コード例 #1
0
            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();
            }
コード例 #2
0
ファイル: ActorTreeNode.cs プロジェクト: zhanggvi/FlaxEngine
        /// <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);
        }