mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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208 lines
8.5 KiB
C++
208 lines
8.5 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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#pragma once
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#include "application/applicationmode.h"
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#include "input/editormouseinput.h"
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#include "input/editorkeyboardinput.h"
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#include "vehicle/Camera.h"
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#include "scene/sceneeditor.h"
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#include "scene/scenenode.h"
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#include "editor/editorTerrain.hpp"
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#include "editor/editorTerrainStreamer.hpp"
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#include <memory>
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class editor_mode : public application_mode
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{
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public:
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// constructors
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editor_mode();
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// methods
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// initializes internal data structures of the mode. returns: true on success, false otherwise
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bool init() override;
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// mode-specific update of simulation data. returns: false on error, true otherwise
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bool update() override;
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// maintenance method, called when the mode is activated
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void enter() override;
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// maintenance method, called when the mode is deactivated
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void exit() override;
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// input handlers
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void on_key(int Key, int Scancode, int Action, int Mods) override;
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void on_cursor_pos(double Horizontal, double Vertical) override;
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void on_mouse_button(int Button, int Action, int Mods) override;
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void on_scroll(double const Xoffset, double const Yoffset) override
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{
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;
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}
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void on_window_resize(int w, int h) override
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{
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;
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}
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void on_event_poll() override;
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bool is_command_processor() const override;
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void undo_last();
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static bool focus_active();
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static void set_focus_active(bool isActive);
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static TCamera& get_camera() { return Camera; }
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static bool change_history() { return m_change_history; }
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static void set_change_history(bool enabled) { m_change_history = enabled; }
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static bool settings_open() { return m_settings_open; }
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static void set_settings_open(bool enabled) { m_settings_open = enabled; }
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private:
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// types
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struct editormode_input
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{
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editormouse_input mouse;
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editorkeyboard_input keyboard;
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bool init();
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void poll();
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};
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struct state_backup
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{
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TCamera camera;
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bool freefly;
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bool picking;
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};
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struct EditorSnapshot
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{
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enum class Action { Move, Rotate, Scale, Add, Delete, Other };
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Action action{Action::Other};
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std::string node_name; // node identifier (basic_node::name())
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// direct pointer to node when available; used for in-memory undo/redo lookup
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scene::basic_node *node_ptr{nullptr};
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std::string serialized; // full text for recreate (used for Add/Delete)
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glm::dvec3 position{0.0, 0.0, 0.0};
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glm::vec3 rotation{0.0f, 0.0f, 0.0f};
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glm::vec3 scale{1.0f, 1.0f, 1.0f};
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UID uuid; // node UUID for reference, used as fallback lookup for deleted/recreated nodes
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};
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void push_snapshot(scene::basic_node *node, EditorSnapshot::Action Action = EditorSnapshot::Action::Move, std::string const &Serialized = std::string());
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std::vector<EditorSnapshot> m_history; // history of changes to nodes, used for undo functionality
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std::vector<EditorSnapshot> g_redo;
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// methods
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void update_camera(double const Deltatime);
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editor_ui *ui() const;
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void redo_last();
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void handle_brush_mouse_hold(int Action, int Button);
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void apply_rotation_for_new_node(scene::basic_node *node, int rotation_mode, float fixed_rotation_value);
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// members
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state_backup m_statebackup; // helper, cached variables to be restored on mode exit
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editormode_input m_input;
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static TCamera Camera;
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// focus (smooth camera fly-to) state
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static bool m_focus_active;
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glm::dvec3 m_focus_start_pos{0.0,0.0,0.0};
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glm::dvec3 m_focus_target_pos{0.0,0.0,0.0};
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glm::vec3 m_focus_start_angle{0.0f}; // camera pitch/yaw/roll at focus start
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glm::vec3 m_focus_target_angle{0.0f}; // camera pitch/yaw/roll facing the focused object
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double m_focus_time{0.0};
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double m_focus_duration{0.6};
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double fTime50Hz{0.0}; // bufor czasu dla komunikacji z PoKeys
