mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
1752 lines
61 KiB
C++
1752 lines
61 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "application/editormode.h"
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#include "application/editoruilayer.h"
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#include "application/application.h"
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#include "editor/editorSettings.hpp"
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#include "utilities/Globals.h"
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#include "simulation/simulation.h"
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#include "simulation/simulationtime.h"
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#include "simulation/simulationenvironment.h"
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#include "utilities/Timer.h"
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#include "Console.h"
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#include "rendering/renderer.h"
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#include "model/AnimModel.h"
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#include "model/Model3d.h"
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#include "utilities/Float3d.h"
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#include "scene/scene.h"
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#include "imgui/imgui.h"
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#include "imgui/ImGuizmo.h"
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#include "utilities/Logs.h"
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <array>
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#include <cmath>
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#include <functional>
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#include <limits>
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#include <vector>
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// Static member initialization
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TCamera editor_mode::Camera;
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bool editor_mode::m_focus_active = false;
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bool editor_mode::m_change_history = false;
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bool editor_mode::m_settings_open = false;
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namespace
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{
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using vec3 = glm::vec3;
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using dvec2 = glm::dvec2;
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inline bool is_release(int state)
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{
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return state == GLFW_RELEASE;
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}
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inline bool is_press(int state)
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{
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return state == GLFW_PRESS;
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}
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// tests whether the vertical line through (Px,Pz) passes over triangle abc; if so returns the
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// surface height at that point through OutY. used by the "snap to ground" (END) feature.
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inline bool triangle_height_at(glm::dvec3 const &a, glm::dvec3 const &b, glm::dvec3 const &c,
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double const Px, double const Pz, double &OutY)
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{
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double const ux = b.x - a.x, uz = b.z - a.z;
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double const vx = c.x - a.x, vz = c.z - a.z;
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double const wx = Px - a.x, wz = Pz - a.z;
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double const den = ux * vz - vx * uz;
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if (std::abs(den) < 1e-9)
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return false; // degenerate or vertical triangle, no defined height
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double const s = (wx * vz - vx * wz) / den;
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double const t = (ux * wz - wx * uz) / den;
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if (s < 0.0 || t < 0.0 || (s + t) > 1.0)
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return false;
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OutY = a.y + s * (b.y - a.y) + t * (c.y - a.y);
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return true;
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}
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using world_triangle = std::array<glm::dvec3, 3>;
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// walks a model's submodel tree (mirroring the renderer's transform chain) and appends every
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// mesh triangle, in world space, to Out. siblings are iterated to avoid deep recursion.
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void gather_submodel_triangles(TSubModel *Submodel, glm::dmat4 const &M, std::vector<world_triangle> &Out)
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{
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for (TSubModel *sub = Submodel; sub != nullptr; sub = sub->Next)
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{
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glm::dmat4 mlocal = M;
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if ((sub->iFlags & 0xC000) && (sub->GetMatrix() != nullptr))
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mlocal = M * glm::dmat4(glm::make_mat4(sub->GetMatrix()->readArray()));
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if (sub->eType < TP_ROTATOR) // a drawable mesh, not a rotator/light/etc.
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{
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auto const handle = sub->m_geometry.handle;
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if (handle.bank != 0 || handle.chunk != 0)
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{
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auto const &verts = GfxRenderer->Vertices(handle);
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auto const &indices = GfxRenderer->Indices(handle);
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auto const to_world = [&](gfx::basic_vertex const &v) {
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return glm::dvec3(mlocal * glm::dvec4(glm::dvec3(v.position), 1.0));
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};
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if (false == indices.empty())
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{
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for (std::size_t i = 0; i + 2 < indices.size(); i += 3)
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Out.push_back({to_world(verts[indices[i]]), to_world(verts[indices[i + 1]]), to_world(verts[indices[i + 2]])});
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}
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else
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{
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for (std::size_t i = 0; i + 2 < verts.size(); i += 3)
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Out.push_back({to_world(verts[i]), to_world(verts[i + 1]), to_world(verts[i + 2])});
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}
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}
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}
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if (sub->Child != nullptr)
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gather_submodel_triangles(sub->Child, mlocal, Out); // children inherit this matrix
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}
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}
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}
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bool editor_mode::editormode_input::init()
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{
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return (mouse.init() && keyboard.init());
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}
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void editor_mode::editormode_input::poll()
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{
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keyboard.poll();
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}
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editor_mode::editor_mode() {
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m_userinterface = std::make_shared<editor_ui>();
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}
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editor_ui *editor_mode::ui() const
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{
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return static_cast<editor_ui *>(m_userinterface.get());
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}
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bool editor_mode::init()
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{
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EditorSettings.load();
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Camera.Init({0, 15, 0}, {glm::radians(-30.0), glm::radians(180.0), 0}, nullptr);
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return m_input.init();
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}
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void editor_mode::apply_rotation_for_new_node(scene::basic_node *node, int rotation_mode, float fixed_rotation_value)
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{
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if (!node)
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return;
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if (rotation_mode == functions_panel::RANDOM)
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{
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const vec3 rotation{0.0f, LocalRandom(0.0, 360.0), 0.0f};
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m_editor.rotate(node, rotation, 1);
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}
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else if (rotation_mode == functions_panel::FIXED)
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{
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const vec3 rotation{0.0f, fixed_rotation_value, 0.0f};
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m_editor.rotate(node, rotation, 0);
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}
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}
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void editor_mode::start_focus(scene::basic_node *node, double duration)
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{
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if (!node)
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return;
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glm::dvec3 const center = node->location();
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// distance that frames the object's bounding sphere within the vertical FOV, with some margin
