/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #pragma once #include "application/applicationmode.h" #include "application/editoruipanels.h" #include "input/editormouseinput.h" #include "input/editorkeyboardinput.h" #include "vehicle/Camera.h" #include "scene/sceneeditor.h" #include "scene/scenenode.h" #include "editor/editorTerrain.hpp" #include "editor/editorTerrainStreamer.hpp" #include "editor/editorOrthophoto.hpp" #include "editor/editorTrack.hpp" #include "editor/editorAlignment.hpp" #include #include #include #include #include #include class TAnimModel; class TTrack; class editor_mode : public application_mode { public: // constructors editor_mode(); // methods // initializes internal data structures of the mode. returns: true on success, false otherwise bool init() override; // mode-specific update of simulation data. returns: false on error, true otherwise bool update() override; // maintenance method, called when the mode is activated void enter() override; // maintenance method, called when the mode is deactivated void exit() override; // input handlers void on_key(int Key, int Scancode, int Action, int Mods) override; void on_cursor_pos(double Horizontal, double Vertical) override; void on_mouse_button(int Button, int Action, int Mods) override; void on_scroll(double const Xoffset, double const Yoffset) override; void on_window_resize(int w, int h) override { ; } void on_event_poll() override; bool is_command_processor() const override; void undo_last(); static bool focus_active(); static void set_focus_active(bool isActive); static TCamera& get_camera() { return Camera; } static glm::mat4 projection_matrix(float const Aspect); void toggle_ortho(); static bool change_history() { return m_change_history; } static void set_change_history(bool enabled) { m_change_history = enabled; } static bool settings_open() { return m_settings_open; } static void set_settings_open(bool enabled) { m_settings_open = enabled; } private: // types struct editormode_input { editormouse_input mouse; editorkeyboard_input keyboard; bool init(); void poll(); }; struct state_backup { TCamera camera; bool freefly; bool picking; }; struct EditorSnapshot { enum class Action { Move, Rotate, Scale, Add, Delete, TrackEdit, Other }; Action action{Action::Other}; std::string node_name; // node identifier (basic_node::name()) // direct pointer to node when available; used for in-memory undo/redo lookup scene::basic_node *node_ptr{nullptr}; std::string serialized; // full text for recreate (used for Add/Delete) glm::dvec3 position{0.0, 0.0, 0.0}; glm::vec3 rotation{0.0f, 0.0f, 0.0f}; glm::vec3 scale{1.0f, 1.0f, 1.0f}; UID uuid; // node UUID for reference, used as fallback lookup for deleted/recreated nodes scene::layer_handle layer{null_handle}; // scenery layer of the node, so a recreated node returns to it scene::instance_handle instance{0}; // include of a scenery template which was placed or removed, instead of a node std::vector> tracks; std::vector created; std::vector removed; }; void push_snapshot(scene::basic_node *node, EditorSnapshot::Action Action = EditorSnapshot::Action::Move, std::string const &Serialized = std::string()); std::vector m_history; // history of changes to nodes, used for undo functionality std::vector g_redo; // methods void update_camera(double const Deltatime); editor_ui *ui() const; void redo_last(); void handle_brush_mouse_hold(int Action, int Button); void apply_rotation_for_new_node(scene::basic_node *node, int rotation_mode, float fixed_rotation_value); // members state_backup m_statebackup; // helper, cached variables to be restored on mode exit editormode_input m_input; static TCamera Camera; // focus (smooth camera fly-to) state static bool m_focus_active; glm::dvec3 m_focus_start_pos{0.0,0.0,0.0}; glm::dvec3 m_focus_target_pos{0.0,0.0,0.0}; glm::vec3 m_focus_start_angle{0.0f}; // camera pitch/yaw/roll at focus start glm::vec3 m_focus_target_angle{0.0f}; // camera pitch/yaw/roll facing the focused object double m_focus_time{0.0}; double m_focus_duration{0.6}; double fTime50Hz{0.0}; // bufor czasu dla komunikacji z PoKeys scene::basic_editor m_editor; scene::basic_node *m_node{nullptr}; // currently selected scene node scene::instance_handle m_instance{0}; // currently selected include of a scenery template; these are handled as a whole include_selection m_include; // parameters of the selected include, changed with the gizmo and in the node properties bool m_include_gesture{false}; // a change of the selected include is under way, and has its undo snapshot already std::vector> m_retired; // models