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469 lines
19 KiB
C++
469 lines
19 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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// Description : ObjectManager definition.
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#ifndef CRYINCLUDE_EDITOR_OBJECTS_OBJECTMANAGER_H
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#define CRYINCLUDE_EDITOR_OBJECTS_OBJECTMANAGER_H
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#pragma once
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#include "IObjectManager.h"
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#include "BaseObject.h"
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#include "SelectionGroup.h"
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#include "ObjectManagerEventBus.h"
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <AzToolsFramework/ComponentMode/EditorComponentModeBus.h>
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#include <AzCore/EBus/EBus.h>
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#include <Include/SandboxAPI.h>
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// forward declarations.
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class CGizmoManager;
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class CEntityObject;
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class CObjectArchive;
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class CObjectClassDesc;
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class CWaitProgress;
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enum class ImageRotationDegrees;
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//////////////////////////////////////////////////////////////////////////
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// Helper class to signal when we are exporting a level to game
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//////////////////////////////////////////////////////////////////////////
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class CObjectManagerLevelIsExporting
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{
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public:
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CObjectManagerLevelIsExporting()
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{
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AZ::ObjectManagerEventBus::Broadcast(&AZ::ObjectManagerEventBus::Events::OnExportingStarting);
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GetIEditor()->GetObjectManager()->SetExportingLevel(true);
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}
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~CObjectManagerLevelIsExporting()
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{
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GetIEditor()->GetObjectManager()->SetExportingLevel(false);
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AZ::ObjectManagerEventBus::Broadcast(&AZ::ObjectManagerEventBus::Events::OnExportingFinished);
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}
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};
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//////////////////////////////////////////////////////////////////////////
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// Array of editor objects.
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//////////////////////////////////////////////////////////////////////////
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class CBaseObjectsCache
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{
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public:
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int GetObjectCount() const { return static_cast<int>(m_objects.size()); }
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CBaseObject* GetObject(int nIndex) const { return m_objects[nIndex]; }
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void AddObject(CBaseObject* object);
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void ClearObjects()
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{
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m_objects.clear();
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m_entityIds.clear();
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}
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void Reserve(int nCount)
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{
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m_objects.reserve(nCount);
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m_entityIds.reserve(nCount);
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}
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const AZStd::vector<AZ::EntityId>& GetEntityIdCache() const { return m_entityIds; }
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/// Checksum is used as a dirty flag.
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unsigned int GetSerialNumber() { return m_serialNumber; }
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void SetSerialNumber(unsigned int serialNumber) { m_serialNumber = serialNumber; }
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private:
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//! List of objects that was displayed at last frame.
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std::vector<_smart_ptr<CBaseObject> > m_objects;
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AZStd::vector<AZ::EntityId> m_entityIds;
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unsigned int m_serialNumber = 0;
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};
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/*!
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* CObjectManager is a singleton object that
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* manages global set of objects in level.
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*/
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class CObjectManager
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: public IObjectManager
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, private AzToolsFramework::ComponentModeFramework::EditorComponentModeNotificationBus::Handler
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{
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public:
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//! Selection functor callback.
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//! Callback function must return a boolean value.
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//! Return true if selection should proceed, or false to abort object selection.
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CObjectManager();
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~CObjectManager();
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void RegisterObjectClasses();
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CBaseObject* NewObject(CObjectClassDesc* cls, CBaseObject* prev = 0, const QString& file = "", const char* newObjectName = nullptr) override;
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CBaseObject* NewObject(const QString& typeName, CBaseObject* prev = 0, const QString& file = "", const char* newEntityName = nullptr) override;
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void DeleteObject(CBaseObject* obj) override;
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void DeleteSelection(CSelectionGroup* pSelection) override;
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void DeleteAllObjects() override;
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CBaseObject* CloneObject(CBaseObject* obj) override;
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void BeginEditParams(CBaseObject* obj, int flags) override;
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void EndEditParams(int flags = 0) override;
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// Hides all transform manipulators.
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void HideTransformManipulators();
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//! Get number of objects manager by ObjectManager (not contain sub objects of groups).
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int GetObjectCount() const override;
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//! Get array of objects, managed by manager (not contain sub objects of groups).
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//! @param layer if 0 get objects for all layers, or layer to get objects from.
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void GetObjects(CBaseObjectsArray& objects) const override;
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//! Get array of objects that pass the filter.
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//! @param filter The filter functor, return true if you want to get the certain obj, return false if want to skip it.
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void GetObjects(CBaseObjectsArray& objects, BaseObjectFilterFunctor const& filter) const override;
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//! Update objects.
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void Update();
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//! Display objects on display context.