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double const radius = std::max(1.0, static_cast<double>(node->radius()));
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double const fovy = glm::radians(static_cast<double>(Global.FieldOfView) / std::max(0.01, static_cast<double>(Global.ZoomFactor)));
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double distance = (radius / std::tan(fovy * 0.5)) * 1.6;
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distance = std::clamp(distance, radius * 1.5, static_cast<double>(kMaxPlacementDistance));
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// keep the camera on the side it currently views from, so the move turns toward the object
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// rather than flying around it; fall back to a pleasant 3/4 direction when sitting on top of it
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glm::dvec3 dir = Camera.Pos - center;
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double const len = glm::length(dir);
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dir = (len > 1e-3) ? dir / len : glm::normalize(glm::dvec3(1.0, 0.5, 1.0));
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m_focus_start_pos = Camera.Pos;
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m_focus_start_angle = Camera.Angle;
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m_focus_target_pos = center + dir * distance;
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// target orientation looks from the target position straight at the object
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glm::dvec3 look = center - m_focus_target_pos;
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double const looklen = glm::length(look);
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if (looklen > 1e-6)
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look /= looklen;
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m_focus_target_angle = glm::vec3(
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static_cast<float>(std::asin(glm::clamp(look.y, -1.0, 1.0))), // pitch
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static_cast<float>(std::atan2(-look.x, -look.z)), // yaw
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0.0f); // roll
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m_focus_active = true;
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m_focus_time = 0.0;
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m_focus_duration = duration;
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}
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void editor_mode::snap_to_ground(scene::basic_node *node)
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{
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if (!node || !simulation::Region)
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return;
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glm::dvec3 const origin = node->location();
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if (!simulation::Region->point_inside(origin))
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return;
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// small tolerance so a node already resting on a surface still snaps cleanly to it
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double const epsilon = 0.05;
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double bestY = -std::numeric_limits<double>::max();
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bool found = false;
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// record the highest surface that is at or below the node's current position at its (x,z)
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auto consider_triangle = [&](glm::dvec3 const &a, glm::dvec3 const &b, glm::dvec3 const &c) {
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double y;
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if (triangle_height_at(a, b, c, origin.x, origin.z, y) && y <= origin.y + epsilon && y > bestY)
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{
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bestY = y;
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found = true;
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}
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};
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auto consider_shapes = [&](std::vector<scene::shape_node> const &shapes) {
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for (auto const &shape : shapes)
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{
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// quick reject: skip shapes whose bounding circle doesn't cover our (x,z) column
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auto const &sdata = shape.data();
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double const sdx = origin.x - sdata.area.center.x;
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double const sdz = origin.z - sdata.area.center.z;
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if (sdx * sdx + sdz * sdz > static_cast<double>(sdata.area.radius) * sdata.area.radius)
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continue;
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auto const &verts = sdata.vertices;
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for (std::size_t i = 0; i + 2 < verts.size(); i += 3)
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consider_triangle(verts[i].position, verts[i + 1].position, verts[i + 2].position);
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}
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};
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scene::basic_section &sec = simulation::Region->section(origin);
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// section level holds the large opaque geometry, including legacy terrain
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consider_shapes(sec.m_shapes);
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// scan a 3x3 neighbourhood of cells for smaller geometry and other model instances below us
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for (int dz = -1; dz <= 1; ++dz)
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for (int dx = -1; dx <= 1; ++dx)
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{
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scene::basic_cell &cell = sec.cell(origin, glm::ivec2(dx, dz));
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consider_shapes(cell.m_shapesopaque);
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consider_shapes(cell.m_shapestranslucent);
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// other instances are approximated by their bounding sphere, so a node can rest on top of them
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for (auto *inst : cell.m_instancesopaque)
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{
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if (!inst || inst == node)
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continue;
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glm::dvec3 const ic = inst->location();
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double const r = static_cast<double>(inst->radius());
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double const idx = origin.x - ic.x, idz = origin.z - ic.z;
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double const horiz2 = idx * idx + idz * idz;
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if (horiz2 < r * r)
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{
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double const ytop = ic.y + std::sqrt(r * r - horiz2);
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if (ytop <= origin.y + epsilon && ytop > bestY)
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{
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bestY = ytop;
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found = true;
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}
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}
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}
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}
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// editable terrain patches keep their heightmap on the CPU, so query them directly
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for (editor_terrain *terrain : active_terrains())
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{
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if (!terrain->contains(origin.x, origin.z))
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continue;
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double const y = terrain->height_at(origin.x, origin.z);
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if (y <= origin.y + epsilon && y > bestY)
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{
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bestY = y;
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found = true;
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}
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}
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if (!found)
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return;
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push_snapshot(node, EditorSnapshot::Action::Move);
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glm::dvec3 target = origin;
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target.y = bestY;
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m_editor.translate(node, target, true); // true == apply the computed Y (free vertical move)
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}
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void editor_mode::handle_brush_mouse_hold(int Action, int Button)
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{
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auto const mode = ui()->mode();
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auto const rotation_mode = ui()->rot_mode();
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auto const fixed_rotation_value = ui()->rot_val();
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if(mode != nodebank_panel::BRUSH)
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return;
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GfxRenderer->Pick_Node_Callback(
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[this, mode, rotation_mode, fixed_rotation_value, Action, Button](scene::basic_node * /*node*/) {
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const std::string *src = ui()->get_active_node_template();
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if (!src)
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return;
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std::string name = "editor_";
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glm::dvec3 newPos = clamp_mouse_offset_to_max(GfxRenderer->Mouse_Position());
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double distance = glm::distance(newPos, oldPos);
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if (distance < ui()->getSpacing())
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return;
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TAnimModel *cloned = simulation::State.create_model(*src, name, Camera.Pos + newPos);
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oldPos = newPos;
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if (!cloned)
