AXIS_MIN = 0.1f;
const float EDGE_OF_AXIS_MAX = 2.0f;
const float AXIS_LENGTH = 2.0f;
float max_dist = 0.0f;
// whether the ray (camera to mouse point) on any plane
for (int i = 0; i < 3; ++i)
{
float local_ray_dir_proj = Math::abs(local_ray_dir.dotProduct(plane_normals[i]));
float cos_alpha = local_ray_dir_proj / 1.0f; // local_ray_dir_proj / local_ray_dir.length
if (cos_alpha <= 0.15) // cos(80deg)~cps(100deg)
{
int index00 = (i + 1) % 3;
int index01 = 3 - i - index00;
int index10 = (i + 2) % 3;
int index11 = 3 - i - index10;
float axis_dist = (Math::abs(intersect_pt[index00][i]) + Math::abs(intersect_pt[index10][i])) / 2;
if (axis_dist > DIST_THRESHOLD) // too far from axis
{
continue;
}
// which axis is closer
if ((intersect_pt[index00][index01] > EDGE_OF_AXIS_MIN) &&
(intersect_pt[index00][index01] < AXIS_LENGTH) &&
(intersect_pt[index00][index01] > max_dist) &&
(Math::abs(intersect_pt[index00][i]) < EDGE_OF_AXIS_MAX))
{
max_dist = intersect_pt[index00][index01];
m_selected_axis = index01;
}
if ((intersect_pt[index10][index11] > EDGE_OF_AXIS_MIN) &&
(intersect_pt[index10][index11] < AXIS_LENGTH) &&
(intersect_pt[index10][index11] > max_dist) &&
(Math::abs(intersect_pt[index10][i]) < EDGE_OF_AXIS_MAX))
{
max_dist = intersect_pt[index10][index11];
m_selected_axis = index11;
}
}
}
// check axis
if (m_selected_axis == 3)
{
float min_dist = 1e10f;
for (int i = 0; i < 3; ++i)
{
int index0 = (i + 1) % 3;
int index1 = (i + 2) % 3;
float dist =
Math::sqr(intersect_pt[index0][index1]) + Math::sqr(intersect_pt[index1][index0]);
if ((intersect_pt[index0][i] > EDGE_OF_AXIS_MIN) &&
(intersect_pt[index0][i] < EDGE_OF_AXIS_MAX) && (dist < DIST_THRESHOLD) &&
(dist < min_dist))
{
min_dist = dist;
m_selected_axis = i;
}
}
}
}
else if ((int)m_axis_mode == 1) // rotation axis
{
const float DIST_THRESHOLD = 0.2f;
float min_dist = 1e10f;
for (int i = 0; i < 3; ++i)
{
const float dist =
std::fabs(1 - std::hypot(intersect_pt[i].x, intersect_pt[i].y, intersect_pt[i].z));
if ((dist < DIST_THRESHOLD) && (dist < min_dist))
{
min_dist = dist;
m_selected_axis = i;
}
}
}
else
{
return m_selected_axis;
}
}
g_editor_global_context.m_render_system->setSelectedAxis(m_selected_axis);
return m_selected_axis;
}
RenderEntity* EditorSceneManager::getAxisMeshByType(EditorAxisMode axis_mode)
{
RenderEntity* axis_mesh = nullptr;
switch (axis_mode)
{
case EditorAxisMode::TranslateMode:
axis_mesh = &m_translation_axis;
break;
case EditorAxisMode::RotateMode:
axis_mesh = &m_rotation_axis;
break;
case EditorAxisMode::ScaleMode:
axis_mesh = &m_scale_axis;
break;
default:
break;
}
return axis_mesh;
}
void EditorSceneManager::drawSelectedEntityAxis()
{
std::shared_ptr<GObject> selected_object = getSelectedGObject().lock();
if (g_is_editor_mode && selected_object != nullptr)
{
const TransformComponent* transform_component = selected_object->tryGetComponentConst(TransformComponent);
Vector3 scale;
Quaternion rotation;
Vector3 translation;
transform_component->getMatrix().decomposition(translation, scale, rotation);
