Files
o3de/Code/Sandbox/Editor/EditorViewportWidget.h
T
AMZN-koppersr 5e4094b258 Revamped AzFramework::Scene (#332)
Updated AzFramework::Scene to allow it to serve as the one-stop location for localized singletons. Localized singletons in this case are instance that can only occur once in an environment but multiple times within an application. As an example, this allows settings up a single camera per viewport for instance.

Highlights of changes:

Replaced the original ebuses with interfaces and events for easy of use and performance.
Removed the Entity Context specific code and moved that to new locations within the Entity Context itself.
Allowed basic inheritance. If a subsystem isn't found in a scene the parent can optionally be searched.
Scenes can enter a zombie state and avoid immediately being deleted. This is needed for situations where subsystems can't be destroyed until async calls have been completed.
2021-04-29 08:50:48 -07:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
// RenderViewport.h : header file
//
#if !defined(Q_MOC_RUN)
#include <Cry_Camera.h>
#include <QSet>
#include "Viewport.h"
#include "Objects/DisplayContext.h"
#include "Undo/Undo.h"
#include "Util/PredefinedAspectRatios.h"
#include <AzCore/Component/EntityId.h>
#include <AzCore/std/optional.h>
#include <AzFramework/Input/Buses/Requests/InputSystemCursorRequestBus.h>
#include <AzFramework/Scene/SceneSystemInterface.h>
#include <AzFramework/Asset/AssetCatalogBus.h>
#include <AzToolsFramework/API/ToolsApplicationAPI.h>
#include <AzToolsFramework/API/EditorCameraBus.h>
#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
#include <AzToolsFramework/Viewport/ViewportMessages.h>
#include <MathConversion.h>
#include <Atom/RPI.Public/ViewportContext.h>
#include <Atom/RPI.Public/SceneBus.h>
#endif
#include <AzFramework/Windowing/WindowBus.h>
#include <AzFramework/Visibility/EntityVisibilityQuery.h>
// forward declarations.
class CBaseObject;
class QMenu;
class QKeyEvent;
struct ray_hit;
struct IRenderMesh;
struct IVariable;
namespace AZ::ViewportHelpers
{
class EditorEntityNotifications;
} //namespace AZ::ViewportHelpers
namespace AtomToolsFramework
{
class RenderViewportWidget;
}
namespace AzToolsFramework
{
class ManipulatorManager;
}
// EditorViewportWidget window
AZ_PUSH_DISABLE_DLL_EXPORT_BASECLASS_WARNING
AZ_PUSH_DISABLE_DLL_EXPORT_MEMBER_WARNING
class SANDBOX_API EditorViewportWidget
: public QtViewport
, public IEditorNotifyListener
, public IUndoManagerListener
, public Camera::EditorCameraRequestBus::Handler
, public AzFramework::InputSystemCursorConstraintRequestBus::Handler
, public AzToolsFramework::ViewportInteraction::ViewportFreezeRequestBus::Handler
, public AzToolsFramework::ViewportInteraction::MainEditorViewportInteractionRequestBus::Handler
, public AzFramework::AssetCatalogEventBus::Handler
, public AZ::RPI::SceneNotificationBus::Handler
{
AZ_POP_DISABLE_DLL_EXPORT_MEMBER_WARNING
AZ_POP_DISABLE_DLL_EXPORT_BASECLASS_WARNING
Q_OBJECT
public:
struct SResolution
{
SResolution()
: width(0)
, height(0)
{
}
SResolution(int w, int h)
: width(w)
, height(h)
{
}
int width;
int height;
};
public:
EditorViewportWidget(const QString& name, QWidget* parent = nullptr);
static const GUID& GetClassID()
{
return QtViewport::GetClassID<EditorViewportWidget>();
}
/** Get type of this viewport.
*/
virtual EViewportType GetType() const { return ET_ViewportCamera; }
virtual void SetType([[maybe_unused]] EViewportType type) { assert(type == ET_ViewportCamera); };
virtual ~EditorViewportWidget();
Q_INVOKABLE void InjectFakeMouseMove(int deltaX, int deltaY, Qt::MouseButtons buttons);
// Replacement for still used CRenderer methods
void UnProjectFromScreen(float sx, float sy, float sz, float* px, float* py, float* pz) const;
void ProjectToScreen(float ptx, float pty, float ptz, float* sx, float* sy, float* sz) const;
public:
virtual void Update();
virtual void ResetContent();
virtual void UpdateContent(int flags);
void OnTitleMenu(QMenu* menu) override;
void SetCamera(const CCamera& camera);
const CCamera& GetCamera() const { return m_Camera; };
virtual void SetViewTM(const Matrix34& tm)
{
if (m_viewSourceType == ViewSourceType::None)
{
m_defaultViewTM = tm;
}
SetViewTM(tm, false);
}
//! Map world space position to viewport position.