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void Display(DisplayContext& dc) override;
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//! Called when selecting without selection helpers - this is needed since
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//! the visible object cache is normally not updated when not displaying helpers.
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void ForceUpdateVisibleObjectCache(DisplayContext& dc) override;
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//! Check intersection with objects.
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//! Find intersection with nearest to ray origin object hit by ray.
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//! If distance tollerance is specified certain relaxation applied on collision test.
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//! @return true if hit any object, and fills hitInfo structure.
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bool HitTest(HitContext& hitInfo) override;
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//! Check intersection with an object.
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//! @return true if hit, and fills hitInfo structure.
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bool HitTestObject(CBaseObject* obj, HitContext& hc) override;
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//! Send event to all objects.
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//! Will cause OnEvent handler to be called on all objects.
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void SendEvent(ObjectEvent event) override;
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//! Send event to all objects within given bounding box.
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//! Will cause OnEvent handler to be called on objects within bounding box.
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void SendEvent(ObjectEvent event, const AABB& bounds) override;
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//////////////////////////////////////////////////////////////////////////
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//! Find object by ID.
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CBaseObject* FindObject(REFGUID guid) const override;
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//////////////////////////////////////////////////////////////////////////
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//! Find object by name.
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CBaseObject* FindObject(const QString& sName) const override;
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//////////////////////////////////////////////////////////////////////////
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//! Find objects of given type.
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void FindObjectsOfType(const QMetaObject* pClass, std::vector<CBaseObject*>& result) override;
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void FindObjectsOfType(ObjectType type, std::vector<CBaseObject*>& result) override;
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//////////////////////////////////////////////////////////////////////////
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//! Find objects which intersect with a given AABB.
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void FindObjectsInAABB(const AABB& aabb, std::vector<CBaseObject*>& result) const override;
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//////////////////////////////////////////////////////////////////////////
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// Operations on objects.
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//////////////////////////////////////////////////////////////////////////
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//! Makes object visible or invisible.
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void HideObject(CBaseObject* obj, bool hide) override;
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//! Shows the last hidden object based on hidden ID
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void ShowLastHiddenObject() override;
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//! Freeze object, making it unselectable.
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void FreezeObject(CBaseObject* obj, bool freeze) override;
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//! Unhide all hidden objects.
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void UnhideAll() override;
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//! Unfreeze all frozen objects.
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void UnfreezeAll() override;
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//////////////////////////////////////////////////////////////////////////
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// Object Selection.
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//////////////////////////////////////////////////////////////////////////
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bool SelectObject(CBaseObject* obj, bool bUseMask = true) override;
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void UnselectObject(CBaseObject* obj) override;
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//! Select objects within specified distance from given position.
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//! Return number of selected objects.
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int SelectObjects(const AABB& box, bool bUnselect = false) override;
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void SelectEntities(std::set<CEntityObject*>& s) override;
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int MoveObjects(const AABB& box, const Vec3& offset, ImageRotationDegrees rotation, bool bIsCopy = false) override;
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//! Selects/Unselects all objects within 2d rectangle in given viewport.
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void SelectObjectsInRect(CViewport* view, const QRect& rect, bool bSelect) override;
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void FindObjectsInRect(CViewport* view, const QRect& rect, std::vector<GUID>& guids) override;
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//! Clear default selection set.
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//! @Return number of objects removed from selection.
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int ClearSelection() override;
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//! Deselect all current selected objects and selects object that were unselected.
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//! @Return number of selected objects.
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int InvertSelection() override;
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//! Get current selection.
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CSelectionGroup* GetSelection() const override { return m_currSelection; };
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//! Get named selection.
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CSelectionGroup* GetSelection(const QString& name) const override;
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// Get selection group names
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void GetNameSelectionStrings(QStringList& names) override;
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//! Change name of current selection group.
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//! And store it in list.
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void NameSelection(const QString& name) override;
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//! Set one of name selections as current selection.
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void SetSelection(const QString& name) override;
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void RemoveSelection(const QString& name) override;
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bool IsObjectDeletionAllowed(CBaseObject* pObject);
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//! Delete all objects in selection group.
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void DeleteSelection() override;
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uint32 ForceID() const override{return m_ForceID; }
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void ForceID(uint32 FID) override{m_ForceID = FID; }
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//! Generates uniq name base on type name of object.
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QString GenerateUniqueObjectName(const QString& typeName) override;
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//! Register object name in object manager, needed for generating uniq names.
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void RegisterObjectName(const QString& name) override;
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//! Decrease name number and remove if it was last in object manager, needed for generating uniq names.
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void UpdateRegisterObjectName(const QString& name);
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//! Enable/Disable generating of unique object names (Enabled by default).
