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sophia/editor/panels/scene_panel.hpp

126 lines
4.4 KiB
C++

#pragma once
#include <optional>
#include <sophia/aabb.hpp>
#include <sophia/entity.hpp>
#include <sophia/frame_info.hpp>
#include <sophia/handles.hpp>
#include <sophia/math.hpp>
#include <sophia/resource_registry_ref.hpp>
#include <sophia/scene_view_registry.hpp>
#include <sophia/ui/panel.hpp>
#include <sophia/ui/ui.hpp>
#include "../editor_camera.hpp"
#include "../editor_context.hpp"
/**
* Shows the active scene through the editor's own camera.
*
* 3D: right-drag orbits, middle-drag pans, the wheel zooms, right-drag with
* WASD/QE flies. 2D: right- or middle-drag pans, the wheel zooms. F frames
* the selection in both.
*
* The selection gets a transform gizmo: W moves, E rotates, R scales, and
* holding Ctrl snaps. Clicking selects the mesh or sprite under the mouse;
* in 2D, dragging it also moves it.
*/
class ScenePanel : public sophia::Panel {
public:
// Renders into `target` through `view`, a SceneView this panel keeps
// pointed at the active scene. `camera` is the entity the view looks
// through; it belongs to a scene of the editor's own, and this panel
// drives it from its EditorCamera.
ScenePanel(sophia::UI& ui, sophia::ResourceRegistryRef resources,
EditorContext& context, sophia::SceneViewRegistry& sceneViews,
sophia::SceneViewHandle view, sophia::RenderTargetHandle target,
sophia::Entity camera)
: Panel{{.name = "Scene", .windowFlags = WINDOW_FLAGS}},
ui{ui},
resources{resources},
context{context},
sceneViews{sceneViews},
view{view},
target{target},
camera{camera} {}
void onUpdate(const sophia::FrameInfo& frameInfo) override;
private:
static constexpr ImGuiWindowFlags WINDOW_FLAGS =
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
enum class GizmoOperation { Translate, Rotate, Scale };
// A half-line in world space. `direction` is normalized, so distances
// along it are in world units.
struct Ray {
glm::vec3 origin;
glm::vec3 direction;
};
// Where the scene image is on screen this frame, and the camera looking
// through it.
struct ViewportTransform {
ImVec2 origin;
ImVec2 size;
glm::mat4 viewProjection;
glm::mat4 inverseViewProjection;
// Null for points behind the camera.
std::optional<ImVec2> worldToScreen(const glm::vec3& world) const;
// Where `screen` is on the camera's near plane. Only the x and y, which
// is all that's needed in 2D.
glm::vec2 screenToWorld(const ImVec2& screen) const;
// From the near plane through `screen`, into the scene.
Ray screenToRay(const ImVec2& screen) const;
// Draws a world-space line, cut off where it passes behind the camera.
void drawLine(ImDrawList* drawList, const glm::vec3& a, const glm::vec3& b,
ImU32 color, float thickness) const;
private:
ImVec2 clipToScreen(const glm::vec4& clip) const;
};
void drawToolbar();
void drawGrid(ImVec2 origin, ImVec2 size);
void handleCameraInput(const sophia::FrameInfo& frameInfo, ImVec2 size);
void handleSelectionInput(const ViewportTransform& viewport);
void handleGizmoHotkeys();
// Draws the transform gizmo on the selection, and applies any change made
// with it. `view` is the editor camera's, and `aspect` the viewport's
// width over its height.
void drawGizmo(const glm::mat4& view, float aspect);
void drawSelection(const ViewportTransform& viewport);
void frameSelection();
// The bounds of the entity's mesh in the mesh's own space, if it has one.
std::optional<sophia::AABB> getMeshBounds(sophia::Entity entity);
// The entity drawn in front along `ray`, or a null Entity. Only meshes and
// sprites can be hit.
sophia::Entity pick(const Ray& ray);
sophia::UI& ui;
sophia::ResourceRegistryRef resources;
EditorContext& context;
sophia::SceneViewRegistry& sceneViews;
sophia::SceneViewHandle view;
sophia::RenderTargetHandle target;
sophia::Entity camera;
EditorCamera editorCamera;
GizmoOperation gizmoOperation = GizmoOperation::Translate;
// Whether the gizmo works along the entity's own axes or the world's.
bool gizmoLocal = true;
// Whether the viewport button was active last frame, i.e. a camera drag or
// click is under way, which the gizmo mustn't interrupt.
bool viewportActive = false;
bool showGrid = true;
// Set while a drag that started on the selected entity is moving it.
bool dragging = false;
};