201 lines
4.4 KiB
Go
201 lines
4.4 KiB
Go
package editor
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import (
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"aego/core/mathx"
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"aego/editor/core/gizmo"
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"aego/modules/camera"
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"aego/scene"
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"aego/schema"
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)
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const minSize = float32(0.1)
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var rectDirs = [8][2]float32{{-1, -1}, {1, -1}, {1, 1}, {-1, 1}, {1, 0}, {-1, 0}, {0, 1}, {0, -1}}
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func handlePoints(r mathx.Rect) [8]mathx.Vec2 {
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var out [8]mathx.Vec2
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cx, cy, hx, hy := r.X+r.W/2, r.Y+r.H/2, r.W/2, r.H/2
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for i, d := range rectDirs {
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out[i] = mathx.Vec2{X: cx + hx*d[0], Y: cy + hy*d[1]}
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}
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return out
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}
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func snapVec(v mathx.Vec2, step float32) mathx.Vec2 {
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if step <= 0 {
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return v
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}
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r := func(f float32) float32 { return float32(int(f/step+mathx.Sign(f)*0.5)) * step }
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return mathx.Vec2{X: r(v.X), Y: r(v.Y)}
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}
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func readBounds(s *scene.Scene, h scene.NodeHandle) (mathx.Rect, bool) {
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vc, ok := scene.Get[camera.VirtualCamera2D](s, h)
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if !ok || !vc.UseBounds {
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return mathx.Rect{}, false
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}
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return vc.Bounds, true
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}
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func readArea(s *scene.Scene, h scene.NodeHandle) (mathx.Rect, bool) {
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z, ok := scene.Get[camera.CameraZone2D](s, h)
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if !ok {
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return mathx.Rect{}, false
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}
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return z.Area, true
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}
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func drawFrame(c *gizmo.DrawCtx, s *scene.Scene, h scene.NodeHandle) {
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if scene.Has[camera.CameraFollow2D](s, h) {
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return
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}
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c.Debug.Rect(camera.Frame(s.WorldPosition(h), editorSize(s, h)), colFrame)
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}
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type rectGizmo struct {
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td *schema.TypeDescriptor
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field string
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local bool
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col mathx.Color
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read func(*scene.Scene, scene.NodeHandle) (mathx.Rect, bool)
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extra func(*gizmo.DrawCtx, *scene.Scene, scene.NodeHandle)
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start mathx.Rect
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active int
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}
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func (g *rectGizmo) matrix(s *scene.Scene, h scene.NodeHandle) mathx.Mat3 {
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if g.local {
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return s.World(h)
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}
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return mathx.Mat3Identity()
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}
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func (g *rectGizmo) Draw(c *gizmo.DrawCtx) {
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s := c.Scene
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h := s.Handle(c.Node)
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if h.IsZero() || !s.IsAlive(h) {
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return
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}
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if g.extra != nil {
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g.extra(c, s, h)
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}
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r, ok := g.read(s, h)
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if !ok {
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return
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}
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m := g.matrix(s, h)
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pts := handlePoints(r)
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for i := 0; i < 4; i++ {
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c.Line(m.Apply(pts[i]), m.Apply(pts[(i+1)%4]), g.col)
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}
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for i, pt := range pts {
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c.FillHandle(m.Apply(pt), 7, c.Color(gizmo.Part(partBase+i), g.col))
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}
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}
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func (g *rectGizmo) HitTest(c *gizmo.HitCtx) (gizmo.Hit, bool) {
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s := c.Scene
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h := s.Handle(c.Node)
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if h.IsZero() || !s.IsAlive(h) {
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return gizmo.Hit{}, false
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}
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r, ok := g.read(s, h)
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if !ok {
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return gizmo.Hit{}, false
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}
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m := g.matrix(s, h)
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best, bestD := -1, c.Space.Px(9)
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for i, pt := range handlePoints(r) {
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if d := c.Space.ToPixels(m.Apply(pt)).Sub(c.MousePx).Len(); d <= bestD {
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best, bestD = i, d
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}
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}
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if best < 0 {
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return gizmo.Hit{}, false
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}
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return gizmo.Hit{Part: gizmo.Part(partBase + best), Dist: bestD}, true
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}
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func (g *rectGizmo) Begin(e *gizmo.EditCtx, hit gizmo.Hit) {
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e.Part = hit.Part
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g.active = int(hit.Part) - partBase
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s := e.Scene
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r, ok := g.read(s, s.Handle(e.Node))
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if !ok {
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g.active = -1
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return
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}
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g.start = r
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}
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func (g *rectGizmo) Update(e *gizmo.EditCtx) {
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if g.active < 0 || g.active >= len(rectDirs) {
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return
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}
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s := e.Scene
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h := s.Handle(e.Node)
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if h.IsZero() {
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return
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}
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inv, ok := g.matrix(s, h).Inverse()
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if !ok {
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return
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}
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lm := inv.Apply(e.Mouse)
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if e.Snap.Enabled {
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lm = snapVec(lm, e.Snap.Move)
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}
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st := g.start
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lo := mathx.Vec2{X: st.X, Y: st.Y}
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hi := mathx.Vec2{X: st.X + st.W, Y: st.Y + st.H}
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d := rectDirs[g.active]
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switch {
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case d[0] > 0:
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hi.X = max(lm.X, lo.X+minSize)
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case d[0] < 0:
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lo.X = min(lm.X, hi.X-minSize)
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}
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switch {
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case d[1] > 0:
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hi.Y = max(lm.Y, lo.Y+minSize)
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case d[1] < 0:
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lo.Y = min(lm.Y, hi.Y-minSize)
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}
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if fd, ok := g.td.Field(g.field); ok {
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gizmo.SetProperty(e, g.td.ID, fd, schema.Rect(mathx.Rect{X: lo.X, Y: lo.Y, W: hi.X - lo.X, H: hi.Y - lo.Y}))
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}
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}
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func (g *rectGizmo) End(*gizmo.EditCtx) {}
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type followGizmo struct{}
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func (followGizmo) Draw(c *gizmo.DrawCtx) {
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s := c.Scene
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h := s.Handle(c.Node)
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if h.IsZero() || !s.IsAlive(h) {
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return
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}
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f, ok := scene.Get[camera.CameraFollow2D](s, h)
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if !ok {
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return
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}
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pos := s.WorldPosition(h)
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size := editorSize(s, h)
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c.Debug.Rect(camera.Frame(pos, size), colFrame)
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c.Debug.Rect(camera.DeadzoneRect(pos, size, f.Deadzone), colDeadzone)
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if th, ok := f.Target.Resolve(s); ok && s.IsAlive(th) {
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c.Line(pos, s.WorldPosition(th), colDim)
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}
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}
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func (followGizmo) HitTest(*gizmo.HitCtx) (gizmo.Hit, bool) {
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return gizmo.Hit{}, false
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}
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func (followGizmo) Begin(*gizmo.EditCtx, gizmo.Hit) {}
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func (followGizmo) Update(*gizmo.EditCtx) {}
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func (followGizmo) End(*gizmo.EditCtx) {}
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