/* 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/. */ #include "stdafx.h" #include "application/editormode.h" #include "application/editoruilayer.h" #include "application/application.h" #include "editor/editorSettings.hpp" #include "utilities/Globals.h" #include "simulation/simulation.h" #include "simulation/simulationtime.h" #include "simulation/simulationenvironment.h" #include "utilities/Timer.h" #include "Console.h" #include "rendering/renderer.h" #include "model/AnimModel.h" #include "scene/scene.h" #include "imgui/imgui.h" #include "imgui/ImGuizmo.h" #include "utilities/Logs.h" #include #include #include #include #include // Static member initialization TCamera editor_mode::Camera; bool editor_mode::m_focus_active = false; bool editor_mode::m_change_history = false; bool editor_mode::m_settings_open = false; namespace { using vec3 = glm::vec3; using dvec2 = glm::dvec2; inline bool is_release(int state) { return state == GLFW_RELEASE; } inline bool is_press(int state) { return state == GLFW_PRESS; } } bool editor_mode::editormode_input::init() { return (mouse.init() && keyboard.init()); } void editor_mode::editormode_input::poll() { keyboard.poll(); } editor_mode::editor_mode() { m_userinterface = std::make_shared(); } editor_ui *editor_mode::ui() const { return static_cast(m_userinterface.get()); } bool editor_mode::init() { EditorSettings.load(); Camera.Init({0, 15, 0}, {glm::radians(-30.0), glm::radians(180.0), 0}, nullptr); return m_input.init(); } void editor_mode::apply_rotation_for_new_node(scene::basic_node *node, int rotation_mode, float fixed_rotation_value) { if (!node) return; if (rotation_mode == functions_panel::RANDOM) { const vec3 rotation{0.0f, LocalRandom(0.0, 360.0), 0.0f}; m_editor.rotate(node, rotation, 1); } else if (rotation_mode == functions_panel::FIXED) { const vec3 rotation{0.0f, fixed_rotation_value, 0.0f}; m_editor.rotate(node, rotation, 0); } } void editor_mode::start_focus(scene::basic_node *node, double duration) { if (!node) return; m_focus_active = true; m_focus_time = 0.0; m_focus_duration = duration; m_focus_start_pos = Camera.Pos; m_focus_start_angle = Camera.LookAt; m_focus_target_pos = node->location(); glm::dvec3 dir = m_focus_target_pos - m_focus_start_pos; double dist = glm::length(dir); m_focus_target_angle = m_focus_target_pos + glm::dvec3(10.0, 3.0, 10.0); } void editor_mode::handle_brush_mouse_hold(int Action, int Button) { auto const mode = ui()->mode(); auto const rotation_mode = ui()->rot_mode(); auto const fixed_rotation_value = ui()->rot_val(); if(mode != nodebank_panel::BRUSH) return; GfxRenderer->Pick_Node_Callback( [this, mode, rotation_mode, fixed_rotation_value, Action, Button](scene::basic_node * /*node*/) { const std::string *src = ui()->get_active_node_template(); if (!src) return; std::string name = "editor_"; glm::dvec3 newPos = clamp_mouse_offset_to_max(GfxRenderer->Mouse_Position()); double distance = glm::distance(newPos, oldPos); if (distance < ui()->getSpacing()) return; TAnimModel *cloned = simulation::State.create_model(*src, name, Camera.Pos + newPos); oldPos = newPos; if (!cloned) return; std::string new_name = "editor_" + cloned->uuid.to_string(); cloned->m_name = new_name; std::string as_text; cloned->export_as_text(as_text); push_snapshot(cloned, EditorSnapshot::Action::Add, as_text); m_node = cloned; apply_rotation_for_new_node(m_node, rotation_mode, fixed_rotation_value); ui()->set_node(m_node); }); } void editor_mode::add_to_hierarchy(scene::basic_node *node) { if (!node) return; scene::Hierarchy[node->uuid.to_string()] = node; } void editor_mode::remove_from_hierarchy(scene::basic_node *node) { if (!node) return; auto it = scene::Hierarchy.find(node->uuid.to_string()); if (it != scene::Hierarchy.end()) scene::Hierarchy.erase(it); } scene::basic_node* editor_mode::find_in_hierarchy(const std::string &uuid_str) { if (uuid_str.empty()) return nullptr; auto it = scene::Hierarchy.find(uuid_str); return (it != scene::Hierarchy.end()) ? it->second : nullptr; } scene::basic_node* editor_mode::find_node_by_any(scene::basic_node *node_ptr, const std::string &uuid_str, const std::string &name) { if (node_ptr) return node_ptr; if (!uuid_str.empty()) { auto *node = find_in_hierarchy(uuid_str); if (node) return node; } if (!name.empty()) { return simulation::Instances.find(name); } return nullptr; } void editor_mode::push_snapshot(scene::basic_node *node, EditorSnapshot::Action Action, std::string const &Serialized) { if (!node) return; if(m_max_history_size >= 0 && (int)m_history.size() >= m_max_history_size) { m_history.erase(m_history.begin(), m_history.begin() + ((int)m_history.size() - m_max_history_size + 1)); } EditorSnapshot snap; snap.action = Action; snap.node_name = node->name(); snap.position = node->location(); snap.uuid = node->uuid; if (auto *model = dynamic_cast(node)) { snap.rotation = model->Angles(); snap.scale = model->Scale(); } else { snap.rotation = glm::vec3(0.0f); snap.scale = glm::vec3(1.0f); } if (Action == EditorSnapshot::Action::Delete || Action == EditorSnapshot::Action::Add) { if (!Serialized.empty()) snap.serialized = Serialized; else node->export_as_text(snap.serialized); } snap.node_ptr = node; m_history.push_back(std::move(snap)); g_redo.clear(); } glm::dvec3 editor_mode::clamp_mouse_offset_to_max(const glm::dvec3 &offset) { double len = glm::length(offset); if (len <= static_cast(kMaxPlacementDistance) || len <= 1e-6) return offset; return glm::normalize(offset) * static_cast(kMaxPlacementDistance); } void editor_mode::nullify_history_pointers(scene::basic_node *node) { if (!node) return; for (auto &s : m_history) { if (s.node_ptr == node) s.node_ptr = nullptr; } for (auto &s : g_redo) { if (s.node_ptr == node) s.node_ptr = nullptr; } } void editor_mode::undo_last() { if (m_history.empty()) return; EditorSnapshot snap = m_history.back(); m_history.pop_back(); if (snap.action == EditorSnapshot::Action::Delete) { // undo delete -> recreate model EditorSnapshot redoSnap; redoSnap.action = EditorSnapshot::Action::Delete; redoSnap.node_name = snap.node_name; redoSnap.serialized = snap.serialized; redoSnap.position = snap.position; redoSnap.node_ptr = nullptr; g_redo.push_back(std::move(redoSnap)); TAnimModel *created = simulation::State.create_model(snap.serialized, snap.node_name, snap.position); if (created) { created->location(snap.position); created->Angles(snap.rotation); m_node = created; m_node->uuid = snap.uuid; // restore original UUID for better tracking (not strictly necessary) add_to_hierarchy(created); ui()->set_node(m_node); } return; } scene::basic_node *target = find_node_by_any(snap.node_ptr, snap.uuid.to_string(), snap.node_name); if (!target) return; EditorSnapshot current; current.action = snap.action; current.node_name = snap.node_name; current.node_ptr = target; current.position = target->location(); if (auto *model = dynamic_cast(target)) { current.rotation = model->Angles(); current.scale = model->Scale(); } else current.rotation = glm::vec3(0.0f); g_redo.push_back(std::move(current)); if (snap.action == EditorSnapshot::Action::Add) { // undo add -> delete the instance if (auto *model = dynamic_cast(target)) { nullify_history_pointers(model); remove_from_hierarchy(model); simulation::State.delete_model(model); m_node = nullptr; ui()->set_node(nullptr); } return; } target->location(snap.position); if (auto *model = dynamic_cast(target)) { glm::vec3 cur = model->Angles(); glm::vec3 delta = snap.rotation - cur; m_editor.rotate(target, delta, 0); model->Scale(snap.scale); } m_node = target; ui()->set_node(m_node); } void editor_mode::redo_last() { if (g_redo.empty()) return; EditorSnapshot snap = g_redo.back(); g_redo.pop_back(); // handle delete redo (re-delete) separately if (snap.action == EditorSnapshot::Action::Delete) { EditorSnapshot hist; hist.action = snap.action; hist.node_name = snap.node_name; hist.serialized = snap.serialized; hist.position = snap.position; hist.uuid = snap.uuid; m_history.push_back(std::move(hist)); scene::basic_node *target = simulation::Instances.find(snap.node_name); if (target) { if (auto *model = dynamic_cast(target)) { nullify_history_pointers(model); remove_from_hierarchy(model); simulation::State.delete_model(model); m_node = nullptr; ui()->set_node(nullptr); } } return; } scene::basic_node *target = find_node_by_any(snap.node_ptr, snap.uuid.to_string(), snap.node_name); EditorSnapshot hist; hist.action = snap.action; hist.node_name = snap.node_name; hist.node_ptr = target; if (target) { hist.position = target->location(); if (auto *model = dynamic_cast(target)) { hist.rotation = model->Angles(); hist.scale = model->Scale(); } hist.uuid = snap.uuid; } m_history.push_back(std::move(hist)); if (snap.action == EditorSnapshot::Action::Add) { TAnimModel *created = simulation::State.create_model(snap.serialized, snap.node_name, snap.position); if (created) { created->location(snap.position); created->Angles(snap.rotation); created->Scale(snap.scale); m_node = created; m_node->uuid = snap.uuid; ui()->set_node(m_node); if (!m_history.empty()) m_history.back().node_ptr = created; } return; } if (!target) return; // apply redo position target->location(snap.position); if (auto *model = dynamic_cast(target)) { glm::vec3 cur = model->Angles(); glm::vec3 delta = snap.rotation - cur; m_editor.rotate(target, delta, 0); model->Scale(snap.scale); } m_node = target; ui()->set_node(m_node); } bool editor_mode::update() { Timer::UpdateTimers(true); simulation::State.update_clocks(); simulation::Environment.update(); auto const deltarealtime = Timer::GetDeltaRenderTime(); // fixed step render time routines (50 Hz) fTime50Hz += deltarealtime; // accumulate even when paused to keep frame reads stable while (fTime50Hz >= 1.0 / 50.0) { #ifdef _WIN32 Console::Update(); #endif m_userinterface->update(); // update brush settings visibility depending on panel mode ui()->toggleBrushSettings(ui()->mode() == nodebank_panel::BRUSH); if (mouseHold) { // process continuous brush placement if(ui()->mode() == nodebank_panel::BRUSH) handle_brush_mouse_hold(GLFW_REPEAT, GLFW_MOUSE_BUTTON_LEFT); } // decelerate camera velocity with thresholding Camera.Velocity *= 0.65f; if (std::abs(Camera.Velocity.x) < 0.01) Camera.Velocity.x = 0.0; if (std::abs(Camera.Velocity.y) < 0.01) Camera.Velocity.y = 0.0; if (std::abs(Camera.Velocity.z) < 0.01) Camera.Velocity.z = 0.0; fTime50Hz -= 1.0 / 50.0; } // variable step routines update_camera(deltarealtime); simulation::Region->update_sounds(); audio::renderer.update(Global.iPause ? 0.0 : deltarealtime); GfxRenderer->Update(deltarealtime); simulation::is_ready = true; // --- ImGuizmo: in-viewport transform gizmo for the selected node --- render_gizmo(); // --- ImGui: Editor Settings & History windows --- if(m_settings_open) render_settings(); if(!m_change_history) return true; render_change_history(); return true; } void editor_mode::render_settings() { ImGui::Begin("Editor Settings", &m_settings_open, ImGuiWindowFlags_AlwaysAutoResize); ImGui::TextUnformatted("Camera movement"); const char *schemes[] = {"WSAD (new)", "Arrows (legacy)"}; int current = (EditorSettings.movement() == editorSettings::movement_scheme::legacy) ? 