private void StartRendering() { if (_isRendering) { return; } var editor = Editor.Instance; // Check if save the asset before rendering if (_window.IsEdited) { var result = MessageBox.Show("Save scene animation asset to file before rendering?", "Save?", MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question); if (result == DialogResult.Yes) { _window.Save(); } else if (result != DialogResult.No) { return; } } // Update UI _isRendering = true; _presenter.Panel.Enabled = false; _presenter.BuildLayoutOnUpdate(); // Start rendering Editor.Log("Starting scene animation rendering " + _options.Animation); _dt = 1.0f / _options.FrameRate; _player = new SceneAnimationPlayer { Animation = _options.Animation, HideFlags = HideFlags.FullyHidden, RestoreStateOnStop = true, PlayOnStart = false, RandomStartTime = false, StartTime = _options.StartTime, UpdateMode = SceneAnimationPlayer.UpdateModes.Manual, }; FlaxEngine.Scripting.Update += Tick; _wasGamePaused = Time.GamePaused; Time.GamePaused = false; Time.SetFixedDeltaTime(true, _dt); Time.UpdateFPS = Time.DrawFPS = _options.FrameRate; if (!Editor.IsPlayMode) { Time.PhysicsFPS = 0; } Level.SpawnActor(_player); var gameWin = editor.Windows.GameWin; var resolution = _options.GetResolution(); gameWin.Viewport.CustomResolution = resolution; gameWin.Viewport.BackgroundColor = Color.Black; gameWin.Viewport.KeepAspectRatio = true; gameWin.Viewport.Task.PostRender += OnPostRender; if (!gameWin.Visible) { gameWin.Show(); } else if (!gameWin.IsFocused) { gameWin.Focus(); } _gameWindow = gameWin; _warmUpTimeLeft = _options.WarmUpTime; _animationFrame = 0; var stagingTextureDesc = GPUTextureDescription.New2D(resolution.X, resolution.Y, gameWin.Viewport.Task.Output.Format, GPUTextureFlags.None); stagingTextureDesc.Usage = GPUResourceUsage.StagingReadback; for (int i = 0; i < _stagingTextures.Length; i++) { _stagingTextures[i].Texture = new GPUTexture(); _stagingTextures[i].Texture.Init(ref stagingTextureDesc); _stagingTextures[i].AnimationFrame = -1; _stagingTextures[i].TaskFrame = -1; } _player.Play(); if (!_player.IsPlaying) { Editor.LogError("Scene Animation Player failed to start playing."); CancelRendering(); return; } if (_warmUpTimeLeft > 0.0f) { // Start warmup time _player.Tick(0.0f); _player.Pause(); _state = States.Warmup; } else { // Render first frame _state = States.Render; } if (!Editor.IsPlayMode) { _editorState = new RenderEditorState(editor, this); editor.StateMachine.AddState(_editorState); editor.StateMachine.GoToState(_editorState); } _progress = new RenderProgress(); editor.ProgressReporting.RegisterHandler(_progress); _progress.Start(); }
/// <inheritdoc /> protected override DragDropEffect OnDragDropHeader(DragData data) { var result = DragDropEffect.None; Actor myActor = Actor; Actor newParent; int newOrder = -1; // Check if has no actor (only for Root Actor) if (myActor == null) { // Append to the last scene var scenes = Level.Scenes; if (scenes == null || scenes.Length == 0) { throw new InvalidOperationException("No scene loaded."); } newParent = scenes[scenes.Length - 1]; } else { newParent = myActor; // Use drag positioning to change target parent and index if (DragOverMode == DragItemPositioning.Above) { if (myActor.HasParent) { newParent = myActor.Parent; newOrder = myActor.OrderInParent; } } else if (DragOverMode == DragItemPositioning.Below) { if (myActor.HasParent) { newParent = myActor.Parent; newOrder = myActor.OrderInParent + 1; } } } if (newParent == null) { throw new InvalidOperationException("Missing parent actor."); } // Drag actors if (_dragActors != null && _dragActors.HasValidDrag) { bool worldPositionLock = Root.GetKey(KeyboardKeys.Control) == false; var singleObject = _dragActors.Objects.Count == 1; if (singleObject) { var targetActor = _dragActors.Objects[0].Actor; var customAction = targetActor.HasPrefabLink ? new ReparentAction(targetActor) : null; using (new UndoBlock(ActorNode.Root.Undo, targetActor, "Change