Files
streaming_world/src/modules/stream/buildings_editor.cpp
2024-10-24 04:48:36 +03:00

422 lines
12 KiB
C++

#undef NDEBUG
#include <cassert>
#include <core/variant.h>
#include <core/engine.h>
#include <core/os/time.h>
#include <scene/gui/option_button.h>
#include <scene/gui/line_edit.h>
#include <scene/main/viewport.h>
#include <scene/3d/camera.h>
#include <modules/voxel/terrain/voxel_lod_terrain.h>
#include <modules/imgmapper/voxel_generator_imgmapper.h>
#include "from_string.h"
#include "editor_event.h"
#include "world_editor.h"
#include "buildings_data.h"
#include "base_data.h"
#include "ui/main_tabs.h"
#include "buildings_editor.h"
BuildingsEditor::BuildingsEditor(WorldEditor *editor)
: editor(editor)
, selected_building("")
, active(false)
{
}
void BuildingsEditor::exit()
{
if (active)
deactivate();
}
void BuildingsEditor::activate()
{
assert(scene());
assert(!active);
ConfigFile config;
Error result = config.load("res://config/stream.conf");
ERR_FAIL_COND_MSG(result != OK, "Failed to load config");
print_line("BuildingsEditor ACTIVE");
int i;
/* TODO: make separate function for this */
EditorEvent::get_singleton()->event.add_listener(
this, &BuildingsEditor::event_handler);
active = true;
}
void BuildingsEditor::deactivate()
{
assert(active);
EditorEvent::get_singleton()->event.remove_listener(
this, &BuildingsEditor::event_handler);
print_line("BuildingsEditor DEACTIVE");
active = false;
}
void BuildingsEditor::event_handler(const String &event,
const Vector<Variant> &args)
{
assert(scene());
assert(active);
print_line("E::" + event);
if (event == "mouse_drag")
mouse_drag(args[0]);
else if (event == "mouse_press")
mouse_press(args[0]);
else if (event == "button:create_building")
handle_create_building();
else if (event == "button:delete_building")
delete_building_handler();
else if (event == "result:get_closest_building") {
select_building(args[0], args[3], args[4]);
if (get_buildings_editor_mode() == 2 /* rotate */) {
/* move rot cursor too */
get_as_node<Spatial>("%building_rot_cursor")
->set_global_transform(selected_building_xform);
}
} else if (event == "result:get_building_types") {
/* TODO: replace with direct data access */
} else if (event == "run_update_building_transform") {
selected_building_xform = args[1];
editor->editor_command("update_building_transform", args);
if (get_buildings_editor_mode() == 2 /* rotate */) {
/* move rot cursor too */
get_as_node<Spatial>("%building_rot_cursor")
->set_global_transform(selected_building_xform);
}
}
print_line("buildings::" + event);
}
void BuildingsEditor::handle_create_building()
{
assert(scene());
print_line("create_building");
int bmode = get_buildings_editor_mode();
assert(bmode == 3);
flecs::world ecs = BaseData::get_singleton()->get();
flecs::entity e = ecs.lookup("world_editor");
assert(e.is_valid());
const String &item =
e.get<WorldEditor::components::buildings_editor_mode>()
->current_type;
Transform xform;
xform.origin = get_cursor_position();
Dictionary building_data;
/* FIXME: calculate AABBs as in previous editor */
String building_xform = to_string<Transform>(xform);
building_data["id"] = item;
building_data["key"] = String::num_uint64(
String(item + building_xform +
itos(Time::get_singleton()->get_ticks_usec()))
.hash64(),
16);
building_data["xform"] = building_xform;
editor->editor_command("create_building", varray(building_data));
}
template <class T>
inline void BuildingsEditor::mode_visibility(int mode, const String &path)
{
assert(scene());
T *obj = get_as_node<T>(path);
if (get_buildings_editor_mode() == mode) {
if (!obj->is_visible())
obj->show();
} else {
if (obj->is_visible())
obj->hide();
}
}
void BuildingsEditor::update(float delta)
{
assert(scene());
#ifdef _VERBOSE_DEBUG
if (active)
print_line("update: " + String::num(delta) + " " +
itos(editor->get_current_mode()) + " " +