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return;
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std::string new_name = "editor_" + cloned->uuid.to_string();
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cloned->m_name = new_name;
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std::string as_text;
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cloned->export_as_text(as_text);
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push_snapshot(cloned, EditorSnapshot::Action::Add, as_text);
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m_node = cloned;
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apply_rotation_for_new_node(m_node, rotation_mode, fixed_rotation_value);
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ui()->set_node(m_node);
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});
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}
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void editor_mode::add_to_hierarchy(scene::basic_node *node)
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{
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if (!node) return;
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scene::Hierarchy[node->uuid.to_string()] = node;
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}
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void editor_mode::remove_from_hierarchy(scene::basic_node *node)
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{
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if (!node) return;
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auto it = scene::Hierarchy.find(node->uuid.to_string());
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if (it != scene::Hierarchy.end())
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scene::Hierarchy.erase(it);
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}
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scene::basic_node* editor_mode::find_in_hierarchy(const std::string &uuid_str)
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{
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if (uuid_str.empty()) return nullptr;
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auto it = scene::Hierarchy.find(uuid_str);
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return (it != scene::Hierarchy.end()) ? it->second : nullptr;
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}
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scene::basic_node* editor_mode::find_node_by_any(scene::basic_node *node_ptr, const std::string &uuid_str, const std::string &name)
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{
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if (node_ptr) return node_ptr;
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if (!uuid_str.empty()) {
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auto *node = find_in_hierarchy(uuid_str);
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if (node) return node;
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}
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if (!name.empty()) {
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return simulation::Instances.find(name);
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}
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return nullptr;
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}
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void editor_mode::push_snapshot(scene::basic_node *node, EditorSnapshot::Action Action, std::string const &Serialized)
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{
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if (!node)
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return;
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if(m_max_history_size >= 0 && (int)m_history.size() >= m_max_history_size)
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{
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m_history.erase(m_history.begin(), m_history.begin() + ((int)m_history.size() - m_max_history_size + 1));
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}
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EditorSnapshot snap;
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snap.action = Action;
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snap.node_name = node->name();
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snap.position = node->location();
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snap.uuid = node->uuid;
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if (auto *model = dynamic_cast<TAnimModel *>(node))
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{
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snap.rotation = model->Angles();
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snap.scale = model->Scale();
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}
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else
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{
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snap.rotation = glm::vec3(0.0f);
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snap.scale = glm::vec3(1.0f);
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}
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if (Action == EditorSnapshot::Action::Delete || Action == EditorSnapshot::Action::Add)
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{
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if (!Serialized.empty())
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snap.serialized = Serialized;
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else
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node->export_as_text(snap.serialized);
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}
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snap.node_ptr = node;
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m_history.push_back(std::move(snap));
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g_redo.clear();
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}
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glm::dvec3 editor_mode::clamp_mouse_offset_to_max(const glm::dvec3 &offset)
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{
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double len = glm::length(offset);
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if (len <= static_cast<double>(kMaxPlacementDistance) || len <= 1e-6)
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return offset;
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return glm::normalize(offset) * static_cast<double>(kMaxPlacementDistance);
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}
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void editor_mode::nullify_history_pointers(scene::basic_node *node)
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{
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if (!node)
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return;
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for (auto &s : m_history)
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{
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if (s.node_ptr == node)
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s.node_ptr = nullptr;
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}
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for (auto &s : g_redo)
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{
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if (s.node_ptr == node)
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s.node_ptr = nullptr;
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}
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}
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void editor_mode::undo_last()
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{
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if (m_history.empty())
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return;
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EditorSnapshot snap = m_history.back();
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m_history.pop_back();
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if (snap.action == EditorSnapshot::Action::Delete)
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{
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// undo delete -> recreate model
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EditorSnapshot redoSnap;
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redoSnap.action = EditorSnapshot::Action::Delete;
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redoSnap.node_name = snap.node_name;
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redoSnap.serialized = snap.serialized;
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redoSnap.position = snap.position;
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redoSnap.node_ptr = nullptr;
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g_redo.push_back(std::move(redoSnap));
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TAnimModel *created = simulation::State.create_model(snap.serialized, snap.node_name, snap.position);
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if (created)
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{
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created->location(snap.position);
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created->Angles(snap.rotation);
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m_node = created;
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m_node->uuid = snap.uuid; // restore original UUID for better tracking (not strictly necessary)
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add_to_hierarchy(created);
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ui()->set_node(m_node);
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}
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return;
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}
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scene::basic_node *target = find_node_by_any(snap.node_ptr, snap.uuid.to_string(), snap.node_name);
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if (!target)
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return;
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EditorSnapshot current;
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current.action = snap.action;
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current.node_name = snap.node_name;
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current.node_ptr = target;
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current.position = target->location();
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if (auto *model = dynamic_cast<TAnimModel *>(target))
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|
{
|
|
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<TAnimModel *>(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<TAnimModel *>(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<TAnimModel *>(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<TAnimModel *>(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<TAnimModel *>(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();
|
|
|
|
// reconcile camera fly-mode with the real right-button state. ImGui is always fed the button
|
|
// events (even when it captures the mouse), so io.MouseDown[1] is authoritative; if a release
|
|
// was swallowed by an ImGui window while flying, force the editor out of fly-mode here so the
|
|
// camera doesn't get stuck spinning with a hidden cursor.