actor parent", customAction)) { targetActor.SetParent(newParent, worldPositionLock); targetActor.OrderInParent = newOrder; } } else { var targetActors = _dragActors.Objects.ConvertAll(x => x.Actor); var customAction = targetActors.Any(x => x.HasPrefabLink) ? new ReparentAction(targetActors) : null; using (new UndoMultiBlock(ActorNode.Root.Undo, targetActors, "Change actors parent", customAction)) { for (int i = 0; i < targetActors.Count; i++) { var targetActor = targetActors[i]; targetActor.SetParent(newParent, worldPositionLock); targetActor.OrderInParent = newOrder; } } } result = DragDropEffect.Move; } // Drag assets else if (_dragAssets != null && _dragAssets.HasValidDrag) { for (int i = 0; i < _dragAssets.Objects.Count; i++) { var assetItem = _dragAssets.Objects[i]; if (assetItem.IsOfType <SkinnedModel>()) { // Create actor var model = FlaxEngine.Content.LoadAsync <SkinnedModel>(assetItem.ID); var actor = new AnimatedModel(); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.SkinnedModel = model; actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } else if (assetItem.IsOfType <Model>()) { // Create actor var model = FlaxEngine.Content.LoadAsync <Model>(assetItem.ID); var actor = new StaticModel(); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.Model = model; actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } else if (assetItem.IsOfType <CollisionData>()) { // Create actor var actor = new MeshCollider(); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.CollisionData = FlaxEngine.Content.LoadAsync <CollisionData>(assetItem.ID); actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } else if (assetItem.IsOfType <ParticleSystem>()) { // Create actor var actor = new ParticleEffect(); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.ParticleSystem = FlaxEngine.Content.LoadAsync <ParticleSystem>(assetItem.ID); actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } else if (assetItem.IsOfType <SceneAnimation>()) { // Create actor var actor = new SceneAnimationPlayer(); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.Animation = FlaxEngine.Content.LoadAsync <SceneAnimation>(assetItem.ID); actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } else if (assetItem.IsOfType <AudioClip>()) { // Create actor var actor = new AudioSource(); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.Clip = FlaxEngine.Content.LoadAsync <AudioClip>(assetItem.ID); actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); break; } else if (assetItem.IsOfType <Prefab>()) { // Create prefab instance var prefab = FlaxEngine.Content.LoadAsync <Prefab>(assetItem.ID); var actor = PrefabManager.SpawnPrefab(prefab, null); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } else if (assetItem is VisualScriptItem visualScriptItem && new ScriptType(typeof(Actor)).IsAssignableFrom(visualScriptItem.ScriptType) && visualScriptItem.ScriptType.CanCreateInstance) { // Create actor var actor = (Actor)visualScriptItem.ScriptType.CreateInstance(); actor.StaticFlags = Actor.StaticFlags; actor.Name = assetItem.ShortName; actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } } result = DragDropEffect.Move; } // Drag actor type else if (_dragActorType != null && _dragActorType.HasValidDrag) { for (int i = 0; i < _dragActorType.Objects.Count; i++) { var item = _dragActorType.Objects[i]; // Create actor var actor = item.CreateInstance() as Actor; if (actor == null) { Editor.LogWarning("Failed to spawn actor of type " + item.TypeName); continue; } actor.StaticFlags = Actor.StaticFlags; actor.Name = item.Name; actor.Transform = Actor.Transform; // Spawn ActorNode.Root.Spawn(actor, Actor); } result = DragDropEffect.Move; } // Clear cache _dragHandlers.OnDragDrop(null); // Check if scene has been modified if (result != DragDropEffect.None) { var node = SceneGraphFactory.FindNode(newParent.ID) as ActorNode; node?.TreeNode.Expand(); } return(result); }