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scene::basic_editor m_editor;
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scene::basic_node *m_node{nullptr}; // currently selected scene node
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bool m_takesnapshot{true}; // helper, hints whether snapshot of selected node(s) should be taken before modification
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bool m_dragging = false;
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glm::dvec3 oldPos;
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bool mouseHold{false};
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float kMaxPlacementDistance = 200.0f;
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static bool m_change_history;
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static bool m_settings_open;
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// camera fly-mode (right mouse button held); used to flush motion when it's released
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command_relay m_camera_relay;
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bool m_camera_flying{false};
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// UI/history settings
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int m_max_history_size{200};
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int m_selected_history_idx{-1};
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glm::dvec3 clamp_mouse_offset_to_max(const glm::dvec3 &offset);
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// focus camera smoothly on specified node
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void start_focus(scene::basic_node *node, double duration = 0.6);
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// drops the node straight down onto the nearest surface below (terrain or another object)
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void snap_to_ground(scene::basic_node *node);
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// editable terrain patches created in the editor
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void render_terrain_ui();
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// creates a large terrain as a grid of adjacent chunks (each its own editable patch)
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void create_chunked_terrain();
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// manual grid-aligned chunks: add/remove single chunks for fine control
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float chunk_grid_size() const { return m_terrain_cells * m_terrain_cellsize; }
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void add_grid_chunk(int Cx, int Cz);
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void remove_grid_chunk(int Cx, int Cz);
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// handles a click in chunk-edit mode (add a neighbour, or Shift = delete the clicked chunk)
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void handle_chunk_edit_click(bool DeleteMode);
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// commits authored terrain to disk, enables streaming, and exports the scenery (Ctrl+S)
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void save_scene_with_terrain();
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// raises/lowers terrain under the cursor while the left mouse button is held in sculpt mode
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void handle_terrain_sculpt(double Deltatime);
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// returns the terrain patch (if any) whose footprint covers the given world point
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editor_terrain *terrain_at(double X, double Z);
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// gathers every active terrain patch: manually-created ones plus streamed chunks
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std::vector<editor_terrain *> active_terrains();
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// samples the selected model instance's geometry into a new editable terrain patch, then removes it
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void capture_terrain();
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std::vector<std::unique_ptr<editor_terrain>> m_terrains;
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// grid-aligned manual chunks, keyed by (cx,cz) on the global chunk grid
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std::map<std::pair<int, int>, std::unique_ptr<editor_terrain>> m_grid_chunks;
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bool m_terrain_sculpt{false}; // when true, LMB sculpts terrain instead of picking
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bool m_chunk_edit{false}; // when true, LMB adds/removes whole chunks
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int m_terrain_cells{32}; // grid resolution (quads per side)
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int m_terrain_chunks{4}; // chunks per side for a chunked terrain
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float m_terrain_cellsize{2.0f}; // metres per quad
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float m_terrain_baseheight{0.0f}; // flat starting height
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float m_terrain_brush_radius{12.0f};
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float m_terrain_brush_strength{4.0f}; // metres per second while held (one-shot for the buttons)
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float m_terrain_simplify_error{0.5f}; // flatness tolerance (m) for mesh simplification
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bool m_terrain_auto_optimize{false}; // auto-simplify edited chunks after sculpting settles
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double m_terrain_idle{0.0}; // seconds since the last sculpt edit (debounce timer)
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char m_terrain_texture[128]{""}; // optional ground texture name
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// streaming terrain that follows the camera (open-world); the editor shares the single
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// simulation-level instance so authored terrain also renders in the driver / other modes
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terrain_streamer &m_streamer{EditorTerrain};
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int m_stream_radius{2};
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bool m_stream_persist{true}; // save edited chunks to disk and load them back
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// hierarchy management
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void add_to_hierarchy(scene::basic_node *node);
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void remove_from_hierarchy(scene::basic_node *node);
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scene::basic_node* find_in_hierarchy(const std::string &uuid_str);
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scene::basic_node* find_node_by_any(scene::basic_node *node_ptr, const std::string &uuid_str, const std::string &name);
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// clear history/redo pointers that reference the given node (prevent dangling pointers)
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void nullify_history_pointers(scene::basic_node *node);
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void render_change_history();
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void render_settings();
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// ImGuizmo-based transform gizmo for the selected node
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enum class gizmo_operation { translate, rotate, scale };
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void render_gizmo();
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bool m_gizmo_enabled{true}; // master switch for the in-viewport gizmo
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bool m_gizmo_using{false}; // tracks an ongoing drag, so a single undo snapshot is taken per drag
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bool m_gizmo_local{false}; // manipulate in the object's local space instead of world space
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gizmo_operation m_gizmo_op{gizmo_operation::translate}; // current transform mode (translate/rotate/scale)
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float m_gizmo_snap{1.0f}; // translation snap step (metres) applied while Ctrl is held
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};
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