virtual QPoint WorldToView(const Vec3& wp) const;
virtual QPoint WorldToViewParticleEditor(const Vec3& wp, int width, int height) const;
virtual Vec3 WorldToView3D(const Vec3& wp, int nFlags = 0) const;
//! Map viewport position to world space position.
virtual Vec3 ViewToWorld(const QPoint& vp, bool* collideWithTerrain = nullptr, bool onlyTerrain = false, bool bSkipVegetation = false, bool bTestRenderMesh = false, bool* collideWithObject = nullptr) const override;
virtual void ViewToWorldRay(const QPoint& vp, Vec3& raySrc, Vec3& rayDir) const override;
virtual Vec3 ViewToWorldNormal(const QPoint& vp, bool onlyTerrain, bool bTestRenderMesh = false) override;
virtual float GetScreenScaleFactor(const Vec3& worldPoint) const;
virtual float GetScreenScaleFactor(const CCamera& camera, const Vec3& object_position);
virtual float GetAspectRatio() const;
virtual bool HitTest(const QPoint& point, HitContext& hitInfo);
virtual bool IsBoundsVisible(const AABB& box) const;
virtual void CenterOnSelection();
virtual void CenterOnAABB(const AABB& aabb);
void CenterOnSliceInstance() override;
void focusOutEvent(QFocusEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void SetFOV(float fov);
float GetFOV() const;
void SetDefaultCamera();
bool IsDefaultCamera() const;
void SetSequenceCamera();
bool IsSequenceCamera() const { return m_viewSourceType == ViewSourceType::SequenceCamera; }
void SetSelectedCamera();
bool IsSelectedCamera() const;
void SetComponentCamera(const AZ::EntityId& entityId);
void SetEntityAsCamera(const AZ::EntityId& entityId, bool lockCameraMovement = false);
void SetFirstComponentCamera();
void SetViewEntity(const AZ::EntityId& cameraEntityId, bool lockCameraMovement = false);
void PostCameraSet();
// This switches the active camera to the next one in the list of (default, all custom cams).
void CycleCamera();
// Camera::EditorCameraRequestBus
void SetViewFromEntityPerspective(const AZ::EntityId& entityId) override;
void SetViewAndMovementLockFromEntityPerspective(const AZ::EntityId& entityId, bool lockCameraMovement) override;
AZ::EntityId GetCurrentViewEntityId() override { return m_viewEntityId; }
bool GetActiveCameraPosition(AZ::Vector3& cameraPos) override;
// AzToolsFramework::EditorEntityContextNotificationBus (handler moved to cpp to resolve link issues in unity builds)
virtual void OnStartPlayInEditor();
virtual void OnStopPlayInEditor();
// AzToolsFramework::ViewportInteractionRequestBus
AzFramework::CameraState GetCameraState();
bool GridSnappingEnabled();
float GridSize();
bool ShowGrid();
bool AngleSnappingEnabled();
float AngleStep();
QPoint ViewportWorldToScreen(const AZ::Vector3& worldPosition);
// AzToolsFramework::ViewportFreezeRequestBus
bool IsViewportInputFrozen() override;
void FreezeViewportInput(bool freeze) override;
// AzToolsFramework::MainEditorViewportInteractionRequestBus
AZ::EntityId PickEntity(const QPoint& point) override;
AZ::Vector3 PickTerrain(const QPoint& point) override;
float TerrainHeight(const AZ::Vector2& position) override;
void FindVisibleEntities(AZStd::vector<AZ::EntityId>& visibleEntitiesOut) override;
bool ShowingWorldSpace() override;
QWidget* GetWidgetForViewportContextMenu() override;
void BeginWidgetContext() override;
void EndWidgetContext() override;
// CViewport...