|
|
if (!ImGui::GetIO().MouseDown[1] && m_input.mouse.button(GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
|
|
{
|
|
m_input.mouse.button(GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE);
|
|
Application.set_cursor(GLFW_CURSOR_NORMAL);
|
|
}
|
|
|
|
// 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;
|
|
|
|
// note: the streamer is advanced centrally in the application main loop (so it runs in every
|
|
// mode), using the published Global.pCamera; nothing to do here
|
|
|
|
// continuous terrain sculpting while the left mouse button is held in sculpt mode
|
|
if (m_terrain_sculpt && mouseHold)
|
|
handle_terrain_sculpt(deltarealtime);
|
|
|
|
// debounced auto mesh simplification: once sculpting has settled for a short while, simplify
|
|
// any chunk that was edited. holding the brush keeps the timer reset so we don't churn mid-stroke.
|
|
if (m_terrain_auto_optimize)
|
|
{
|
|
auto const terrains = active_terrains();
|
|
bool any_dirty = false;
|
|
for (editor_terrain *terrain : terrains)
|
|
if (terrain->dirty())
|
|
{
|
|
any_dirty = true;
|
|
break;
|
|
}
|
|
|
|
if (!any_dirty || (m_terrain_sculpt && mouseHold))
|
|
{
|
|
m_terrain_idle = 0.0; // actively editing (or nothing pending): hold off
|
|
}
|
|
else
|
|
{
|
|
m_terrain_idle += deltarealtime;
|
|
if (m_terrain_idle >= 0.5) // settle time
|
|
{
|
|
for (editor_terrain *terrain : terrains)
|
|
if (terrain->dirty())
|
|
terrain->optimize(m_terrain_simplify_error);
|
|
m_terrain_idle = 0.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// --- 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);
|
|
|
|
render_terrain_ui();
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
void editor_mode::render_terrain_ui()
|
|
{
|
|
ImGui::Separator();
|
|
ImGui::TextUnformatted("Terrain");
|
|
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputInt("Grid cells", &m_terrain_cells);
|
|
m_terrain_cells = std::clamp(m_terrain_cells, 1, 512);
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputFloat("Cell size (m)", &m_terrain_cellsize);
|
|
if (m_terrain_cellsize < 0.1f)
|
|
m_terrain_cellsize = 0.1f;
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputFloat("Base height (m)", &m_terrain_baseheight);
|
|
ImGui::SetNextItemWidth(200.0f);
|
|
ImGui::InputText("Texture (optional)", m_terrain_texture, IM_ARRAYSIZE(m_terrain_texture));
|
|
|
|
if (ImGui::Button("Create flat terrain"))
|
|
{
|
|
// centre the new patch horizontally on the camera, flat at the requested base height
|
|
glm::dvec3 const center(Camera.Pos.x, static_cast<double>(m_terrain_baseheight), Camera.Pos.z);
|
|
auto terrain = std::make_unique<editor_terrain>();
|
|
if (terrain->create(center, m_terrain_cells, m_terrain_cellsize, std::string(m_terrain_texture)))
|
|
{
|
|
if (m_terrain_auto_optimize)
|
|
terrain->optimize(m_terrain_simplify_error);
|
|
m_terrains.push_back(std::move(terrain));
|
|
}
|
|
else
|
|
WriteLog("Editor: failed to create terrain", logtype::generic);
|
|
}
|
|
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputInt("Chunks / side", &m_terrain_chunks);
|
|
m_terrain_chunks = std::clamp(m_terrain_chunks, 1, 32);
|
|
ImGui::SameLine();
|
|
if (ImGui::Button("Create chunked terrain"))
|
|
create_chunked_terrain();
|
|
ImGui::TextDisabled("total %d x %d m, %d chunks",
|
|
static_cast<int>(m_terrain_chunks * m_terrain_cells * m_terrain_cellsize),
|
|
static_cast<int>(m_terrain_chunks * m_terrain_cells * m_terrain_cellsize),
|
|
m_terrain_chunks * m_terrain_chunks);
|
|
|
|
if (ImGui::Checkbox("Chunk edit mode (LMB add neighbour / Shift = delete)", &m_chunk_edit))
|
|
if (m_chunk_edit)
|
|
m_terrain_sculpt = false; // mutually exclusive with sculpting
|
|
ImGui::Text("Grid chunks: %zu", m_grid_chunks.size());
|
|
|
|
ImGui::Separator();
|
|
ImGui::TextUnformatted("Streaming (open world, follows camera)");
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputInt("Stream radius", &m_stream_radius);
|
|
m_stream_radius = std::clamp(m_stream_radius, 0, 16);
|
|
ImGui::Checkbox("Persist edits to disk (16-bit)", &m_stream_persist);
|
|
bool streaming = m_streamer.active();
|
|
if (ImGui::Checkbox("Stream terrain", &streaming))
|
|
{
|
|
if (streaming)
|
|
{
|
|