itos(editor->get_camera_mode()));
#endif
if (!active)
activate();
int mode = get_buildings_editor_mode();
if (mode == 2) {
Spatial *rot_cursor =
get_as_node<Spatial>("%building_rot_cursor");
if (!rot_cursor->is_visible())
rot_cursor->set_global_transform(
selected_building_xform);
}
}
void BuildingsEditor::mouse_drag(const Vector2 &position)
{
assert(scene());
if (editor->get_current_mode() != WorldEditor::MODE_BUILDINGS) {
print_verbose("bad editor mode: " +
itos(editor->get_current_mode()));
return;
}
print_line("in mouse_drag");
Camera *camera = editor->get_viewport()->get_camera();
Vector3 start = camera->project_ray_origin(position);
Vector3 normal = camera->project_ray_normal(position);
Vector3 end = start + normal * camera->get_zfar();
PhysicsDirectSpaceState *space_state =
editor->get_world()->get_direct_space_state();
PhysicsDirectSpaceState::RayResult result;
Set<RID> excludes;
bool r = space_state->intersect_ray(start, end, result, excludes,
1 << 15, false, true, false);
if (r && result.rid != RID()) {
Vector3 proj = result.position;
int mode = get_buildings_editor_mode();
switch (mode) {
case 1: {
/* move */
print_verbose("move: " + (proj.operator String()));
Vector3 newpos(Math::stepify(proj.x, 2.0f), proj.y,
Math::stepify(proj.z, 2.0f));
Ref<VoxelGeneratorImgMapper> gen =
get_as_node<VoxelLodTerrain>("%VoxelLodTerrain")
->get_generator();
float h = gen->get_height_full(newpos);
newpos.y = h;
editor->editor_command(
"update_building_transform",
varray(selected_building,
Transform(selected_building_xform.basis,
newpos)));
set_cursor_position(newpos);
selected_building_xform = Transform(
selected_building_xform.basis, newpos);
emit("buildings_building_moved", varray());
} break;
case 2: {
/* rotate */
print_verbose("rotate: " + (proj.operator String()));
Vector3 m = proj;
m.y = selected_building_xform.origin.y;
Transform xform = selected_building_xform.looking_at(
m, Vector3(0.0f, 1.0f, 0.0f));
editor->editor_command("update_building_transform",
varray(selected_building,
xform));
selected_building_xform = xform;
get_as_node<Spatial>("%building_rot_cursor")
->set_global_transform(xform);
emit("buildings_building_rotated", varray());
} break;
case 3: { /* create */
print_verbose("create: " + (proj.operator String()));
Vector3 newpos(Math::stepify(proj.x, 2.0f), proj.y,
Math::stepify(proj.z, 2.0f));
Ref<VoxelGeneratorImgMapper> gen =
get_as_node<VoxelLodTerrain>("%VoxelLodTerrain")
->get_generator();
float h = gen->get_height_full(newpos);
newpos.y = h;
set_cursor_position(newpos);
} break;
}
}
}
void BuildingsEditor::mouse_press(const Vector2 &position)
{
assert(scene());
if (editor->get_current_mode() != WorldEditor::MODE_BUILDINGS) {
print_verbose("bad editor mode: " +
itos(editor->get_current_mode()));
return;
}
print_line("in mouse_press");
Camera *camera = editor->get_viewport()->get_camera();
Vector3 start = camera->project_ray_origin(position);
Vector3 normal = camera->project_ray_normal(position);
Vector3 end = start + normal * camera->get_zfar();
PhysicsDirectSpaceState *space_state =
editor->get_world()->get_direct_space_state();
PhysicsDirectSpaceState::RayResult result;
Set<RID> excludes;
bool r = space_state->intersect_ray(start, end, result, excludes,
1 << 15, false, true, false);
if (r && result.rid != RID()) {
Vector3 proj = result.position;
int mode = get_buildings_editor_mode();
switch (mode) {
case 0: {
/* select */
Transform xform(Basis(), proj);
editor->editor_command("get_closest_building",
varray(xform));
} break;
case 1: {
/* move */
editor->editor_command("checkpoint", varray());
} break;
case 2: {
/* TODO: deduplicate */
/* rotate */
editor->editor_command("checkpoint", varray());
print_verbose("rotate: " + (proj.operator String()));
Vector3 m = proj;
m.y = selected_building_xform.origin.y;