1 : 0; if (ImGui::Combo("##movement_scheme", ¤t, schemes, IM_ARRAYSIZE(schemes))) { EditorSettings.movement(current == 1 ? editorSettings::movement_scheme::legacy : editorSettings::movement_scheme::wsad); m_input.keyboard.apply_scheme(); EditorSettings.save(); } ImGui::Separator(); ImGui::Checkbox("Transform gizmo (ImGuizmo)", &m_gizmo_enabled); ImGui::End(); } void editor_mode::render_gizmo() { if (!m_gizmo_enabled) { m_gizmo_using = false; return; } // compact control window: lets the user pick the transform mode without keyboard shortcuts ImGui::Begin("Gizmo", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing); int op = static_cast(m_gizmo_op); ImGui::RadioButton("Translate (Q)", &op, static_cast(gizmo_operation::translate)); ImGui::SameLine(); ImGui::RadioButton("Rotate (W)", &op, static_cast(gizmo_operation::rotate)); ImGui::SameLine(); ImGui::RadioButton("Scale (E)", &op, static_cast(gizmo_operation::scale)); m_gizmo_op = static_cast(op); if (m_gizmo_op != gizmo_operation::scale) // ImGuizmo always scales in local space ImGui::Checkbox("Local space (R)", &m_gizmo_local); if (m_gizmo_op == gizmo_operation::translate) { ImGui::SetNextItemWidth(120.0f); ImGui::InputFloat("Snap (hold Ctrl)", &m_gizmo_snap); if (m_gizmo_snap < 0.0f) m_gizmo_snap = 0.0f; } if (!m_node) ImGui::TextDisabled("No node selected"); ImGui::End(); if (!m_node) { m_gizmo_using = false; return; } ImGuizmo::BeginFrame(); ImGuizmo::SetOrthographic(false); ImGuiIO const &io = ImGui::GetIO(); ImGuizmo::SetRect(0.0f, 0.0f, io.DisplaySize.x, io.DisplaySize.y); // the view matrix comes from the most recent color pass and is camera-relative // (rotation only), so the gizmo is positioned relative to the camera as well. glm::mat4 const view = GfxRenderer->Camera_View_Matrix(); glm::dvec3 const camerapos = GfxRenderer->Camera_Position(); // the engine's own projection bakes in reverse-Z (and screen orientation), which ImGuizmo // doesn't expect; rebuild a clean, standard perspective that matches the rendered view. // for the main viewport the engine uses a symmetric frustum with this exact fov/aspect. float const fovy = glm::radians(Global.FieldOfView / Global.ZoomFactor); float const aspect = (io.DisplaySize.y > 0.0f) ? (io.DisplaySize.x / io.DisplaySize.y) : 1.0f; glm::mat4 const projection = glm::perspective(fovy, aspect, 0.1f, 10000.0f); // rotation/scale are only meaningful for instanced models; other node types translate only TAnimModel *model = dynamic_cast(m_node); glm::vec3 const relativepos = glm::vec3(m_node->location() - camerapos); glm::vec3 const angles = model ? model->Angles() : glm::vec3(0.0f); glm::vec3 const scalevec = model ? model->Scale() : glm::vec3(1.0f); // build the gizmo model matrix from the node's current translation + rotation + scale float const translation[3] = {relativepos.x, relativepos.y, relativepos.z}; float const rotation[3] = {angles.x, angles.y, angles.z}; float const scale[3] = {scalevec.x, scalevec.y, scalevec.z}; glm::mat4 matrix(1.0f); ImGuizmo::RecomposeMatrixFromComponents(translation, rotation, scale, glm::value_ptr(matrix)); // map the editor's transform mode onto ImGuizmo; fall back to translate for non-models ImGuizmo::OPERATION operation = ImGuizmo::TRANSLATE; EditorSnapshot::Action action = EditorSnapshot::Action::Move; if (model && m_gizmo_op == gizmo_operation::rotate) { operation = ImGuizmo::ROTATE; action = EditorSnapshot::Action::Rotate; } else if (model && m_gizmo_op == gizmo_operation::scale) { operation = ImGuizmo::SCALE; action = EditorSnapshot::Action::Scale; } ImGuizmo::MODE const mode = m_gizmo_local ? ImGuizmo::LOCAL : ImGuizmo::WORLD; // optional snapping while Ctrl is held (metres / degrees / scale factor depending on mode) glm::vec3 snapvalue(0.0f); if (operation == ImGuizmo::TRANSLATE) snapvalue = glm::vec3(m_gizmo_snap); else if (operation == ImGuizmo::ROTATE) snapvalue = glm::vec3(5.0f); else snapvalue = glm::vec3(0.1f); float const *snap = (Global.ctrlState && snapvalue.x > 0.0f) ? glm::value_ptr(snapvalue) : nullptr; ImGuizmo::Manipulate(glm::value_ptr(view), glm::value_ptr(projection), operation, mode, glm::value_ptr(matrix), nullptr, snap); if (ImGuizmo::IsUsing()) { // record a single undo snapshot at the start of the drag if (!m_gizmo_using) { push_snapshot(m_node, action); m_gizmo_using = true; } float newtranslation[3], newrotation[3], newscale[3]; ImGuizmo::DecomposeMatrixToComponents(glm::value_ptr(matrix), newtranslation, newrotation, newscale); if (operation == ImGuizmo::ROTATE && model) { // apply the rotation delta relative to the model's current orientation glm::vec3 const newangles(newrotation[0], newrotation[1], newrotation[2]); m_editor.rotate(model, newangles - model->Angles(), 0.0f); } else if (operation == ImGuizmo::SCALE && model) { model->Scale(glm::vec3(newscale[0], newscale[1], newscale[2])); } else { glm::dvec3 const newworldpos = camerapos + glm::dvec3(newtranslation[0], newtranslation[1], newtranslation[2]); // pass Snaptoground == true so the gizmo's Y component is applied (free 3D move) m_editor.translate(m_node, newworldpos, true); } } else { m_gizmo_using = false; } } void editor_mode::update_camera(double const Deltatime) { // account for keyboard-driven motion // if focus animation active, interpolate camera toward target if (m_focus_active) { m_focus_time += Deltatime; double t = m_focus_duration > 0.0 ? (m_focus_time / m_focus_duration) : 1.0; if (t >= 1.0) t = 1.0; // smoothstep easing double s = t * t * (3.0 - 2.0 * t); Camera.Pos = glm::mix(m_focus_start_pos, m_focus_target_pos, s); Camera.LookAt = glm::mix(m_focus_start_angle, m_focus_target_angle, s); if (t >= 1.0) m_focus_active = false; } Camera.Update(); // reset window state (will be set again if UI requires it) Global.CabWindowOpen = false; // publish camera back to global copy Global.pCamera = Camera; } void editor_mode::enter() { m_statebackup = {Global.pCamera, FreeFlyModeFlag, Global.ControlPicking}; Camera = Global.pCamera; if (!FreeFlyModeFlag) { auto const *vehicle = Camera.m_owner; if (vehicle) { const int cab = (vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied); const glm::dvec3 left = vehicle->VectorLeft() * (double)cab; Camera.Pos = glm::dvec3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + glm::dvec3(1.25f * left.x, 1.6f, 1.25f * left.z); Camera.m_owner = nullptr; Camera.LookAt = vehicle->GetPosition(); Camera.RaLook(); // single camera reposition FreeFlyModeFlag = true; } } Global.ControlPicking = true; EditorModeFlag = true; Application.set_cursor(GLFW_CURSOR_NORMAL); } void editor_mode::exit() { EditorModeFlag = false; Global.ControlPicking = m_statebackup.picking; FreeFlyModeFlag = m_statebackup.freefly; Global.pCamera = m_statebackup.camera; g_redo.clear(); m_history.clear(); // drop selection so a stale/dangling node pointer isn't used on the next editor session m_node = nullptr; m_gizmo_using = false; ui()->set_node(nullptr); Application.set_cursor((Global.ControlPicking ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED)); if (!Global.ControlPicking) { Application.set_cursor_pos(0, 0); } } void editor_mode::on_key(int const Key, int const Scancode, int const Action, int const Mods) { #ifndef __unix__ Global.shiftState = (Mods & GLFW_MOD_SHIFT) ? true : false; Global.ctrlState = (Mods & GLFW_MOD_CONTROL) ? true : false; Global.altState = (Mods & GLFW_MOD_ALT) ? true : false; #endif bool anyModifier = Mods & (GLFW_MOD_SHIFT | GLFW_MOD_CONTROL | GLFW_MOD_ALT); // first give UI a chance to handle the key if (!anyModifier && m_userinterface->on_key(Key, Action)) return; // gizmo transform shortcuts (Q/W/E/R) — only when the camera