// per-scenery chunk folder so chunks from different sceneries don't collide
|
|
std::string scenery = Global.SceneryFile;
|
|
auto const slash = scenery.find_last_of("/\\");
|
|
if (slash != std::string::npos)
|
|
scenery = scenery.substr(slash + 1);
|
|
auto const dot = scenery.find_last_of('.');
|
|
if (dot != std::string::npos)
|
|
scenery = scenery.substr(0, dot);
|
|
if (scenery.empty())
|
|
scenery = "default";
|
|
m_streamer.directory("editor_terrain/" + scenery);
|
|
|
|
m_streamer.configure(m_terrain_cells, m_terrain_cellsize, m_stream_radius,
|
|
m_terrain_baseheight, std::string(m_terrain_texture));
|
|
m_streamer.simplify(m_terrain_auto_optimize, m_terrain_simplify_error);
|
|
m_streamer.persist(m_stream_persist);
|
|
|
|
// hand the authored grid chunks over to streaming: persist them to disk, then drop the
|
|
// in-memory meshes so the streamer owns residency (it loads them back within the radius)
|
|
for (auto &entry : m_grid_chunks)
|
|
if (entry.second)
|
|
m_streamer.save_chunk(entry.first.first, entry.first.second, *entry.second);
|
|
for (auto &entry : m_grid_chunks)
|
|
if (entry.second)
|
|
entry.second->destroy();
|
|
m_grid_chunks.clear();
|
|
}
|
|
else
|
|
{
|
|
m_streamer.clear(); // saves modified chunks before dropping them
|
|
}
|
|
m_streamer.active(streaming);
|
|
}
|
|
if (m_streamer.active())
|
|
{
|
|
// radius / simplify / persist are safe to tweak live; chunk size/base are fixed at toggle
|
|
m_streamer.radius(m_stream_radius);
|
|
m_streamer.simplify(m_terrain_auto_optimize, m_terrain_simplify_error);
|
|
m_streamer.persist(m_stream_persist);
|
|
ImGui::Text("Resident chunks: %zu (dir: %s)", m_streamer.resident(), m_streamer.directory().c_str());
|
|
}
|
|
|
|
ImGui::Text("Patches: %zu", m_terrains.size());
|
|
|
|
// capture: sample the selected model's geometry into an editable patch and remove the original
|
|
if (dynamic_cast<TAnimModel *>(m_node) != nullptr)
|
|
{
|
|
if (ImGui::Button("Capture selected model as terrain"))
|
|
capture_terrain();
|
|
}
|
|
else
|
|
{
|
|
ImGui::TextDisabled("Capture: select a model instance first");
|
|
}
|
|
|
|
std::vector<editor_terrain *> const terrains = active_terrains();
|
|
if (!terrains.empty())
|
|
{
|
|
ImGui::Separator();
|
|
if (ImGui::Checkbox("Sculpt mode (LMB raise / Shift = lower)", &m_terrain_sculpt))
|
|
if (m_terrain_sculpt)
|
|
m_chunk_edit = false; // mutually exclusive with chunk editing
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputFloat("Brush radius", &m_terrain_brush_radius);
|
|
if (m_terrain_brush_radius < 0.5f)
|
|
m_terrain_brush_radius = 0.5f;
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputFloat("Brush strength", &m_terrain_brush_strength);
|
|
|
|
// one-shot nudge of the most recent manual patch at its centre, handy for a quick test
|
|
if (!m_terrains.empty())
|
|
{
|
|
auto &terrain = m_terrains.back();
|
|
glm::dvec3 const c = terrain->centre();
|
|
if (ImGui::Button("Raise centre"))
|
|
terrain->sculpt(c.x, c.z, m_terrain_brush_radius, m_terrain_brush_strength);
|
|
ImGui::SameLine();
|
|
if (ImGui::Button("Lower centre"))
|
|
terrain->sculpt(c.x, c.z, m_terrain_brush_radius, -m_terrain_brush_strength);
|
|
}
|
|
|
|
ImGui::Separator();
|
|
ImGui::TextUnformatted("Optimize (mesh simplification, all patches)");
|
|
ImGui::SetNextItemWidth(120.0f);
|
|
ImGui::InputFloat("Flatness tol (m)", &m_terrain_simplify_error);
|
|
if (m_terrain_simplify_error < 0.01f)
|
|
m_terrain_simplify_error = 0.01f;
|
|
ImGui::Checkbox("Auto-optimize after sculpt", &m_terrain_auto_optimize);
|
|
if (ImGui::Button("Optimize all"))
|
|
for (editor_terrain *t : terrains)
|
|
t->optimize(m_terrain_simplify_error);
|
|
ImGui::SameLine();
|
|
if (ImGui::Button("Full-res all"))
|
|
for (editor_terrain *t : terrains)
|
|
t->unoptimize();
|
|
|
|
std::size_t tris = 0, full = 0;
|
|
for (editor_terrain *t : terrains)
|
|
{
|
|
tris += t->triangles();
|
|
full += t->full_triangles();
|
|
}
|
|
ImGui::Text("Triangles: %zu / %zu", tris, full);
|
|
}
|
|
}
|
|
|
|
editor_terrain *editor_mode::terrain_at(double X, double Z)
|
|
{
|
|
for (auto &terrain : m_terrains)
|
|
if (terrain && terrain->contains(X, Z))
|
|
return terrain.get();
|
|
double const size = chunk_grid_size();
|
|
