Files
PCK-Studio/PCK-Studio/Forms/Editor/ModelEditor.cs
Miku-666 8dfe9cf5b0 3d skin renderer (#50)
* Add 'Validate Skin Dimension' setting

* AddNewSkin - Fix cape box not showing after skin selection

* Extended ResourceLocation for better atlas handling

* ModelImporter - Add block bench export for models inside models.bin

* ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot'

* ModelImporter - Fix ANIM2BOX to properly support slim skin models

* ModelImporter - Update BedrockModel json class

* ModelImporter - Update 'FixTexture' to be more generic

* Update ModelContainer API inside OMI-Lib

* Update skin vertex shader to not swap yz

* Update CubeMesh class

* SkinRenderer - Move framebuffer and error checking function to SceneViewport

* SceneViewport - Change OnUpdate parameter

* SkinRenderer - Fix Highlight part having wrong transform

* SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate

* AppSettingsForm - Update API to be more flexible

* SkinBOXExtensions - Update 'GetUVGraphicsPath'

* SkinRenderer - Update 'OnUpdate' function

* SkinRenderer - Add 'LockMousePosition' option

* CustomSkinEditor - Update HighlightlingColor when selecting a part

* CustomSkinEditor - Add render settings

* CustomSkinEditor - Small non-technical changes

* SkinRenderer - Small non-technical changes

* CustomSkinEditor - Load render settings when 'OnLoad' is called

* SkinRenderer - Fix centering leg0/1

* SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader

* Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers

* CubeGroupMesh - Fix overlay parts not showing proerly

* SkinRenderer - Fix part highlighting respecting inflate

* Split up model and skin importer into seperate classes and improved api

* IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields

* ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider'

* modelTextureLocations.json - Add todo

* SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter

* CustomSkinEditor - Add SettingsManager for RenderSettings

* ModelImporter::Import - Check if file exists

* Rename 'modelTextureLocations' to 'modelMetaData'

* GameModelImporter - Change blockbench name when exporting

* SettingsManager - Add functionality to create internal settings object and add settings to it

* GameModelImporter - Fully implemented game-model export to block bench

* AppSettingsForm - Fix re-adding settings description to default settings

* AppSettingsForm - Add settings description to 'ValidateImageDimension'

* GameModelImporter - Add copyright notice and remove unnecessary using statements

* ModelImporter - Add copyright notice and remove unnecessary using statements

* BlockBenchModel - Fix Texture class json deserialization

* SkinModelImporter - Add 'TryConvertToSkinBoxType' function

* modelMetaData - Remove comments

* SkinModelImporter - Fix 'GetSkinBoxPivot' function

* SkinModelImporter - Add null check in 'FixTexture' function

* SkinModelImporter - Add offset detection when importing skin model

* CustomSkinEditor - Add 'export template' button

* GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData'

* ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property

* GameModelImporter - Change function signature of 'CreateElement'

* GameModelImporter - Add options to create root outline

* GameModelImporter - Update Debug message in 'TraverseChildren'

* MainForm - Small code refactor

* Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature

* MainForm - Update 'GetModelTextures' local function

* GameModelImporter - Check model metadata before conversion

* GameModelInfo - Mark class as sealed

* SkinModelImporter - Check if blockbench model uses box uv

* BlockBenchModel - Add export property to class 'Element'

* CustomSkinEditor - Remove unused 'PreviewImage' property

* CustomSkinEditor - Change highlight color on texture

* SkinModelImporter - Fix Block Bench Model import

* modelMetaData - Add meta data for 1.14 models

* SkinModelImporter - Update 'TryConvertToSkinBoxType' function

* SkinModelExporter - Fix model export for bbmodel and bedrock model

* SkinRenderer - Fix order of applying anim animations to match the game

* SkinModelImporter - Fix exception thrown in 'FixTexture'

* CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting

* SkinModelImporter - Fix offset detection when importing

* SkinModelImporter - Swap box bottom texture when texture is available

* GameModelImporter - Sort using statements

* SkinModelImporter - Small code clean up inside 'ImportBedrockJson'

* SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson'

* SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported

* SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot'

* SceneViewport - Rename 'Init' to 'Initialize'