Matrix4x4 translation_matrix = Matrix4x4::getTrans(translation);
Matrix4x4 scale_matrix = Matrix4x4::buildScaleMatrix(1.0f, 1.0f, 1.0f);
Matrix4x4 axis_model_matrix = translation_matrix * scale_matrix;
RenderEntity* selected_axis = getAxisMeshByType(m_axis_mode);
if (m_axis_mode == EditorAxisMode::TranslateMode || m_axis_mode == EditorAxisMode::RotateMode)
{
selected_axis->m_model_matrix = axis_model_matrix;
}
else if (m_axis_mode == EditorAxisMode::ScaleMode)
{
selected_axis->m_model_matrix = axis_model_matrix * Matrix4x4(rotation);
}
g_editor_global_context.m_render_system->setVisibleAxis(*selected_axis);
}
else
{
g_editor_global_context.m_render_system->setVisibleAxis(std::nullopt);
}
}
std::weak_ptr<GObject> EditorSceneManager::getSelectedGObject() const
{
std::weak_ptr<GObject> selected_object;
if (m_selected_gobject_id != k_invalid_gobject_id)
{
std::shared_ptr<Level> level = g_runtime_global_context.m_world_manager->getCurrentActiveLevel().lock();
if (level != nullptr)
{
selected_object = level->getGObjectByID(m_selected_gobject_id);
}
}
return selected_object;
}
void EditorSceneManager::onGObjectSelected(GObjectID selected_gobject_id)
{
if (selected_gobject_id == m_selected_gobject_id)
return;
m_selected_gobject_id = selected_gobject_id;
std::shared_ptr<GObject> selected_gobject = getSelectedGObject().lock();
if (selected_gobject)
{
const TransformComponent* transform_component = selected_gobject->tryGetComponentConst(TransformComponent);
m_selected_object_matrix = transform_component->getMatrix();
}
drawSelectedEntityAxis();
if (m_selected_gobject_id != k_invalid_gobject_id)
{
LOG_INFO("select game object " + std::to_string(m_selected_gobject_id));
}
else
{
LOG_INFO("no game object selected");
}
}
void EditorSceneManager::onDeleteSelectedGObject()
{
// delete selected entity
std::shared_ptr<GObject> selected_object = getSelectedGObject().lock();
if (selected_object != nullptr)
{
std::shared_ptr<Level> current_active_level =
g_runtime_global_context.m_world_manager->getCurrentActiveLevel().lock();
if (current_active_level == nullptr)
return;
current_active_level->deleteGObjectByID(m_selected_gobject_id);
RenderSwapContext& swap_context = g_editor_global_context.m_render_system->getSwapContext();
swap_context.getLogicSwapData().addDeleteGameObject(GameObjectDesc {selected_object->getID(), {}});
}
onGObjectSelected(k_invalid_gobject_id);
}
void EditorSceneManager::moveEntity(float new_mouse_pos_x,
float new_mouse_pos_y,
float last_mouse_pos_x,
float last_mouse_pos_y,
Vector2 engine_window_pos,
Vector2 engine_window_size,
size_t cursor_on_axis,
Matrix4x4 model_matrix)
{
std::shared_ptr<GObject> selected_object = getSelectedGObject().lock();
if (selected_object == nullptr)
return;
float angularVelocity =
18.0f / Math::max(engine_window_size.x, engine_window_size.y); // 18 degrees while moving full screen
Vector2 delta_mouse_move_uv = {(new_mouse_pos_x - last_mouse_pos_x), (new_mouse_pos_y - last_mouse_pos_y)};
Vector3 model_scale;
Quaternion model_rotation;
Vector3 model_translation;