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//! Return previous value.
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bool EnableUniqObjectNames(bool bEnable) override;
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//! Register XML template of runtime class.
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void RegisterClassTemplate(const XmlNodeRef& templ);
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//! Load class templates for specified directory,
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void LoadClassTemplates(const QString& path);
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//! Registers the ObjectManager's console variables.
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void RegisterCVars();
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//! Find object class by name.
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CObjectClassDesc* FindClass(const QString& className) override;
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void GetClassCategories(QStringList& categories) override;
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void GetClassCategoryToolClassNamePairs(std::vector< std::pair<QString, QString> >& categoryToolClassNamePairs) override;
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void GetClassTypes(const QString& category, QStringList& types) override;
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//! Export objects to xml.
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//! When onlyShared is true ony objects with shared flags exported, overwise only not shared object exported.
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void Export(const QString& levelPath, XmlNodeRef& rootNode, bool onlyShared) override;
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void ExportEntities(XmlNodeRef& rootNode) override;
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//! Serialize Objects in manager to specified XML Node.
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//! @param flags Can be one of SerializeFlags.
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void Serialize(XmlNodeRef& rootNode, bool bLoading, int flags = SERIALIZE_ALL) override;
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void SerializeNameSelection(XmlNodeRef& rootNode, bool bLoading) override;
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//! Load objects from object archive.
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//! @param bSelect if set newly loaded object will be selected.
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void LoadObjects(CObjectArchive& ar, bool bSelect) override;
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//! Delete from Object manager all objects without SHARED flag.
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void DeleteNotSharedObjects();
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//! Delete from Object manager all objects with SHARED flag.
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void DeleteSharedObjects();
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bool AddObject(CBaseObject* obj);
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void RemoveObject(CBaseObject* obj);
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void ChangeObjectId(REFGUID oldId, REFGUID newId) override;
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bool IsDuplicateObjectName(const QString& newName) const override
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{
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return FindObject(newName) ? true : false;
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}
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void ShowDuplicationMsgWarning(CBaseObject* obj, const QString& newName, bool bShowMsgBox) const override;
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void ChangeObjectName(CBaseObject* obj, const QString& newName) override;
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//! Convert object of one type to object of another type.
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//! Original object is deleted.
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bool ConvertToType(CBaseObject* pObject, const QString& typeName) override;
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//! Set new selection callback.
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//! @return previous selection callback.
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IObjectSelectCallback* SetSelectCallback(IObjectSelectCallback* callback) override;
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// Enables/Disables creating of game objects.
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void SetCreateGameObject(bool enable) override { m_createGameObjects = enable; };
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//! Return true if objects loaded from xml should immidiatly create game objects associated with them.
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bool IsCreateGameObjects() const override { return m_createGameObjects; };
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//////////////////////////////////////////////////////////////////////////
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//! Get access to gizmo manager.
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IGizmoManager* GetGizmoManager() override;
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//////////////////////////////////////////////////////////////////////////
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//! Invalidate visibily settings of objects.
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void InvalidateVisibleList() override;
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//////////////////////////////////////////////////////////////////////////
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// ObjectManager notification Callbacks.
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//////////////////////////////////////////////////////////////////////////
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void AddObjectEventListener(EventListener* listener) override;
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void RemoveObjectEventListener(EventListener* listener) override;
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//////////////////////////////////////////////////////////////////////////
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// Used to indicate starting and ending of objects loading.
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//////////////////////////////////////////////////////////////////////////
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void StartObjectsLoading(int numObjects) override;
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void EndObjectsLoading() override;
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//////////////////////////////////////////////////////////////////////////
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// Gathers all resources used by all objects.
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void GatherUsedResources(CUsedResources& resources) override;
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bool IsLightClass(CBaseObject* pObject) override;
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virtual void FindAndRenameProperty2(const char* property2Name, const QString& oldValue, const QString& newValue) override;
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virtual void FindAndRenameProperty2If(const char* property2Name, const QString& oldValue, const QString& newValue, const char* otherProperty2Name, const QString& otherValue) override;
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bool IsReloading() const override { return m_bInReloading; }
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void SetSkipUpdate(bool bSkipUpdate) override { m_bSkipObjectUpdate = bSkipUpdate; }
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void SetExportingLevel(bool bExporting) override { m_bLevelExporting = bExporting; }
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bool IsExportingLevelInprogress() const override { return m_bLevelExporting; }
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int GetAxisHelperHitRadius() const override { return m_axisHelperHitRadius; }
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private:
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friend CObjectArchive;
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friend class CBaseObject;
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/** Creates and serialize object from xml node.
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@param objectNode Xml node to serialize object info from.