* SkinModelImporter - Add texture import in 'ImportBedrockJson'

* SkinModelImporter - Fix becrock model import

* Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath'

* Add ModelEditor

* modelMetaData - Add cavespider texture location

* GameModelImporter - Update 'ExportBlockBenchModel' function

* GameModelImporter - Mark 'ModelExportSettings' as sealed

* ModelEditor -Add Save tool menu item & add TrySetTexture Delegate

* ModelEditor - Add model node icons

* Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection

* ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren'

* Update GenericMesh & mesh rendering

* Move Cube conversion into SkinBOXExtensions

* GenericMesh - Made 'Transform' property abstract

* SceneViewport - Add shaderLibrary and api to it

* Rename 'skin...' shaders to 'texturedCube...'

* Update modelMetaData part hierarchy structure

* ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size

* ModelEditor - Create factory methods for custom model treenodes

* modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b'

* Move Debug & Camera control into SceneViewport

* Update BoundingBox

* Add ModelRenderer

* ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program

* ModelEditor - Add option to show bounding box of the model

* SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing

* Update OMI submodule

* Update  Texture base class to accept slot when calling Bind

* Plain color fragment shader - Update uniform names to be PascalCase

* SceneViewport - Add 'ResetCamera' virtual function

* CustomSkinEditor - Add missing render setting 'Show Armor'

* ModelRenderer - Fix centering model after selecting

* Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox'

* CubeMeshCollection - Implemented 'GetBounds'

* SkinRenderer - Add option to show skins bounding box

* ModelEditor - Update 'GetModelImageIndex'

* SceneViewport - Disable blend when rendering debug graphics

* ModelEditor - Remove 'Model' property in favor to 'LoadModel' function

* JsonModelMetaData - Initialize 'RootParts' to empty array

* BoundingBox - Fix exception when empty enumerable was passed

* CubeMesh - Remove 'SetName' and add constructor with 'name' parameter

* SkinBOX - Change class to record & make member properties getter only

* BoundingBox - Move 'Abs' function into extension class

* SceneViewport - Change 'Transform' to 'GetTransform'

* BoundingBox - Make 'GetVertices' static & add GetTransform

* SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting

* CubeMesh - Move translation & scaling into 'GetTransform'

* CubeMeshCollection - Update 'Contains' overload function & 'SetVisible'

* ModelRenderer - Fix pivot point rendering

* ModelRenderer - Add part highlighting

* modelMetaData - Add missing part to dolphin

* modelMetaData - Add missing parts to dragon

* CubeMesh - Fix 'GetTransform' function

* ModelRenderer - Fix model rotation, pivot & translation issues

* ModelRenderer - Add offset to render transform & camera

* ModelRenderer - Tried fixing alpha rendering issues

* modelMetaData - Add missing part to dragon & add comment

* Add 'ITryGetSet.cs' and useful wrappers for it

* ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation'

* ITryGetSet - mark classes and interfaces public

* ModelEditor - Add material render support

* ModelRenderer - Add 'TryGetModelMetaData' method

* Fix rendering invisible vertecies

* ModelRenderer - Simplefied populating 'metaData.RootParts' property

* ModelRenderer - Add 'modelOffset' field

* ModelRenderer - Update 'SetModelMaterial'

* ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now)

* ModelRenderer - Fix pivot points not working on horse model properly

* ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath'

* ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures'

* Add default model handling (defaults unfinished)

* Add Default Bed model

* Add default chicken model

* Add default cow model

* AddSkinPrompt - Fix Custom skin editor not having anim flag properly set

* SceneViewport - Fix Designer crashing when trying to call 'OnPaint'

* Update OMI submodule

* SceneViewport - Call 'base.OnMouseUp' before our own code

* BlockBenchModel - Fix 'Texture.Name' being null

* ItemSelectionPopUp - Fix 'okBtn_Click' condition

* MainForm - Add export function for default models

* MainForm - Fix model selector ignoring cancel button

* MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue'