void SetViewportId(int id) override;
void ConnectViewportInteractionRequestBus();
void DisconnectViewportInteractionRequestBus();
void LockCameraMovement(bool bLock) { m_bLockCameraMovement = bLock; }
bool IsCameraMovementLocked() const { return m_bLockCameraMovement; }
void EnableCameraObjectMove(bool bMove) { m_bMoveCameraObject = bMove; }
bool IsCameraObjectMove() const { return m_bMoveCameraObject; }
void SetPlayerControl(uint32 i) { m_PlayerControl = i; };
uint32 GetPlayerControl() { return m_PlayerControl; };
const DisplayContext& GetDisplayContext() const { return m_displayContext; }
CBaseObject* GetCameraObject() const;
QPoint WidgetToViewport(const QPoint& point) const;
QPoint ViewportToWidget(const QPoint& point) const;
QSize WidgetToViewport(const QSize& size) const;
AzToolsFramework::ViewportInteraction::MouseInteraction BuildMouseInteraction(
Qt::MouseButtons buttons, Qt::KeyboardModifiers modifiers, const QPoint& point) override;
void SetPlayerPos()
{
Matrix34 m = GetViewTM();
m.SetTranslation(m.GetTranslation() - m_PhysicalLocation.t);
SetViewTM(m);
m_AverageFrameTime = 0.14f;
m_PhysicalLocation.SetIdentity();
m_LocalEntityMat.SetIdentity();
m_PrevLocalEntityMat.SetIdentity();
m_absCameraHigh = 2.0f;
m_absCameraPos = Vec3(0, 3, 2);
m_absCameraPosVP = Vec3(0, -3, 1.5);
m_absCurrentSlope = 0.0f;
m_absLookDirectionXY = Vec2(0, 1);
m_LookAt = Vec3(ZERO);
m_LookAtRate = Vec3(ZERO);
m_vCamPos = Vec3(ZERO);
m_vCamPosRate = Vec3(ZERO);
m_relCameraRotX = 0;
m_relCameraRotZ = 0;
uint32 numSample6 = m_arrAnimatedCharacterPath.size();
for (uint32 i = 0; i < numSample6; i++)
{
m_arrAnimatedCharacterPath[i] = Vec3(ZERO);
}
numSample6 = m_arrSmoothEntityPath.size();
for (uint32 i = 0; i < numSample6; i++)
{
m_arrSmoothEntityPath[i] = Vec3(ZERO);
}
uint32 numSample7 = m_arrRunStrafeSmoothing.size();
for (uint32 i = 0; i < numSample7; i++)
{
m_arrRunStrafeSmoothing[i] = 0;
}
m_vWorldDesiredBodyDirection = Vec2(0, 1);
m_vWorldDesiredBodyDirectionSmooth = Vec2(0, 1);
m_vWorldDesiredBodyDirectionSmoothRate = Vec2(0, 1);
m_vWorldDesiredBodyDirection2 = Vec2(0, 1);
m_vWorldDesiredMoveDirection = Vec2(0, 1);
m_vWorldDesiredMoveDirectionSmooth = Vec2(0, 1);
m_vWorldDesiredMoveDirectionSmoothRate = Vec2(0, 1);
m_vLocalDesiredMoveDirection = Vec2(0, 1);
m_vLocalDesiredMoveDirectionSmooth = Vec2(0, 1);
m_vLocalDesiredMoveDirectionSmoothRate = Vec2(0, 1);
m_vWorldAimBodyDirection = Vec2(0, 1);
m_MoveSpeedMSec = 5.0f;
m_key_W = 0;
m_keyrcr_W = 0;
m_key_S = 0;
m_keyrcr_S = 0;
m_key_A = 0;
m_keyrcr_A = 0;
m_key_D = 0;
m_keyrcr_D = 0;
m_key_SPACE = 0;
m_keyrcr_SPACE = 0;
m_ControllMode = 0;
m_State = -1;
m_Stance = 1; //combat
m_udGround = 0.0f;
m_lrGround = 0.0f;
AABB aabb = AABB(Vec3(-40.0f, -40.0f, -0.25f), Vec3(+40.0f, +40.0f, +0.0f));
m_GroundOBB = OBB::CreateOBBfromAABB(Matrix33(IDENTITY), aabb);
m_GroundOBBPos = Vec3(0, 0, -0.01f);
};
static EditorViewportWidget* GetPrimaryViewport();
AZ_PUSH_DISABLE_DLL_EXPORT_MEMBER_WARNING
CCamera m_Camera;
AZ_POP_DISABLE_DLL_EXPORT_MEMBER_WARNING
protected:
struct SScopedCurrentContext;
void SetViewTM(const Matrix34& tm, bool bMoveOnly);
virtual float GetCameraMoveSpeed() const;
virtual float GetCameraRotateSpeed() const;
virtual bool GetCameraInvertYRotation() const;
virtual float GetCameraInvertPan() const;
// Called to render stuff.