model_matrix.decomposition(model_translation, model_scale, model_rotation);
Matrix4x4 axis_model_matrix = Matrix4x4::IDENTITY;
axis_model_matrix.setTrans(model_translation);
Matrix4x4 view_matrix = m_camera->getLookAtMatrix();
Matrix4x4 proj_matrix = m_camera->getPersProjMatrix();
Vector4 model_world_position_4(model_translation, 1.f);
Vector4 model_origin_clip_position = proj_matrix * view_matrix * model_world_position_4;
model_origin_clip_position /= model_origin_clip_position.w;
Vector2 model_origin_clip_uv =
Vector2((model_origin_clip_position.x + 1) / 2.0f, (model_origin_clip_position.y + 1) / 2.0f);
Vector4 axis_x_local_position_4(1, 0, 0, 1);
if (m_axis_mode == EditorAxisMode::ScaleMode)
{
axis_x_local_position_4 = Matrix4x4(model_rotation) * axis_x_local_position_4;
}
Vector4 axis_x_world_position_4 = axis_model_matrix * axis_x_local_position_4;
axis_x_world_position_4.w = 1.0f;
Vector4 axis_x_clip_position = proj_matrix * view_matrix * axis_x_world_position_4;
axis_x_clip_position /= axis_x_clip_position.w;
Vector2 axis_x_clip_uv((axis_x_clip_position.x + 1) / 2.0f, (axis_x_clip_position.y + 1) / 2.0f);
Vector2 axis_x_direction_uv = axis_x_clip_uv - model_origin_clip_uv;
axis_x_direction_uv.normalise();
Vector4 axis_y_local_position_4(0, 1, 0, 1);
if (m_axis_mode == EditorAxisMode::ScaleMode)
{
axis_y_local_position_4 = Matrix4x4(model_rotation) * axis_y_local_position_4;
}
Vector4 axis_y_world_position_4 = axis_model_matrix * axis_y_local_position_4;
axis_y_world_position_4.w = 1.0f;
Vector4 axis_y_clip_position = proj_matrix * view_matrix * axis_y_world_position_4;
axis_y_clip_position /= axis_y_clip_position.w;
Vector2 axis_y_clip_uv((axis_y_clip_position.x + 1) / 2.0f, (axis_y_clip_position.y + 1) / 2.0f);
Vector2 axis_y_direction_uv = axis_y_clip_uv - model_origin_clip_uv;
axis_y_direction_uv.normalise();
Vector4 axis_z_local_position_4(0, 0, 1, 1);
if (m_axis_mode == EditorAxisMode::ScaleMode)
{
axis_z_local_position_4 = Matrix4x4(model_rotation) * axis_z_local_position_4;
}
Vector4 axis_z_world_position_4 = axis_model_matrix * axis_z_local_position_4;
axis_z_world_position_4.w = 1.0f;
Vector4 axis_z_clip_position = proj_matrix * view_matrix * axis_z_world_position_4;
axis_z_clip_position /= axis_z_clip_position.w;
Vector2 axis_z_clip_uv((axis_z_clip_position.x + 1) / 2.0f, (axis_z_clip_position.y + 1) / 2.0f);
Vector2 axis_z_direction_uv = axis_z_clip_uv - model_origin_clip_uv;
axis_z_direction_uv.normalise();
TransformComponent* transform_component = selected_object->tryGetComponent(TransformComponent);
Matrix4x4 new_model_matrix(Matrix4x4::IDENTITY);
if (m_axis_mode == EditorAxisMode::TranslateMode) // translate
{
Vector3 move_vector = {0, 0, 0};
if (cursor_on_axis == 0)
{
move_vector.x = delta_mouse_move_uv.dotProduct(axis_x_direction_uv) * angularVelocity;
}
else if (cursor_on_axis == 1)
{
move_vector.y = delta_mouse_move_uv.dotProduct(axis_y_direction_uv) * angularVelocity;
}
else if (cursor_on_axis == 2)
{
move_vector.z = delta_mouse_move_uv.dotProduct(axis_z_direction_uv) * angularVelocity;