auto const it = m_grid_chunks.find({static_cast<int>(std::floor(X / size)), static_cast<int>(std::floor(Z / size))});
|
|
if (it != m_grid_chunks.end() && it->second && it->second->contains(X, Z))
|
|
return it->second.get();
|
|
return m_streamer.terrain_at(X, Z);
|
|
}
|
|
|
|
std::vector<editor_terrain *> editor_mode::active_terrains()
|
|
{
|
|
std::vector<editor_terrain *> out;
|
|
out.reserve(m_terrains.size() + m_grid_chunks.size() + m_streamer.resident());
|
|
for (auto &terrain : m_terrains)
|
|
if (terrain)
|
|
out.push_back(terrain.get());
|
|
for (auto &entry : m_grid_chunks)
|
|
if (entry.second)
|
|
out.push_back(entry.second.get());
|
|
m_streamer.collect(out);
|
|
return out;
|
|
}
|
|
|
|
void editor_mode::add_grid_chunk(int Cx, int Cz)
|
|
{
|
|
std::pair<int, int> const key{Cx, Cz};
|
|
if (m_grid_chunks.count(key))
|
|
return; // already occupied
|
|
|
|
double const size = chunk_grid_size();
|
|
int const cells = std::clamp(m_terrain_cells, 1, 256);
|
|
glm::dvec3 const center((Cx + 0.5) * size, static_cast<double>(m_terrain_baseheight), (Cz + 0.5) * size);
|
|
|
|
auto terrain = std::make_unique<editor_terrain>();
|
|
if (!terrain->create(center, cells, m_terrain_cellsize, std::string(m_terrain_texture)))
|
|
return;
|
|
if (m_terrain_auto_optimize)
|
|
terrain->optimize(m_terrain_simplify_error);
|
|
m_grid_chunks[key] = std::move(terrain);
|
|
}
|
|
|
|
void editor_mode::remove_grid_chunk(int Cx, int Cz)
|
|
{
|
|
auto const it = m_grid_chunks.find({Cx, Cz});
|
|
if (it == m_grid_chunks.end())
|
|
return;
|
|
if (it->second)
|
|
it->second->destroy();
|
|
m_grid_chunks.erase(it);
|
|
}
|
|
|
|
void editor_mode::handle_chunk_edit_click(bool DeleteMode)
|
|
{
|
|
// world point under the cursor; must land on existing geometry to give a valid depth
|
|
glm::dvec3 const world = Camera.Pos + GfxRenderer->Mouse_Position();
|
|
double const size = chunk_grid_size();
|
|
int const cx = static_cast<int>(std::floor(world.x / size));
|
|
int const cz = static_cast<int>(std::floor(world.z / size));
|
|
bool const streaming = m_streamer.active();
|
|
|
|
if (DeleteMode)
|
|
{
|
|
if (streaming)
|
|
m_streamer.remove_chunk(cx, cz);
|
|
else
|
|
remove_grid_chunk(cx, cz);
|
|
return;
|
|
}
|
|
|
|
// if the clicked cell holds a chunk, target the neighbour nearest the clicked edge (the empty
|
|
// side); otherwise fill the clicked cell
|
|
bool const occupied = streaming
|
|
? (m_streamer.terrain_at(world.x, world.z) != nullptr)
|
|
: (m_grid_chunks.count({cx, cz}) > 0);
|
|
int tcx = cx, tcz = cz;
|
|
if (occupied)
|
|
{
|
|
double const lx = world.x - cx * size, lz = world.z - cz * size;
|
|
double const dw = lx, de = size - lx, dn = lz, ds = size - lz;
|
|
double const nearest = std::min({dw, de, dn, ds});
|
|
if (nearest == dw)
|
|
tcx = cx - 1;
|
|
else if (nearest == de)
|
|
tcx = cx + 1;
|
|
else if (nearest == dn)
|
|
tcz = cz - 1;
|
|
else
|
|
tcz = cz + 1;
|
|
}
|
|
|
|
if (streaming)
|
|
m_streamer.add_chunk(tcx, tcz);
|
|
else
|
|
add_grid_chunk(tcx, tcz);
|
|
}
|
|
|
|
void editor_mode::create_chunked_terrain()
|
|
{
|
|
int const chunks = std::clamp(m_terrain_chunks, 1, 32);
|
|
double const size = chunk_grid_size();
|
|
|
|
// snap the field to the global chunk grid (so it aligns with manual/streamed chunks), centred
|
|
// on the camera's chunk
|
|
int const ccx = static_cast<int>(std::floor(Camera.Pos.x / size));
|
|
int const ccz = static_cast<int>(std::floor(Camera.Pos.z / size));
|
|
int const half = chunks / 2;
|
|
|
|
int created = 0;
|
|
for (int dz = 0; dz < chunks; ++dz)
|
|
for (int dx = 0; dx < chunks; ++dx)
|
|
{
|
|
int const cx = ccx - half + dx, cz = ccz - half + dz;
|
|
if (!m_grid_chunks.count({cx, cz}))
|
|
{
|
|
add_grid_chunk(cx, cz);
|
|
++created;
|
|
}
|
|
}
|
|
|
|
WriteLog("Editor: created chunked terrain with " + std::to_string(created) + " chunks", logtype::generic);
|
|
}
|
|
|
|
void editor_mode::save_scene_with_terrain()
|
|
{
|
|
// commit authored terrain so the scenery streams it on load. if not already streaming, hand the
|
|
// manual grid chunks over to the streamer (same as toggling Stream terrain on)
|
|
if (!m_streamer.active())
|
|
{
|
|
std::string scenery = Global.SceneryFile;
|
|
