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o3de/Code/Editor/GotoPositionDlg.cpp

172 lines
5.6 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "EditorDefs.h"
#include "GotoPositionDlg.h"
// Editor
#include "ViewManager.h"
#include "GameEngine.h"
AZ_PUSH_DISABLE_DLL_EXPORT_MEMBER_WARNING
#include <ui_GotoPositionDlg.h>
AZ_POP_DISABLE_DLL_EXPORT_MEMBER_WARNING
/////////////////////////////////////////////////////////////////////////////
// CGotoPositionDlg dialog
CGotoPositionDlg::CGotoPositionDlg(QWidget* pParent /*=NULL*/)
: QDialog(pParent)
, m_ui(new Ui::GotoPositionDlg)
{
m_ui->setupUi(this);
setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
setFixedSize(size());
OnInitDialog();
auto doubleValueChanged = static_cast<void(QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged);
auto valueChanged = static_cast<void(QSpinBox::*)(int)>(&QSpinBox::valueChanged);
connect(m_ui->m_posEdit, &QLineEdit::editingFinished, this, &CGotoPositionDlg::OnChangeEdit);
connect(m_ui->m_dymX, doubleValueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
connect(m_ui->m_dymY, doubleValueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
connect(m_ui->m_dymZ, doubleValueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
connect(m_ui->m_dymAngleX, doubleValueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
connect(m_ui->m_dymAngleY, doubleValueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
connect(m_ui->m_dymAngleZ, doubleValueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
connect(m_ui->m_dymSegX, valueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
connect(m_ui->m_dymSegY, valueChanged, this, &CGotoPositionDlg::OnUpdateNumbers);
}
CGotoPositionDlg::~CGotoPositionDlg()
{
}
/////////////////////////////////////////////////////////////////////////////
// CGotoPositionDlg message handlers
void CGotoPositionDlg::OnInitDialog()
{
Vec3 pos;
Ang3 angle;
CViewport* pRenderViewport = GetIEditor()->GetViewManager()->GetGameViewport();
if (pRenderViewport)
{
Matrix34 tm = pRenderViewport->GetViewTM();
pos = pRenderViewport->GetViewTM().GetTranslation();
angle = RAD2DEG(Ang3::GetAnglesXYZ(tm));
}
// CORDS --------------------------------------
m_ui->m_dymX->setRange(-64000, 64000);
m_ui->m_dymX->setValue(pos.x);
m_ui->m_dymY->setRange(-64000, 64000);
m_ui->m_dymY->setValue(pos.y);
m_ui->m_dymZ->setRange(-64000, 64000);
m_ui->m_dymZ->setValue(pos.z);
// ANGLES -------------------------------------
m_ui->m_dymAngleX->setRange(-180, 180);
m_ui->m_dymAngleX->setValue(angle.x);
m_ui->m_dymAngleY->setRange(-180, 180);
m_ui->m_dymAngleY->setValue(angle.y);
m_ui->m_dymAngleZ->setRange(-180, 180);
m_ui->m_dymAngleZ->setValue(angle.z);
m_ui->m_labelSeg->setVisible(false);
m_ui->m_labelSegX->setVisible(false);
m_ui->m_labelSegY->setVisible(false);
m_ui->m_dymSegX->setVisible(false);
m_ui->m_dymSegY->setVisible(false);
// Ensure the goto button is highlighted correctly.
m_ui->pushButton->setDefault(true);
OnUpdateNumbers();
}
void CGotoPositionDlg::OnChangeEdit()
{
const int lengthInSw = 8;
const int strNum = 6;
AZStd::vector<float> pos(strNum);
m_sPos = m_ui->m_posEdit->text();
const QStringList parts = m_sPos.split(QRegularExpression("[\\s,;\\t]"), Qt::SkipEmptyParts);
for (int k = 0; k < strNum && k < parts.count(); ++k)
{
pos[k] = parts[k].toDouble();
}
m_ui->m_dymX->setValue(pos[0]);
m_ui->m_dymY->setValue(pos[1]);
m_ui->m_dymZ->setValue(pos[2]);
m_ui->m_dymAngleX->setValue(pos[3]);
m_ui->m_dymAngleY->setValue(pos[4]);
m_ui->m_dymAngleZ->setValue(pos[5]);
if constexpr (strNum == lengthInSw)
{
if (parts.count() == lengthInSw)
{
m_ui->m_dymSegX->setValue(static_cast<int>(parts[6].toDouble()));
m_ui->m_dymSegY->setValue(static_cast<int>(parts[7].toDouble()));
}
}
}
//////////////////////////////////////////////////////////////////////////
void CGotoPositionDlg::OnUpdateNumbers()
{
m_ui->m_posEdit->setText(QString::fromLatin1("%1, %2, %3, %4, %5, %6")
.arg(m_ui->m_dymX->value(), 2, 'f', 2).arg(m_ui->m_dymY->value(), 2, 'f', 2).arg(m_ui->m_dymZ->value(), 2, 'f', 2)
.arg(m_ui->m_dymAngleX->value(), 2, 'f', 2).arg(m_ui->m_dymAngleY->value(), 2, 'f', 2).arg(m_ui->m_dymAngleZ->value(), 2, 'f', 2));
}
void CGotoPositionDlg::accept()
{
Vec3 vPos(m_ui->m_dymX->value(), m_ui->m_dymY->value(), m_ui->m_dymZ->value());
m_ui->m_dymX->setValue(vPos.x);
m_ui->m_dymY->setValue(vPos.y);
m_ui->m_dymZ->setValue(vPos.z);
AzToolsFramework::IEditorCameraController* editorCameraController = AZ::Interface<AzToolsFramework::IEditorCameraController>::Get();
AZ_Error("editor", editorCameraController, "IEditorCameraCommands is not registered.");
if (editorCameraController)
{
editorCameraController->SetCurrentViewPosition(AZ::Vector3{
aznumeric_cast<float>(m_ui->m_dymX->value()),
aznumeric_cast<float>(m_ui->m_dymY->value()),
aznumeric_cast<float>(m_ui->m_dymZ->value())
});
editorCameraController->SetCurrentViewRotation(AZ::Vector3{
aznumeric_cast<float>(m_ui->m_dymAngleX->value()),
aznumeric_cast<float>(m_ui->m_dymAngleY->value()),
aznumeric_cast<float>(m_ui->m_dymAngleZ->value())
});
}
QDialog::accept();
}
#include <moc_GotoPositionDlg.cpp>