Transform xform = selected_building_xform.looking_at(
m, Vector3(0.0f, 1.0f, 0.0f));
editor->editor_command("update_building_transform",
varray(selected_building,
xform));
selected_building_xform = xform;
get_as_node<Spatial>("%building_rot_cursor")
->set_global_transform(xform);
emit("buildings_building_rotated", varray());
} break;
/* TODO: deduplicate */
case 3: { /* create */
print_verbose("create: " + (proj.operator String()));
Vector3 newpos(Math::stepify(proj.x, 2.0f), proj.y,
Math::stepify(proj.z, 2.0f));
Ref<VoxelGeneratorImgMapper> gen =
get_as_node<VoxelLodTerrain>("%VoxelLodTerrain")
->get_generator();
float h = gen->get_height_full(newpos);
newpos.y = h;
set_cursor_position(newpos);
} break;
}
}
}
void BuildingsEditor::set_cursor_position(const Vector3 &position)
{
assert(scene());
Spatial *cursor = get_as_node<Spatial>("%building_cursor");
if (!cursor->is_visible())
cursor->show();
Transform xform = cursor->get_global_transform();
if (!xform.origin.is_equal_approx(position)) {
xform.origin = position;
cursor->set_global_transform(xform);
emit("buildings_building_cursor_moved", varray(position));
}
}
Vector3 BuildingsEditor::get_cursor_position() const
{
assert(scene());
const Spatial *cursor = get_as_node<Spatial>("%building_cursor");
Transform xform = cursor->get_global_transform();
return xform.origin;
}
int BuildingsEditor::get_buildings_editor_mode() const
{
flecs::world ecs = BaseData::get_singleton()->get();
flecs::entity e = ecs.lookup("world_editor");
assert(e.is_valid());
int mode =
e.get<WorldEditor::components::buildings_editor_mode>()->mode;
return mode;
}
BuildingsEditor::~BuildingsEditor()
{
if (active)
deactivate();
}
String BuildingsEditor::get_selected_building() const
{
return selected_building;
}
Transform BuildingsEditor::get_selected_building_xform() const
{
return selected_building_xform;
}
void BuildingsEditor::delete_building_handler()
{
editor->editor_command("remove_building", varray(selected_building));
editor->editor_command("get_closest_building",
varray(selected_building_xform));
}
void BuildingsEditor::change_building_type(const String &type_name)
{
int bmode = get_buildings_editor_mode();
assert(bmode == 0 || bmode == 1 ||
bmode == 2); /* select, move, rotate */
editor->editor_command("change_building_type",
varray(selected_building, type_name));
}
void BuildingsEditor::emit(const String &event_string,
const Vector<Variant> &event_args)
{
EditorEvent::get_singleton()->event.emit(event_string, event_args);
}
void BuildingsEditor::remove_buildings_by_prefix(const String &prefix)
{
editor->editor_command("remove_buildings_by_prefix", varray(prefix));
}
void BuildingsEditor::select_building(const Transform &xform, const String &key,
const String &mid)
{
int i;
assert(scene());
selected_building_xform = xform;
selected_building = key;
print_line("selected key: " + key);
emit("set_selected_building_type", varray(mid));
set_cursor_position(xform.origin);
}
void BuildingsEditor::editor_command(const String &command,
const Vector<Variant> &args)
{
if (command == "select_building") {
select_building(args[0], args[1], args[2]);
}
}
template <class T> T *BuildingsEditor::get_as_node(const String &path)
{
Node *node = scene()->get_node(NodePath(path));
assert(node);
T *ret = Object::cast_to<T>(node);
assert(ret);
return ret;
}
template <class T>
const T *BuildingsEditor::get_as_node(const String &path) const
{
assert(scene());
const Node *node = scene()->get_node(NodePath(path));
assert(node);
const T *ret = Object::cast_to<T>(node);
assert(ret);
return ret;
}
Node *BuildingsEditor::scene()
{
assert(editor);
assert(editor->get_tree());
return editor->get_tree()->get_current_scene();
}
const Node *BuildingsEditor::scene() const
{
assert(editor);
assert(editor->get_tree());
const Node *ret = editor->get_tree()->get_current_scene();
return ret;
}