replaced after changes of includes, with the frames left until they're destroyed bool m_takesnapshot{true}; // helper, hints whether snapshot of selected node(s) should be taken before modification bool m_dragging = false; glm::dvec3 oldPos; // world position of the last brush placement bool m_brush_has_last{false}; // false at the start of a brush stroke, so the first placement ignores spacing bool mouseHold{false}; float kMaxPlacementDistance = 200.0f; static bool m_change_history; static bool m_settings_open; double m_ortho_pitch{0.0}; // camera fly-mode (right mouse button held); used to flush motion when it's released command_relay m_camera_relay; bool m_camera_flying{false}; // UI/history settings int m_max_history_size{200}; int m_selected_history_idx{-1}; glm::dvec3 clamp_mouse_offset_to_max(const glm::dvec3 &offset); // focus camera smoothly on specified node void start_focus(scene::basic_node *node, double duration = 0.6); // drops the node straight down onto the nearest surface below (terrain or another object) void snap_to_ground(scene::basic_node *node); // editable terrain patches created in the editor void render_terrain_ui(); // creates a large terrain as a grid of adjacent chunks (each its own editable patch) void create_chunked_terrain(); // manual grid-aligned chunks: add/remove single chunks for fine control float chunk_grid_size() const { return m_terrain_cells * m_terrain_cellsize; } void add_grid_chunk(int Cx, int Cz); void remove_grid_chunk(int Cx, int Cz); // handles a click in chunk-edit mode (add a neighbour, or Shift = delete the clicked chunk) void handle_chunk_edit_click(bool DeleteMode); // commits authored terrain to disk, enables streaming, and exports the scenery void save_scene_with_terrain(); // commits authored terrain to disk and enables streaming void commit_terrain(); // writes the changes to the files of scenery opened for editing (Ctrl+S) void save(); // places include of specified scenery template at the cursor, in the active layer void place_include(std::string const &File, int RotationMode, float FixedRotation); // undo and redo of placing or removing an include: brings removed include back, or removes it void toggle_include(scene::instance_handle Instance); // makes specified include the selected one, 0 clears the selection void select_include(scene::instance_handle Instance); // writes parameter values of the selected include to its directive, and shows the outcome in the scene void apply_include(); // replaces directive of specified include, and the models shown for it void set_include_directive(scene::instance_handle Instance, std::string const &Directive); // undo and redo of an include snapshot void restore_include(EditorSnapshot &Snapshot); // gizmo for the selected include, limited to what the parameters of its template can express void render_include_gizmo(glm::mat4 const &View, glm::mat4 const &Projection, glm::dvec3 const &Camerapos); // exports the scenery in legacy (text) format, with layers hidden in the editor left out of the picture void export_scenery(); // raises/lowers terrain under the cursor while the left mouse button is held in sculpt mode void handle_terrain_sculpt(double Deltatime); // returns the terrain patch (if any) whose footprint covers the given world point editor_terrain *terrain_at(double X, double Z); // gathers every active terrain patch: manually-created ones plus streamed chunks std::vector active_terrains(); // samples the selected model instance's geometry into a new editable terrain patch, then removes it void capture_terrain(); std::vector> m_terrains; // grid-aligned manual chunks, keyed by (cx,cz) on the global chunk grid std::map, std::unique_ptr> m_grid_chunks; bool m_terrain_sculpt{false}; // when true, LMB sculpts terrain instead of picking bool m_chunk_edit{false}; // when true, LMB adds/removes whole chunks int m_terrain_cells{32}; // grid resolution (quads per side) int m_terrain_chunks{4}; // chunks per side for a chunked terrain float m_terrain_cellsize{2.0f}; // metres per quad float m_terrain_baseheight{0.0f}; // flat starting height float m_terrain_brush_radius{12.0f}; float m_terrain_brush_strength{4.0f}; // metres per second while held (one-shot for the buttons) float m_terrain_simplify_error{0.5f}; // flatness tolerance (m) for mesh simplification bool m_terrain_auto_optimize{false}; // auto-simplify edited chunks after sculpting settles double m_terrain_idle{0.0}; // seconds since the last sculpt edit (debounce timer) char m_terrain_texture[128]{""}; // optional ground texture name // streaming terrain that