}
else
{
return;
}
Matrix4x4 translate_mat;
translate_mat.makeTransform(move_vector, Vector3::UNIT_SCALE, Quaternion::IDENTITY);
new_model_matrix = axis_model_matrix * translate_mat;
new_model_matrix = new_model_matrix * Matrix4x4(model_rotation);
new_model_matrix =
new_model_matrix * Matrix4x4::buildScaleMatrix(model_scale.x, model_scale.y, model_scale.z);
Vector3 new_scale;
Quaternion new_rotation;
Vector3 new_translation;
new_model_matrix.decomposition(new_translation, new_scale, new_rotation);
Matrix4x4 translation_matrix = Matrix4x4::getTrans(new_translation);
Matrix4x4 scale_matrix = Matrix4x4::buildScaleMatrix(1.f, 1.f, 1.f);
Matrix4x4 axis_model_matrix = translation_matrix * scale_matrix;
m_translation_axis.m_model_matrix = axis_model_matrix;
m_rotation_axis.m_model_matrix = axis_model_matrix;
m_scale_axis.m_model_matrix = axis_model_matrix;
g_editor_global_context.m_render_system->setVisibleAxis(m_translation_axis);
transform_component->setPosition(new_translation);
transform_component->setRotation(new_rotation);
transform_component->setScale(new_scale);
}
else if (m_axis_mode == EditorAxisMode::RotateMode) // rotate
{
float last_mouse_u = (last_mouse_pos_x - engine_window_pos.x) / engine_window_size.x;
float last_mouse_v = (last_mouse_pos_y - engine_window_pos.y) / engine_window_size.y;
Vector2 last_move_vector(last_mouse_u - model_origin_clip_uv.x, last_mouse_v - model_origin_clip_uv.y);
float new_mouse_u = (new_mouse_pos_x - engine_window_pos.x) / engine_window_size.x;
float new_mouse_v = (new_mouse_pos_y - engine_window_pos.y) / engine_window_size.y;
Vector2 new_move_vector(new_mouse_u - model_origin_clip_uv.x, new_mouse_v - model_origin_clip_uv.y);
Vector3 delta_mouse_uv_3(delta_mouse_move_uv.x, delta_mouse_move_uv.y, 0);
float move_radian;
Vector3 axis_of_rotation = {0, 0, 0};
if (cursor_on_axis == 0)
{
move_radian = (delta_mouse_move_uv * angularVelocity).length();
if (m_camera->forward().dotProduct(Vector3::UNIT_X) < 0)
{
move_radian = -move_radian;
}
axis_of_rotation.x = 1;
}
else if (cursor_on_axis == 1)
{
move_radian = (delta_mouse_move_uv * angularVelocity).length();
if (m_camera->forward().dotProduct(Vector3::UNIT_Y) < 0)
{
move_radian = -move_radian;
}
axis_of_rotation.y = 1;
}
else if (cursor_on_axis == 2)
{
move_radian = (delta_mouse_move_uv * angularVelocity).length();
if (m_camera->forward().dotProduct(Vector3::UNIT_Z) < 0)
{
move_radian = -move_radian;
}
axis_of_rotation.z = 1;
}
else
{
return;
}
float move_direction = last_move_vector.x * new_move_vector.y - new_move_vector.x * last_move_vector.y;
if (move_direction < 0)
{
move_radian = -move_radian;
}
Quaternion move_rot;
move_rot.fromAngleAxis(Radian(move_radian), axis_of_rotation);
new_model_matrix = axis_model_matrix * move_rot;
new_model_matrix = new_model_matrix * Matrix4x4(model_rotation);
new_model_matrix =
new_model_matrix * Matrix4x4::buildScaleMatrix(model_scale.x, model_scale.y, model_scale.z);
Vector3 new_scale;
Quaternion new_rotation;
Vector3 new_translation;