virtual void OnRender();
virtual void OnEditorNotifyEvent(EEditorNotifyEvent event);
//! Get currently active camera object.
void ToggleCameraObject();
void RenderConstructionPlane();
void RenderSnapMarker();
void RenderAll();
void OnBeginPrepareRender() override;
// Update the safe frame, safe action, safe title, and borders rectangles based on
// viewport size and target aspect ratio.
void UpdateSafeFrame();
// Draw safe frame, safe action, safe title rectangles and borders.
void RenderSafeFrame();
// Draw one of the safe frame rectangles with the desired color.
void RenderSafeFrame(const QRect& frame, float r, float g, float b, float a);
// Draw a selected region if it has been selected
void RenderSelectedRegion();
virtual bool CreateRenderContext();
virtual void DestroyRenderContext();
void OnMenuCommandChangeAspectRatio(unsigned int commandId);
bool AdjustObjectPosition(const ray_hit& hit, Vec3& outNormal, Vec3& outPos) const;
bool RayRenderMeshIntersection(IRenderMesh* pRenderMesh, const Vec3& vInPos, const Vec3& vInDir, Vec3& vOutPos, Vec3& vOutNormal) const;
bool AddCameraMenuItems(QMenu* menu);
void ResizeView(int width, int height);
void OnCameraFOVVariableChanged(IVariable* var);
void HideCursor();
void ShowCursor();
bool IsKeyDown(Qt::Key key) const;
enum class ViewSourceType
{
None,
SequenceCamera,
LegacyCamera,
CameraComponent,
AZ_Entity,
ViewSourceTypesCount,
};
void ResetToViewSourceType(const ViewSourceType& viewSourType);
bool m_bRenderContextCreated = false;
bool m_bInRotateMode = false;
bool m_bInMoveMode = false;
bool m_bInOrbitMode = false;
bool m_bInZoomMode = false;
QPoint m_mousePos = QPoint(0, 0);
QPoint m_prevMousePos = QPoint(0, 0); // for tablets, you can't use SetCursorPos and need to remember the prior point and delta with that.
float m_moveSpeed = 1;
float m_orbitDistance = 10.0f;
AZ_PUSH_DISABLE_DLL_EXPORT_MEMBER_WARNING
Vec3 m_orbitTarget;
//-------------------------------------------
//--- player-control in CharEdit ---
//-------------------------------------------
f32 m_MoveSpeedMSec;
uint32 m_key_W, m_keyrcr_W;
uint32 m_key_S, m_keyrcr_S;
uint32 m_key_A, m_keyrcr_A;
uint32 m_key_D, m_keyrcr_D;
uint32 m_key_SPACE, m_keyrcr_SPACE;
uint32 m_ControllMode;
int32 m_Stance;
int32 m_State;
f32 m_AverageFrameTime;
uint32 m_PlayerControl = 0;
f32 m_absCameraHigh;
Vec3 m_absCameraPos;
Vec3 m_absCameraPosVP;
f32 m_absCurrentSlope; //in radiants
Vec2 m_absLookDirectionXY;
Vec3 m_LookAt;
Vec3 m_LookAtRate;
Vec3 m_vCamPos;
Vec3 m_vCamPosRate;
float m_camFOV;
f32 m_relCameraRotX;
f32 m_relCameraRotZ;
QuatTS m_PhysicalLocation;
Matrix34 m_AnimatedCharacterMat;
Matrix34 m_LocalEntityMat; //this is used for data-driven animations where the character is running on the spot
Matrix34 m_PrevLocalEntityMat;
std::vector<Vec3> m_arrVerticesHF;
std::vector<vtx_idx> m_arrIndicesHF;
std::vector<Vec3> m_arrAnimatedCharacterPath;
std::vector<Vec3> m_arrSmoothEntityPath;
std::vector<f32> m_arrRunStrafeSmoothing;
Vec2 m_vWorldDesiredBodyDirection;
Vec2 m_vWorldDesiredBodyDirectionSmooth;
Vec2 m_vWorldDesiredBodyDirectionSmoothRate;
Vec2 m_vWorldDesiredBodyDirection2;
Vec2 m_vWorldDesiredMoveDirection;
Vec2 m_vWorldDesiredMoveDirectionSmooth;
Vec2 m_vWorldDesiredMoveDirectionSmoothRate;
Vec2 m_vLocalDesiredMoveDirection;
Vec2 m_vLocalDesiredMoveDirectionSmooth;
Vec2 m_vLocalDesiredMoveDirectionSmoothRate;
Vec2 m_vWorldAimBodyDirection;
f32 m_udGround;
f32 m_lrGround;
OBB m_GroundOBB;
Vec3 m_GroundOBBPos;
//-------------------------------------------
// Render options.
