LumixEngine/src/editor/world_editor.h
2023-10-07 11:58:29 +02:00

177 lines
8.4 KiB
C++

#pragma once
#include "editor/entity_folders.h"
#include "engine/lumix.h"
#include "engine/hash_map.h"
#include "engine/math.h"
#include "engine/world.h"
struct lua_State;
namespace Lumix
{
namespace os { enum class MouseButton; }
template <typename T> struct Array;
template <typename T> struct DelegateList;
template <typename T> struct UniquePtr;
struct IEditorCommand
{
virtual ~IEditorCommand() {}
virtual bool execute() = 0;
virtual void undo() = 0;
virtual const char* getType() = 0;
virtual bool merge(IEditorCommand& command) = 0;
};
struct WorldView {
struct RayHit {
bool is_hit;
float t;
EntityPtr entity;
DVec3 pos;
};
struct Vertex {
Vec3 pos;
u32 abgr;
};
virtual ~WorldView() = default;
virtual const struct Viewport& getViewport() const = 0;
virtual void setViewport(const Viewport& vp) = 0;
virtual void lookAtSelected() = 0;
virtual void setTopView() = 0;
virtual void setFrontView() = 0;
virtual void setSideView() = 0;
virtual void moveCamera(float forward, float right, float up, float speed) = 0;
virtual void copyTransform() = 0;
virtual void refreshIcons() = 0;
virtual bool isMouseDown(os::MouseButton button) const = 0;
virtual bool isMouseClick(os::MouseButton button) const = 0;
virtual Vec2 getMousePos() const = 0;
virtual void setMouseSensitivity(float x, float y) = 0;
virtual Vec2 getMouseSensitivity() = 0;
virtual void setCustomPivot() = 0;
virtual void resetPivot() = 0;
virtual void setSnapMode(bool enable, bool vertex_snap) = 0;
virtual RayHit getCameraRaycastHit(int cam_x, int cam_y, EntityPtr ignore) = 0;
virtual Vertex* render(bool lines, u32 vertex_count) = 0;
virtual void addText2D(float x, float y, Color color, const char* text) = 0;
virtual struct WorldEditor& getEditor() = 0;
};
LUMIX_EDITOR_API void addCircle(WorldView& view, const DVec3& center, float radius, const Vec3& up, Color color);
LUMIX_EDITOR_API void addSphere(WorldView& view, const DVec3& center, float radius, Color color);
LUMIX_EDITOR_API void addCube(WorldView& view, const DVec3& center, const Vec3& x, const Vec3& y, const Vec3& z, Color color);
LUMIX_EDITOR_API void addCube(WorldView& view, const DVec3& min, const DVec3& max, Color color);
LUMIX_EDITOR_API void addLine(WorldView& view, const DVec3& a, const DVec3& b, Color color);
LUMIX_EDITOR_API void addCylinder(WorldView& view, const DVec3& pos, const Vec3& up, float radius, float height, Color color);
LUMIX_EDITOR_API void addCone(WorldView& view, const DVec3& vertex, const Vec3& dir, const Vec3& axis0, const Vec3& axis1, Color color);
LUMIX_EDITOR_API void addFrustum(WorldView& view, const struct ShiftedFrustum& frustum, Color color);
LUMIX_EDITOR_API void addCapsule(WorldView& view, const DVec3& position, float height, float radius, Color color);
struct LUMIX_EDITOR_API WorldEditor
{
enum class Coordinate : i32 {
X,
Y,
Z,
NONE
};
static UniquePtr<WorldEditor> create(struct Engine& engine, struct IAllocator& allocator);
virtual void loadProject() = 0;
virtual void update() = 0;
virtual Engine& getEngine() = 0;
virtual struct World* getWorld() = 0;
virtual IAllocator& getAllocator() = 0;
virtual WorldView& getView() = 0;
virtual void setView(WorldView* view) = 0;
virtual void beginCommandGroup(const char* type) = 0;
virtual void endCommandGroup() = 0;
virtual void lockGroupCommand() = 0;
virtual void executeCommand(UniquePtr<IEditorCommand>&& command) = 0;
virtual bool isWorldChanged() const = 0;
virtual bool canUndo() const = 0;
virtual bool canRedo() const = 0;
virtual void undo() = 0;
virtual void redo() = 0;
virtual void addComponent(Span<const EntityRef> entities, ComponentType type) = 0;
virtual void destroyComponent(Span<const EntityRef> entities, ComponentType cmp_type) = 0;
virtual EntityRef addEntity() = 0;