auto const slash = scenery.find_last_of("/\\");
|
|
if (slash != std::string::npos)
|
|
scenery = scenery.substr(slash + 1);
|
|
auto const dot = scenery.find_last_of('.');
|
|
if (dot != std::string::npos)
|
|
scenery = scenery.substr(0, dot);
|
|
if (scenery.empty())
|
|
scenery = "default";
|
|
|
|
m_streamer.directory("editor_terrain/" + scenery);
|
|
m_streamer.configure(m_terrain_cells, m_terrain_cellsize, m_stream_radius, m_terrain_baseheight,
|
|
std::string(m_terrain_texture));
|
|
m_streamer.simplify(m_terrain_auto_optimize, m_terrain_simplify_error);
|
|
m_streamer.persist(true);
|
|
|
|
for (auto &entry : m_grid_chunks)
|
|
if (entry.second)
|
|
m_streamer.save_chunk(entry.first.first, entry.first.second, *entry.second);
|
|
for (auto &entry : m_grid_chunks)
|
|
if (entry.second)
|
|
entry.second->destroy();
|
|
m_grid_chunks.clear();
|
|
m_streamer.active(true);
|
|
}
|
|
|
|
m_streamer.flush(); // save resident edited chunks to disk
|
|
|
|
// export scenery; the exported .scm now carries an `editorterrain` directive (streamer is active)
|
|
simulation::State.export_as_text(Global.SceneryFile);
|
|
WriteLog("Editor: saved scene + terrain", logtype::generic);
|
|
}
|
|
|
|
void editor_mode::handle_terrain_sculpt(double Deltatime)
|
|
{
|
|
// world point under the cursor (Mouse_Position is camera-relative, like the brush placement uses)
|
|
glm::dvec3 const world = Camera.Pos + GfxRenderer->Mouse_Position();
|
|
// only sculpt when the cursor is actually over terrain (avoids editing on a stale depth read)
|
|
if (terrain_at(world.x, world.z) == nullptr)
|
|
return;
|
|
|
|
double const rate = m_terrain_brush_strength * Deltatime; // metres applied this frame
|
|
double const signedrate = (Global.shiftState ? -rate : rate);
|
|
// apply to every chunk the brush touches; each patch clips to its own bounds, so a stroke
|
|
// crossing a chunk boundary edits both and shared-edge vertices stay in sync
|
|
for (editor_terrain *terrain : active_terrains())
|
|
terrain->sculpt(world.x, world.z, m_terrain_brush_radius, signedrate);
|
|
}
|
|
|
|
void editor_mode::capture_terrain()
|
|
{
|
|
TAnimModel *model = dynamic_cast<TAnimModel *>(m_node);
|
|
if (model == nullptr || model->pModel == nullptr)
|
|
{
|
|
WriteLog("Editor: select a model instance to capture as terrain", logtype::generic);
|
|
return;
|
|
}
|
|
|
|
// instance world transform, matching the renderer: translate * rotateY * rotateX * rotateZ * scale
|
|
glm::dmat4 rootm(1.0);
|
|
rootm = glm::translate(rootm, model->location());
|
|
glm::vec3 const angles = model->Angles();
|
|
if (angles.y != 0.0f) rootm = glm::rotate(rootm, glm::radians(static_cast<double>(angles.y)), glm::dvec3(0.0, 1.0, 0.0));
|
|
if (angles.x != 0.0f) rootm = glm::rotate(rootm, glm::radians(static_cast<double>(angles.x)), glm::dvec3(1.0, 0.0, 0.0));
|
|
if (angles.z != 0.0f) rootm = glm::rotate(rootm, glm::radians(static_cast<double>(angles.z)), glm::dvec3(0.0, 0.0, 1.0));
|
|
glm::vec3 const scale = model->Scale();
|
|
rootm = glm::scale(rootm, glm::dvec3(scale));
|
|
|
|
std::vector<world_triangle> tris;
|
|
gather_submodel_triangles(model->pModel->Root, rootm, tris);
|
|
if (tris.empty())
|
|
{
|
|
WriteLog("Editor: selected model has no readable geometry to capture", logtype::generic);
|
|
return;
|
|
}
|
|
|
|
// horizontal bounds of the captured geometry
|
|
glm::dvec3 lo(std::numeric_limits<double>::max());
|
|
glm::dvec3 hi(-std::numeric_limits<double>::max());
|
|
for (auto const &t : tris)
|
|
for (auto const &p : t)
|
|
{
|
|
lo.x = std::min(lo.x, p.x); lo.y = std::min(lo.y, p.y); lo.z = std::min(lo.z, p.z);
|
|
hi.x = std::max(hi.x, p.x); hi.y = std::max(hi.y, p.y); hi.z = std::max(hi.z, p.z);
|
|
}
|
|
|
|
glm::dvec3 const center((lo.x + hi.x) * 0.5, lo.y, (lo.z + hi.z) * 0.5);
|
|
double const extent = std::max(hi.x - lo.x, hi.z - lo.z);
|
|
int const cells = std::max(1, m_terrain_cells);
|
|
float const cellsize = static_cast<float>(std::max(0.1, extent / cells));
|
|
|
|
// sampler: highest captured triangle at (x,z)
|
|
auto const sampler = [&tris](double X, double Z, double &OutY) -> bool {
|
|
double best = -std::numeric_limits<double>::max();
|
|
bool found = false;
|
|
for (auto const &t : tris)
|
|
{
|
|