bool m_bRenderStats = true;
// Index of camera objects.
mutable GUID m_cameraObjectId;
mutable AZ::EntityId m_viewEntityId;
mutable ViewSourceType m_viewSourceType = ViewSourceType::None;
AZ::EntityId m_viewEntityIdCachedForEditMode;
Matrix34 m_preGameModeViewTM;
uint m_disableRenderingCount = 0;
bool m_bLockCameraMovement;
bool m_bUpdateViewport = false;
bool m_bMoveCameraObject = true;
enum class KeyPressedState
{
AllUp,
PressedThisFrame,
PressedInPreviousFrame,
};
KeyPressedState m_pressedKeyState = KeyPressedState::AllUp;
Matrix34 m_defaultViewTM;
const QString m_defaultViewName;
DisplayContext m_displayContext;
bool m_isOnPaint = false;
static EditorViewportWidget* m_pPrimaryViewport;
QRect m_safeFrame;
QRect m_safeAction;
QRect m_safeTitle;
CPredefinedAspectRatios m_predefinedAspectRatios;
IVariable* m_pCameraFOVVariable = nullptr;
bool m_bCursorHidden = false;
void OnMenuResolutionCustom();
void OnMenuCreateCameraEntityFromCurrentView();
void OnMenuSelectCurrentCamera();
int OnCreate();
void resizeEvent(QResizeEvent* event) override;
void paintEvent(QPaintEvent* event) override;
void mousePressEvent(QMouseEvent* event) override;
// From a series of input primitives, compose a complete mouse interaction.
AzToolsFramework::ViewportInteraction::MouseInteraction BuildMouseInteractionInternal(
AzToolsFramework::ViewportInteraction::MouseButtons buttons,
AzToolsFramework::ViewportInteraction::KeyboardModifiers modifiers,
const AzToolsFramework::ViewportInteraction::MousePick& mousePick) const;
// Given a point in the viewport, return the pick ray into the scene.
// note: The argument passed to parameter **point**, originating
// from a Qt event, must first be passed to WidgetToViewport before being
// passed to BuildMousePick.
AzToolsFramework::ViewportInteraction::MousePick BuildMousePick(const QPoint& point);
bool event(QEvent* event) override;
void OnDestroy();
bool CheckRespondToInput() const;
// AzFramework::InputSystemCursorConstraintRequestBus
void* GetSystemCursorConstraintWindow() const override;
void BuildDragDropContext(AzQtComponents::ViewportDragContext& context, const QPoint& pt) override;
private:
void SetAsActiveViewport();
void PushDisableRendering();
void PopDisableRendering();
bool IsRenderingDisabled() const;
AzToolsFramework::ViewportInteraction::MousePick BuildMousePickInternal(
const QPoint& point) const;
void RestoreViewportAfterGameMode();
void UpdateCameraFromViewportContext();
double WidgetToViewportFactor() const
{
#if defined(AZ_PLATFORM_WINDOWS)
// Needed for high DPI mode on windows
return devicePixelRatioF();
#else
return 1.0f;
#endif
}
void BeginUndoTransaction() override;
void EndUndoTransaction() override;
void UpdateCurrentMousePos(const QPoint& newPosition);
void UpdateScene();
AzFramework::EntityVisibilityQuery m_entityVisibilityQuery;
QSet<int> m_keyDown;
bool m_freezeViewportInput = false;
AZStd::shared_ptr<AzToolsFramework::ManipulatorManager> m_manipulatorManager;
// Used to prevent circular set camera events
bool m_ignoreSetViewFromEntityPerspective = false;
bool m_windowResizedEvent = false;
AZStd::unique_ptr<AZ::ViewportHelpers::EditorEntityNotifications> m_editorEntityNotifications;
AtomToolsFramework::RenderViewportWidget* m_renderViewport = nullptr;
bool m_updatingCameraPosition = false;
AZ::RPI::ViewportContext::MatrixChangedEvent::Handler m_cameraViewMatrixChangeHandler;
AZ::RPI::ViewportContext::MatrixChangedEvent::Handler m_cameraProjectionMatrixChangeHandler;
AzFramework::DebugDisplayRequests* m_debugDisplay = nullptr;
AZ::Name m_defaultViewportContextName;
AZ_POP_DISABLE_DLL_EXPORT_MEMBER_WARNING
};