isn't being flown (RMB up). // handled before the camera keyboard step because Q/W/E are also the fly-mode movement keys, // which would otherwise consume them. if (!anyModifier && is_press(Action) && m_input.mouse.button(GLFW_MOUSE_BUTTON_RIGHT) != GLFW_PRESS) { bool handled = true; switch (Key) { case GLFW_KEY_Q: m_gizmo_op = gizmo_operation::translate; break; case GLFW_KEY_W: m_gizmo_op = gizmo_operation::rotate; break; case GLFW_KEY_E: m_gizmo_op = gizmo_operation::scale; break; case GLFW_KEY_R: m_gizmo_local = !m_gizmo_local; break; default: handled = false; break; } if (handled) return; } // then internal input handling if (m_input.keyboard.key(Key, Action)) return; if (Action == GLFW_RELEASE) return; // shortcuts: undo/redo if (Global.ctrlState && Key == GLFW_KEY_Z && is_press(Action)) { undo_last(); return; } if (Global.ctrlState && Key == GLFW_KEY_Y && is_press(Action)) { redo_last(); return; } // legacy hardcoded keyboard commands switch (Key) { case GLFW_KEY_F11: if (Action != GLFW_PRESS) break; if (!Global.ctrlState && !Global.shiftState) { Application.pop_mode(); } else if (Global.ctrlState && Global.shiftState) { simulation::State.export_as_text(Global.SceneryFile); } break; case GLFW_KEY_F12: if (Global.ctrlState && Global.shiftState && is_press(Action)) { DebugModeFlag = !DebugModeFlag; } break; case GLFW_KEY_DELETE: if (is_press(Action)) { TAnimModel *model = dynamic_cast(m_node); if (model) { // record deletion for undo (serialize full node) std::string as_text; model->export_as_text(as_text); std::string debug = "Deleting node: " + as_text + "\nSerialized data:\n"; push_snapshot(model, EditorSnapshot::Action::Delete, as_text); WriteLog(debug, logtype::generic); // clear history pointers referencing this model before actually deleting it nullify_history_pointers(model); remove_from_hierarchy(model); m_node = nullptr; m_dragging = false; ui()->set_node(nullptr); simulation::State.delete_model(model); } } break; case GLFW_KEY_F: if (is_press(Action)) { if(!m_node) break; // start smooth focus camera on selected node start_focus(m_node, 0.6); } break; default: break; } } void editor_mode::on_cursor_pos(double const Horizontal, double const Vertical) { // object transforms are handled by the gizmo now; here we only forward the cursor to the // mouse input, which rotates the camera while the right mouse button is held (panning mode) m_input.mouse.position(Horizontal, Vertical); } void editor_mode::on_mouse_button(int const Button, int const Action, int const Mods) { // UI first if (m_userinterface->on_mouse_button(Button, Action)) { m_input.mouse.button(Button, Action); return; } if (Button == GLFW_MOUSE_BUTTON_LEFT) { auto const mode = ui()->mode(); auto const rotation_mode = ui()->rot_mode(); auto const fixed_rotation_value = ui()->rot_val(); if (is_press(Action)) { mouseHold = true; m_node = nullptr; // delegate node picking behaviour depending on current panel mode GfxRenderer->Pick_Node_Callback( [this, mode, rotation_mode, fixed_rotation_value](scene::basic_node *node) { // ignore picks that are beyond allowed placement distance if (node) { double const dist = glm::distance(node->location(), glm::dvec3{Global.pCamera.Pos}); if (dist > static_cast(kMaxPlacementDistance)) return; } if (mode == nodebank_panel::MODIFY) { if (!m_dragging) return; m_node = node; ui()->set_node(m_node); } else if (mode == nodebank_panel::COPY) { if (node && typeid(*node) == typeid(TAnimModel)) { std::string as_text; node->export_as_text(as_text); ui()->add_node_template(as_text); } m_dragging = false; } else if (mode == nodebank_panel::ADD) { const std::string *src = ui()->get_active_node_template(); if (!src) return; std::string name = "editor_"; glm::dvec3 mouseOffset = clamp_mouse_offset_to_max(GfxRenderer->Mouse_Position()); TAnimModel *cloned = simulation::State.create_model(*src, name, Camera.Pos + mouseOffset); if (!cloned) return; // record addition for undo std::string as_text; std::string new_name = "editor_" + cloned->uuid.to_string(); cloned->m_name = new_name; cloned->export_as_text(as_text); push_snapshot(cloned, EditorSnapshot::Action::Add, as_text); if (!m_dragging) return; m_node = cloned; apply_rotation_for_new_node(m_node, rotation_mode, fixed_rotation_value); ui()->set_node(m_node); } }); m_dragging = true; m_takesnapshot = true; } else { if (is_release(Action)) mouseHold = false; m_dragging = false; } } else if (Button == GLFW_MOUSE_BUTTON_RIGHT) { // game-engine style look: hide & grab the cursor while flying, restore it on release Application.set_cursor(is_press(Action) ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL); } m_input.mouse.button(Button, Action); } void editor_mode::render_change_history(){ ImGui::Begin("Editor History", &m_change_history, ImGuiWindowFlags_AlwaysAutoResize); int maxsize = m_max_history_size; if (ImGui::InputInt("Max history size", &maxsize)) { m_max_history_size = std::max(0, maxsize); if ((int)m_history.size() > m_max_history_size && m_max_history_size >= 0) { auto remove_count = (int)m_history.size() - m_max_history_size; m_history.erase(m_history.begin(), m_history.begin() + remove_count); // adjust selected index if (m_selected_history_idx >= (int)m_history.size()) m_selected_history_idx = (int)m_history.size() - 1; } } float dist = kMaxPlacementDistance; if (ImGui::InputFloat("Max placement distance", &dist)) { kMaxPlacementDistance = std::max(0.0f, dist); } ImGui::Separator(); ImGui::Text("History (newest at end): %zu entries", m_history.size()); ImGui::BeginChild("history_list", ImVec2(400, 200), true); for (int i = 0; i < (int)m_history.size(); ++i) { auto &s = m_history[i]; char buf[256]; std::snprintf(buf, sizeof(buf), "%3d: %s %s pos=(%.1f,%.1f,%.1f)", i, (s.action == EditorSnapshot::Action::Add) ? "ADD" : (s.action == EditorSnapshot::Action::Delete) ? "DEL" : (s.action == EditorSnapshot::Action::Move) ? "MOV" : (s.action == EditorSnapshot::Action::Rotate) ? "ROT" : (s.action == EditorSnapshot::Action::Scale) ? "SCA" : "OTH", s.node_name.empty() ? "(noname)" : s.node_name.c_str(), s.position.x, s.position.y, s.position.z); if (ImGui::Selectable(buf, m_selected_history_idx == i)) m_selected_history_idx = i; } ImGui::EndChild(); ImGui::Separator(); if (ImGui::Button("Clear History")) { m_history.clear(); g_redo.clear(); m_selected_history_idx = -1; } ImGui::SameLine(); ImGui::SameLine(); if (ImGui::Button("Undo Selected")) { if (m_selected_history_idx >= 0 && m_selected_history_idx < (int)m_history.size()) { int target = m_selected_history_idx; int undoCount = (int)m_history.size() - 1 - target; for (int k = 0; k < undoCount; ++k) undo_last(); m_selected_history_idx = -1; } } ImGui::End(); } void editor_mode::on_event_poll() { // game-engine style camera: WSAD/EQ only fly the camera while the right mouse button is held. // when it's released the keyboard is free for gizmo shortcuts, and we flush a zero-movement // command once so the camera doesn't keep coasting on the last velocity it was given. bool const flying = (m_input.mouse.button(GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS); if (flying) { m_input.poll(); } else if (m_camera_flying) { m_camera_relay.post(user_command::movehorizontal, 0.0, 0.0, GLFW_PRESS, 0); m_camera_relay.post(user_command::movevertical, 0.0, 0.0, GLFW_PRESS, 0); } m_camera_flying = flying; } bool editor_mode::is_command_processor() const { return false; } bool editor_mode::focus_active() { return m_focus_active; } void editor_mode::set_focus_active(bool isActive) { m_focus_active = isActive; }