double const minx = std::min({t[0].x, t[1].x, t[2].x});
|
|
double const maxx = std::max({t[0].x, t[1].x, t[2].x});
|
|
double const minz = std::min({t[0].z, t[1].z, t[2].z});
|
|
double const maxz = std::max({t[0].z, t[1].z, t[2].z});
|
|
if (X < minx || X > maxx || Z < minz || Z > maxz)
|
|
continue;
|
|
double y;
|
|
if (triangle_height_at(t[0], t[1], t[2], X, Z, y) && (!found || y > best))
|
|
{
|
|
best = y;
|
|
found = true;
|
|
}
|
|
}
|
|
if (found)
|
|
OutY = best;
|
|
return found;
|
|
};
|
|
|
|
auto terrain = std::make_unique<editor_terrain>();
|
|
if (!terrain->create(center, cells, cellsize, std::string(m_terrain_texture), sampler))
|
|
{
|
|
WriteLog("Editor: terrain capture failed", logtype::generic);
|
|
return;
|
|
}
|
|
m_terrains.push_back(std::move(terrain));
|
|
|
|
// remove the original instance (recorded as a deletion so it can be undone)
|
|
std::string as_text;
|
|
model->export_as_text(as_text);
|
|
push_snapshot(model, EditorSnapshot::Action::Delete, as_text);
|
|
nullify_history_pointers(model);
|
|
remove_from_hierarchy(model);
|
|
m_node = nullptr;
|
|
m_dragging = false;
|
|
ui()->set_node(nullptr);
|
|
simulation::State.delete_model(model);
|
|
}
|
|
|
|
void editor_mode::render_gizmo()
|
|
{
|
|
// the transform gizmo is suppressed while editing terrain, so the brush/chunk tool owns the mouse
|
|
if (!m_gizmo_enabled || m_terrain_sculpt || m_chunk_edit)
|
|
{
|
|
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<int>(m_gizmo_op);
|
|
ImGui::RadioButton("Translate (Q)", &op, static_cast<int>(gizmo_operation::translate));
|
|
ImGui::SameLine();
|
|
ImGui::RadioButton("Rotate (W)", &op, static_cast<int>(gizmo_operation::rotate));
|
|
ImGui::SameLine();
|
|
ImGui::RadioButton("Scale (E)", &op, static_cast<int>(gizmo_operation::scale));
|
|
m_gizmo_op = static_cast<gizmo_operation>(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<TAnimModel *>(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)
|
|
{
|
|
Camera.Update();
|
|
|
|
// focus animation runs after Camera.Update() so it overrides any residual velocity/rotation;
|
|
// it smoothly drives both position and orientation toward the framed object
|
|
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
|
|
float const s = static_cast<float>(t * t * (3.0 - 2.0 * t));
|
|
|
|
Camera.Pos = glm::mix(m_focus_start_pos, m_focus_target_pos, static_cast<double>(s));
|
|
|
|
// interpolate angles, taking the shortest path around the yaw wrap-around
|
|
constexpr float TWO_PI = 6.283185307179586f;
|
|
float const dyaw = std::remainder(m_focus_target_angle.y - m_focus_start_angle.y, TWO_PI);
|
|
Camera.Angle.x = m_focus_start_angle.x + (m_focus_target_angle.x - m_focus_start_angle.x) * s;
|
|
Camera.Angle.y = m_focus_start_angle.y + dyaw * s;
|
|
Camera.Angle.z = m_focus_start_angle.z + (m_focus_target_angle.z - m_focus_start_angle.z) * s;
|
|
|
|
// suppress any residual fly velocity so it doesn't fight the animation
|
|
Camera.Velocity = glm::dvec3(0.0);
|
|
|
|
if (t >= 1.0)
|
|
m_focus_active = false;
|
|
}
|
|
|
|
// 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<TAnimModel *>(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;
|
|
|
|
case GLFW_KEY_END:
|
|
if (is_press(Action) && m_node)
|
|
{
|
|
// Unreal-style "snap to floor": drop the selected node onto the surface below it.
|
|
// works against triangle geometry (shape_node terrain / opaque shapes); once a proper
|
|
// editable terrain mesh exists, dropping onto it works without further changes here.
|
|
snap_to_ground(m_node);
|
|
}
|
|
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;
|
|
}
|
|
|
|
// in chunk-edit mode the left button adds a neighbouring chunk (Shift = delete the clicked one)
|
|
if (m_chunk_edit && Button == GLFW_MOUSE_BUTTON_LEFT)
|
|
{
|
|
if (is_press(Action))
|
|
handle_chunk_edit_click(Global.shiftState);
|
|
m_input.mouse.button(Button, Action);
|
|
return;
|
|
}
|
|
|
|
// in terrain sculpt mode the left button paints the terrain instead of picking nodes
|
|
if (m_terrain_sculpt && Button == GLFW_MOUSE_BUTTON_LEFT)
|
|
{
|
|
mouseHold = is_press(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<double>(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;
|
|
}
|