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@param pUndoObject Pointer to deleted object for undo.
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*/
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CBaseObject* NewObject(CObjectArchive& archive, CBaseObject* pUndoObject, bool bMakeNewId) override;
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//! Update visibility of all objects.
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void UpdateVisibilityList();
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//! Get array of all objects in manager.
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void GetAllObjects(TBaseObjects& objects) const;
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void UnselectCurrent();
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void SelectCurrent();
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void SetObjectSelected(CBaseObject* pObject, bool bSelect);
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// Recursive functions potentially taking into child objects into account
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void SelectObjectInRect(CBaseObject* pObj, CViewport* view, HitContext hc, bool bSelect);
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void HitTestObjectAgainstRect(CBaseObject* pObj, CViewport* view, HitContext hc, std::vector<GUID>& guids);
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void SaveRegistry();
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void LoadRegistry();
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void NotifyObjectListeners(CBaseObject* pObject, CBaseObject::EObjectListenerEvent event);
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void FindDisplayableObjects(DisplayContext& dc, bool bDisplay);
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// EditorComponentModeNotificationBus
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void EnteredComponentMode(const AZStd::vector<AZ::Uuid>& componentModeTypes) override;
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void LeftComponentMode(const AZStd::vector<AZ::Uuid>& componentModeTypes) override;
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private:
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typedef std::map<GUID, CBaseObjectPtr, guid_less_predicate> Objects;
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Objects m_objects;
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typedef std::unordered_map<AZ::u32, CBaseObjectPtr> ObjectsByNameCrc;
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ObjectsByNameCrc m_objectsByName;
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typedef std::map<QString, CSelectionGroup*> TNameSelectionMap;
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TNameSelectionMap m_selections;
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//! Used for forcing IDs of "GetEditorObjectID" of PreFabs, as they used to have random IDs on each load
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uint32 m_ForceID;
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//! Array of currently visible objects.
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TBaseObjects m_visibleObjects;
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// this number changes whenever visibility is invalidated. Viewports can use it to keep track of whether they need to recompute object
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// visibility.
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unsigned int m_visibilitySerialNumber = 1;
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unsigned int m_lastComputedVisibility = 0; // when the object manager itself last updated visibility (since it also has a cache)
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int m_lastHideMask = 0;
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float m_maxObjectViewDistRatio;
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//////////////////////////////////////////////////////////////////////////
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// Selection.
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//! Current selection group.
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CSelectionGroup* m_currSelection;
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int m_nLastSelCount;
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bool m_bSelectionChanged;
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IObjectSelectCallback* m_selectCallback;
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bool m_bLoadingObjects;
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// True while performing a select or deselect operation on more than one object.
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// Prevents individual undo/redo commands for every object, allowing bulk undo/redo
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bool m_processingBulkSelect = false;
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//! Default selection.
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CSelectionGroup m_defaultSelection;
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CBaseObjectPtr m_currEditObject;
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bool m_bSingleSelection;
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bool m_createGameObjects;
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bool m_bGenUniqObjectNames;
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// Object manager also handles Gizmo manager.
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CGizmoManager* m_gizmoManager;
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//////////////////////////////////////////////////////////////////////////
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// Loading progress.
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CWaitProgress* m_pLoadProgress;
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int m_loadedObjects;
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int m_totalObjectsToLoad;
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// Numbering for names.
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//////////////////////////////////////////////////////////////////////////
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typedef std::map<QString, std::set<uint16>, stl::less_stricmp<QString> > NameNumbersMap;
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NameNumbersMap m_nameNumbersMap;
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//////////////////////////////////////////////////////////////////////////
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// Listeners.
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std::list<EventListener*> m_objectEventListeners;
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bool m_bExiting;
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std::unordered_set<CEntityObject*> m_animatedAttachedEntities;
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bool m_isUpdateVisibilityList;
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uint64 m_currentHideCount;
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bool m_bInReloading;
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bool m_bSkipObjectUpdate;
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bool m_bLevelExporting;
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int m_axisHelperHitRadius = 20;
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};
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namespace AzToolsFramework
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{
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//! A component to reflect scriptable commands for the Editor
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class ObjectManagerFuncsHandler
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: public AZ::Component
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{
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public:
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AZ_COMPONENT(ObjectManagerFuncsHandler, "{D79B69EE-A2CC-43C0-AA5C-47DCFCCBC955}")
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SANDBOX_API static void Reflect(AZ::ReflectContext* context);
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// AZ::Component ...
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void Activate() override {}
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void Deactivate() override {}
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};
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} // namespace AzToolsFramework
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#endif // CRYINCLUDE_EDITOR_OBJECTS_OBJECTMANAGER_H
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