virtual void destroyEntities(const EntityRef* entities, int count) = 0;
virtual void selectEntities(Span<const EntityRef> entities, bool toggle) = 0;
virtual EntityRef addEntityAt(const DVec3& pos) = 0;
virtual void setEntitiesPositions(const EntityRef* entities, const DVec3* positions, int count) = 0;
virtual void setEntitiesCoordinate(const EntityRef* entities, int count, double value, Coordinate coord) = 0;
virtual void setEntitiesLocalCoordinate(const EntityRef* entities, int count, double value, Coordinate coord) = 0;
virtual void setEntitiesLocalRotation(const EntityRef* entities, const Quat* local_rotations, u32 count) = 0;
virtual void setEntitiesScale(const EntityRef* entities, int count, const Vec3& scale) = 0;
virtual void setEntitiesScales(const EntityRef* entities, const Vec3* scales, int count) = 0;
virtual void setEntitiesRotations(const EntityRef* entity, const Quat* rotations, int count) = 0;
virtual void setEntitiesPositionsAndRotations(const EntityRef* entity,
const DVec3* position,
const Quat* rotation,
int count) = 0;
virtual void setEntityName(EntityRef entity, const char* name) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, float value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, i32 value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, u32 value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, EntityPtr value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, const char* value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, const struct Path& value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, bool value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, const Vec2& value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, const Vec3& value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, const Vec4& value) = 0;
virtual void setProperty(ComponentType component, const char* array, int index, const char* property, Span<const EntityRef> entities, const IVec3& value) = 0;
virtual void addArrayPropertyItem(const struct ComponentUID& cmp, const char* property) = 0;
virtual void removeArrayPropertyItem(const ComponentUID& cmp, int index, const char* property) = 0;
virtual const Array<EntityRef>& getSelectedEntities() const = 0;
virtual bool isEntitySelected(EntityRef entity) const = 0;
virtual void makeParent(EntityPtr parent, EntityRef child) = 0;
virtual void copyEntities() = 0;
virtual bool canPasteEntities() const = 0;
virtual void pasteEntities() = 0;
virtual void duplicateEntities() = 0;
virtual void loadWorld(struct InputMemoryStream& blob, const char* basename, bool additive) = 0;
virtual void savePartition(World::PartitionHandle partition) = 0;
virtual bool isLoading() const = 0;
virtual void newWorld() = 0;
virtual void toggleGameMode() = 0;
virtual void destroyWorldPartition(World::PartitionHandle partition) = 0;
virtual void serializeWorldPartition(World::PartitionHandle partition, OutputMemoryStream& blob) = 0;
virtual EntityRef cloneEntity(World& src_u, EntityRef src_e, World& dst_u, EntityPtr dst_parent, Array<EntityRef>& entities, const HashMap<EntityPtr, EntityPtr>& map) = 0;
virtual DelegateList<void()>& worldCreated() = 0;
virtual DelegateList<void()>& worldDestroyed() = 0;
virtual DelegateList<void()>& entitySelectionChanged() = 0;
virtual EntityFolders::FolderHandle createEntityFolder(EntityFolders::FolderHandle parent) = 0;
virtual void destroyEntityFolder(EntityFolders::FolderHandle folder) = 0;
virtual void renameEntityFolder(EntityFolders::FolderHandle folder, const char* new_name) = 0;
virtual void moveEntityToFolder(EntityRef entity, EntityFolders::FolderHandle folder) = 0;
virtual struct PrefabSystem& getPrefabSystem() = 0;
virtual struct EntityFolders& getEntityFolders() = 0;
virtual void snapEntities(const DVec3& hit_pos, bool translate_mode) = 0;
virtual bool isGameMode() const = 0;
virtual ~WorldEditor() {}
};
}