new_model_matrix.decomposition(new_translation, new_scale, new_rotation);
transform_component->setPosition(new_translation);
transform_component->setRotation(new_rotation);
transform_component->setScale(new_scale);
m_scale_axis.m_model_matrix = new_model_matrix;
}
else if (m_axis_mode == EditorAxisMode::ScaleMode) // scale
{
Vector3 delta_scale_vector = {0, 0, 0};
Vector3 new_model_scale = {0, 0, 0};
if (cursor_on_axis == 0)
{
delta_scale_vector.x = 0.01f;
if (delta_mouse_move_uv.dotProduct(axis_x_direction_uv) < 0)
{
delta_scale_vector = -delta_scale_vector;
}
}
else if (cursor_on_axis == 1)
{
delta_scale_vector.y = 0.01f;
if (delta_mouse_move_uv.dotProduct(axis_y_direction_uv) < 0)
{
delta_scale_vector = -delta_scale_vector;
}
}
else if (cursor_on_axis == 2)
{
delta_scale_vector.z = 0.01f;
if (delta_mouse_move_uv.dotProduct(axis_z_direction_uv) < 0)
{
delta_scale_vector = -delta_scale_vector;
}
}
else
{
return;
}
new_model_scale = model_scale + delta_scale_vector;
axis_model_matrix = axis_model_matrix * Matrix4x4(model_rotation);
Matrix4x4 scale_mat;
scale_mat.makeTransform(Vector3::ZERO, new_model_scale, Quaternion::IDENTITY);
new_model_matrix = axis_model_matrix * scale_mat;
Vector3 new_scale;
Quaternion new_rotation;
Vector3 new_translation;
new_model_matrix.decomposition(new_translation, new_scale, new_rotation);
transform_component->setPosition(new_translation);
transform_component->setRotation(new_rotation);
transform_component->setScale(new_scale);
}
setSelectedObjectMatrix(new_model_matrix);
}
void EditorSceneManager::uploadAxisResource()
{
auto& instance_id_allocator = g_editor_global_context.m_render_system->getGOInstanceIdAllocator();
auto& mesh_asset_id_allocator = g_editor_global_context.m_render_system->getMeshAssetIdAllocator();
// assign some value that won't be used by other game objects
{
GameObjectPartId axis_instance_id = {0xFFAA, 0xFFAA};
MeshSourceDesc mesh_source_desc = {"%%translation_axis%%"};
m_translation_axis.m_instance_id = instance_id_allocator.allocGuid(axis_instance_id);
m_translation_axis.m_mesh_asset_id = mesh_asset_id_allocator.allocGuid(mesh_source_desc);
}
{
GameObjectPartId axis_instance_id = {0xFFBB, 0xFFBB};
MeshSourceDesc mesh_source_desc = {"%%rotate_axis%%"};
m_rotation_axis.m_instance_id = instance_id_allocator.allocGuid(axis_instance_id);
m_rotation_axis.m_mesh_asset_id = mesh_asset_id_allocator.allocGuid(mesh_source_desc);
}
{
GameObjectPartId axis_instance_id = {0xFFCC, 0xFFCC};
MeshSourceDesc mesh_source_desc = {"%%scale_axis%%"};
m_scale_axis.m_instance_id = instance_id_allocator.allocGuid(axis_instance_id);
m_scale_axis.m_mesh_asset_id = mesh_asset_id_allocator.allocGuid(mesh_source_desc);
}
g_editor_global_context.m_render_system->createAxis(
{m_translation_axis, m_rotation_axis, m_scale_axis},
{m_translation_axis.m_mesh_data, m_rotation_axis.m_mesh_data, m_scale_axis.m_mesh_data});
}
size_t EditorSceneManager::getGuidOfPickedMesh(const Vector2& picked_uv) const
{
return g_editor_global_context.m_render_system->getGuidOfPickedMesh(picked_uv);
}
} // namespace Piccolo