follows the camera (open-world); the editor shares the single // simulation-level instance so authored terrain also renders in the driver / other modes terrain_streamer &m_streamer{EditorTerrain}; int m_stream_radius{2}; bool m_stream_persist{true}; // save edited chunks to disk and load them back // geoportal orthophoto layer drawn under the other viewport overlays void render_orthophoto_ui(); void draw_orthophoto(); // picks up the stored settings and the origin of the current scenery void load_orthophoto_settings(); void save_orthophoto_settings(); editor_orthophoto m_orthophoto; std::string m_orthophoto_scenery; // scenery whose origin is loaded glm::dvec2 m_orthophoto_origin_edit{0.0}; // origin being typed in (northing, easting); applied when editing ends // hierarchy management void add_to_hierarchy(scene::basic_node *node); void remove_from_hierarchy(scene::basic_node *node); scene::basic_node* find_in_hierarchy(const std::string &uuid_str); scene::basic_node* find_node_by_any(scene::basic_node *node_ptr, const std::string &uuid_str, const std::string &name); // clear history/redo pointers that reference the given node (prevent dangling pointers) void nullify_history_pointers(scene::basic_node *node); void render_change_history(); void render_settings(); // area fill: scatters models from a package over a polygon outlined in the viewport void render_area_fill(); void draw_area_fill_outline() const; void add_area_fill_point(); void run_area_fill(); void undo_last_area_fill(); std::vector m_fill_points; // outline vertices (world space) in click order std::vector m_fill_last; // instances created by the most recent fill, for "Undo last fill" std::vector m_fill_custom; // user-assembled package of node templates int m_fill_custom_idx{-1}; model_set_ref m_fill_source; // manual = m_fill_custom, otherwise a user set or node bank group float m_fill_density{200.0f}; // objects per hectare float m_fill_min_spacing{2.0f}; // minimal distance between placed objects (m) bool m_fill_random_rotation{true}; // random yaw; otherwise the Functions panel rotation settings apply float m_fill_scale_min{1.0f}; float m_fill_scale_max{1.0f}; bool m_fill_models_as_ground{true}; // large model instances (terrain tiles) count as ground std::string m_fill_status; // result of the last fill, shown in the panel // ImGuizmo-based transform gizmo for the selected node enum class gizmo_operation { translate, rotate, scale }; void render_gizmo(); // gizmo settings, drawn in the toolset window void render_gizmo_options(); bool m_gizmo_enabled{true}; // master switch for the in-viewport gizmo bool m_gizmo_using{false}; // tracks an ongoing drag, so a single undo snapshot is taken per drag bool m_gizmo_local{false}; // manipulate in the object's local space instead of world space gizmo_operation m_gizmo_op{gizmo_operation::translate}; // current transform mode (translate/rotate/scale) float m_gizmo_snap{1.0f}; // translation snap step (metres) applied while Ctrl is held TTrack *selected_track() const; void render_track_ui(); void render_path_ui(); void draw_track_overlay() const; bool pick_track_handle(); void select_track(scene::basic_node *Node); void render_track_gizmo(); void commit_track_drag(bool const Force); void push_track_snapshot(std::vector> States, std::vector Created = {}); void restore_track_snapshot(EditorSnapshot const &Snapshot, std::vector &Opposite, bool const Undo); editor_track::point_ref m_track_point; std::vector m_track_drag; std::vector> m_track_drag_points; editor_track::snap_target m_track_snap; glm::dvec3 m_track_pivot{0.0}; glm::mat4 m_track_gizmo{1.0f}; bool m_track_gizmo_using{false}; bool m_track_dirty{false}; std::chrono::steady_clock::time_point m_track_last_commit; editor_track::state m_track_field_before; std::array, 3> m_track_materials{}; struct route_design { TTrack *from{nullptr}; TTrack *to{nullptr}; editor_track::chain chain; std::string error; std::string status; alignment::design design; alignment::result result; int vertex{-1}; int grip{-1}; }; void render_route_ui(); void route_reset(); bool route_from_curve(TTrack &Track); void route_update() { m_route.result = alignment::compute(m_route.design); } void route_apply(); void route_recommend(alignment::vertex &Vertex) const; void draw_route_overlay() const; bool pick_route_vertex(); void render_route_gizmo(); glm::dvec3 route_vertex_position(int const Vertex) const; bool route_active() const; route_design m_route; struct straights_state { editor_track::straight_tolerance tolerance; double minimum_length{50.0}; std::vector found; int listed{-1}; TTrack *current_for{nullptr}; editor_track::straight current; std::vector neighbours; std::vector spacings{3.5, 4.0, 4.5, 4.75, 5.0, 5.5, 6.0}; char filter[32]{}; int handle{-1}; bool dragging{false}; editor_track::straight drag_line; std::vector set; std::vector drag_lines; bool fitting{false}; editor_track::curve fit_before; editor_track::curve fit_after; std::vector> drag_states; glm::dvec3 preview_start{0.0}; glm::dvec3 preview_end{0.0}; glm::mat4 gizmo{1.0f}; glm::dvec3 edit_start{0.0}; glm::dvec3 edit_end{0.0}; double edit_length{0.0}; double edit_azimuth{0.0}; double distance{4.0}; double curve_radius{0.0}; bool auto_transitions{true}; double transition{0.0}; int tool{0}; bool tool_mouse{false}; std::vector detour; editor_track::straight detour_line; glm::dvec3 detour_mouse{0.0}; bool tool_placed{false}; bool tool_dragging{false}; double tool_at{0.0}; glm::dvec3 tool_point{0.0}; glm::dvec3 tool_handle{0.0}; editor_track::straight tool_line; glm::mat4 tool_gizmo{1.0f}; std::string status; }; void render_straights_ui(); void draw_straights_overlay() const; editor_track::straight const ¤t_straight(); bool straights_active(); bool pick_straight_handle(); void render_straight_gizmo(); void straight_apply(editor_track::straight const &Line, glm::dvec3 const &Start, glm::dvec3 const &End); void straights_apply(std::vector const &Lines, std::vector> const &Ends); bool in_straight_set(editor_track::straight const &Line) const; bool place_straight_tool(); void render_straight_tool_gizmo(); void apply_straight_tool(); double straight_tool_radius(editor_track::straight const &Line) const; void straight_reshape(editor_track::straight const &Line, double const From, double const To, std::function const &Tail, double const Radius); void straight_refresh(); bool start_curve_fit(editor_track::straight const &Line); void update_curve_fit(glm::dvec3 const &Start, glm::dvec3 const &End); void add_detour_point(); void apply_detour(); std::vector detour_outline() const; void find_neighbour_straights(); glm::dvec3 snap_straight_offset(editor_track::straight const &Line, glm::dvec3 const &Offset) const; glm::dvec3 snap_straight_direction(glm::dvec3 const &Pivot, glm::dvec3 const &Moved) const; straights_state m_straights; struct switch_tool { std::vector templates; bool collected{false}; int armed{-1}; bool placing{false}; double along{0.0}; glm::dvec3 point{0.0}; glm::dvec3 mouse{0.0}; editor_track::straight line; }; switch_tool m_switch; int m_turnout_template{0}; struct extend_tool { bool active{false}; TTrack *track{nullptr}; glm::dvec3 point{0.0}; glm::dvec2 direction{0.0, 1.0}; double grade{0.0}; glm::dvec3 mouse{0.0}; int path{0}; bool atend{true}; }; extend_tool m_extend; void render_switch_ui(); bool start_switch_placement(); void finish_switch_placement(); std::vector switch_preview() const; void insert_switch(editor_track::straight const &Line, double const Along, int const Direction, int const Side); bool place_switch_on_straight(editor_track::straight const &Line, editor_track::switch_template const &Shape, TTrack const *Style, double const Along, int const Direction, int const Side, bool const Snap, std::vector> &States, std::vector &Created, std::vector &Removed); struct crossover_plan { editor_track::straight target; editor_track::switch_template shape; double along{0.0}; int direction{1}; int side{1}; segment_data insert; std::vector paths; }; bool plan_crossover(crossover_plan &Plan) const; bool cut_straight(editor_track::straight const &Line, double const From, double const To, std::vector> &States, std::vector &Created, std::vector &Removed, TTrack **Style); bool insert_double_slip(editor_track::straight const &Line, glm::dvec3 const &Point, editor_track::switch_template const &Shape); bool start_extend(); void finish_extend(); std::vector extend_pieces() const; bool extend_snap(editor_track::snap_target &Target) const; void update_build_tools(); void draw_build_overlay() const; enum class track_tab { straights, route, path, turnout }; bool m_track_window_open{false}; void render_track_window(); void render_turnout_ui(); void render_path_parameters(TTrack &Track); void render_straight_ui(); track_tab m_track_tab{track_tab::straights}; int m_track_tab_request{-1}; void delete_selected_track(); void start_straight_gesture(int const Tool); void finish_straight_gesture(); void toggle_straight_set(TTrack &Track); void draw_track_hints(); bool m_route_tab{true}; bool m_route_gizmo_using{false}; glm::mat4 m_route_gizmo{1.0f}; float m_track_snap_radius{1.0f}; bool m_track_align_tangent{true}; bool m_track_drag_connected{true}; };