* ModelEditor - Add remove model to context menu

* ModelEditor - Add 'GetModelContainer' function

* GameModelImporter - Add import functionality

* MainForm - Add texture when exporting default models

* Add default model for: redcow, pig, snowgolem & dragon head

* Add SkinModel & SkinIdentifier class

* Refactor Skin.cs
- Move texture from 'SkinModel' to Skin.cs
- Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs)
- Create SkinModelInfo class for keeping skin conversion simple

* Skin.cs - Rename 'ANIM' property to 'Anim'

* Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries'

* Add ISaveContext

* PckAssetExt - Rename parameter names for 'GetSkin'

* Add Editor.cs

* Update most editors to use new Editor class and save context

* CustomSkinEditor - Use Editor as base class

* SkinMetaData - Change to Immutable data type

* PckAssetExtension - [SetSkin] Change adding loc key to setting loc key

* ImageDeserializer - Add format check when deserializing

* MainForm - [HandleSkinFile] Rename some varibale names

* ModelEditor - Use Editor as base class

* Move static variables from 'ModelPartSpecifics' to 'GameConstants'

* Texture.cs - Add IDisposable interface

* PckAssetExtensions - [SetSkin] Add null check for loc file

* AnimationEditor - Fix auto save check

* TextureAtlasEditor - Refactor animation access control

* TextureAtlasEditor - Sort using directives

* MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save

* AddSkinPrompt - Update save context for custom skin editor

* Editor - Move autosave check in 'OnFormClosing'

* ModelRenderer - Update designer specifics

* Merge 'multi-pck-files-feature' into '3dSkinRenderer'

* [WIP] Sub-pck in new tab with savecontext etc.

* SceneViewport - Change base refresh rate to 60 fps

* CustomSkinEditor - Move max offset value into a constant

* ModelEditor - Add highlighting of sinfgle model boxes

* MainForm - Add constant for max pck id value

* CustomSkinEditor - Remove fps slider and re-ordered ui

* EditorForm - Remove abstract from class declaration

* EditorControl - Made virtual funtion throw `NotImplementedException`

* CustomSkinEditor - Fix naming violations

* CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting

* Move Common functionality to Core project & rendering and Model support as well

* Change namespace of EditorForm & EditorControl

* Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project

* PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json`
- files were moved to PckStuido.ModelSupport

* PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs`

* PckStudio.Core - Add NamedData.cs

* PckStudio - Move some Resources to Core

* Add Altas class & refactored Atlas editor

* Update OMI Submodule

* TextureAtlasEditor - Fix clear button not reseting color

* Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder

* TextureAtlas - Impl extraction&import of large tiles

* PckStudio.Core - Remove duplicated resources

* LOCEditor - Added menu item for copying loc id

* Core - Move 'MAX_PACK_ID' into GameConstants

* TextureAtlasEditor - small refactor + TODOs

* Update OMI submodule ref
2025-11-11 21:53:32 +01:00

343 lines
14 KiB
C#

using System;
using System.IO;
using System.Data;
using System.Linq;
using System.Drawing;
using System.Diagnostics;
using System.Windows.Forms;
using System.Collections.Generic;
using OMI.Formats.Model;
using MetroFramework.Forms;
using PckStudio.Controls;
using PckStudio.Interfaces;
using OMI.Formats.Material;
using PckStudio.ModelSupport;
using PckStudio.Core.Json;
using PckStudio.Core.Extensions;
using PckStudio.Internal.App;
using PckStudio.Core;
namespace PckStudio.Forms.Editor
{
public partial class ModelEditor : EditorForm<ModelContainer>
{
private readonly ITryGetSet<string, Image> _textures;
private readonly ITryGet<string, MaterialContainer.Material> _tryGetEntityMaterial;
public ModelEditor(ModelContainer models, ISaveContext<ModelContainer> saveContext, ITryGetSet<string, Image> tryGetSetTextures, ITryGet<string, MaterialContainer.Material> tryGetEntityMaterial)
: base(models, saveContext)
{
InitializeComponent();
_textures = tryGetSetTextures;
_tryGetEntityMaterial = tryGetEntityMaterial;
modelTreeView.ImageList = new ImageList
{
ColorDepth = ColorDepth.Depth32Bit,
ImageSize = new Size(32, 32)
};
modelTreeView.ImageList.Images.AddRange(ApplicationScope.EntityImages);
}
private const int InvalidImageIndex = 127;
// TODO: move to json file. -miku
private static Dictionary<string, int> ModelImageIndex = new Dictionary<string, int>()
{
["bat"] = 3,
["blaze"] = 4,
["boat"] = 5,
["cat"] = 6,
["spider"] = 107,
["chicken"] = 9,
["cod"] = 10,
["cow"] = 12,
["creeper"] = 13,
["creeper_head"] = 13,
["dolphin"] = 14,
["horse.v2"] = 110,
["guardian"] = 109,
["bed"] = 108,
["dragon"] = 21,
["dragon_head"] = 21,
["enderman"] = 23,
["ghast"] = 34,
["irongolem"] = 40,
["lavaslime"] = 46,
["llama"] = 44,
["llamaspit"] = 45,
["minecart"] = 47,
["ocelot"] = 50,
["parrot"] = 53,
["phantom"] = 54,
["pig"] = 55,
["pigzombie"] = 94,
["polarbear"] = 57,
["rabbit"] = 60,
["sheep"] = 63,
["sheep.sheared"] = 113,
["shulker"] = 64,
["silverfish"] = 66,
["skeleton"] = 67,
["skeleton_head"] = 67,
["skeleton.stray"] = 77,
["skeleton.wither"] = 89,
["skeleton_wither_head"] = 89,
["slime"] = 115,
["slime.armor"] = 116,
["snowgolem"] = 71,
["squid"] = 76,
["trident"] = 80,
["turtle"] = 82,
["villager"] = 84,
["villager.witch"] = 87,
["vex"] = 83,
["evoker"] = 25,
["vindicator"] = 25,
["witherBoss"] = 88,
["wolf"] = 91,
["zombie"] = 92,
["zombie_head"] = 92,
["zombie.husk"] = 39,
["zombie.villager"] = 95,
["zombie.drowned"] = 17,
["endermite"] = 24,
["pufferfish.small"] = 111,
["pufferfish.mid"] = 112,
["pufferfish.large"] = 59,
["salmon"] = 62,
["stray.armor"] = 118,
["stray_armor"] = 118,
["tropicalfish_a"] = 81,
["tropicalfish_b"] = 81,
["mooshroom"] = 48,
["witherBoss.armor"] = 90,
// 1.14 models
["panda"] = 52,
["ravager"] = 61,
["pillager"] = 56,
["villager_v2"] = 101,
["zombie.villager_v2"] = 102,
};
private static int GetModelImageIndex(string name) => ModelImageIndex.TryGetValue(name, out int index) ? index : InvalidImageIndex;
private class ModelNode : TreeNode
{
private Model _model;
public Model Model => _model;
private ModelNode(Model model)
: base(model.Name)
{
_model = model;
ImageIndex = GetModelImageIndex(model.Name);
SelectedImageIndex = GetModelImageIndex(model.Name);
Nodes.AddRange(GetModelPartNodes(_model.GetParts()).ToArray());
}
private static IEnumerable<TreeNode> GetModelPartNodes(IEnumerable<ModelPart> parts) => parts.Select(ModelPartNode.Create);
internal static ModelNode Create(Model model) => new ModelNode(model);
}
private class ModelPartNode : TreeNode
{
private ModelPart _part;
public ModelPart Part => _part;
private ModelPartNode(ModelPart part)
: base($"{part.Name} Pivot:{part.Translation * -1} Rot:{part.Rotation + part.AdditionalRotation} ")
{
_part = part;
ImageIndex = 126;
SelectedImageIndex = 126;
Nodes.AddRange(GetModelBoxNodes(part.GetBoxes()).ToArray());
}
private static IEnumerable<TreeNode> GetModelBoxNodes(IEnumerable<ModelBox> boxes) => boxes.Select(ModelBoxNode.Create);
internal static ModelPartNode Create(ModelPart part) => new ModelPartNode(part);
}
private class ModelBoxNode : TreeNode
{
private ModelBox _modelBox;
public ModelBox Box => _modelBox;
private ModelBoxNode(ModelBox modelBox)
: base($"Box: pos:{modelBox.Position} size:{modelBox.Size}")
{
ImageIndex = 126;
SelectedImageIndex = 126;
_modelBox = modelBox;
}
internal static ModelBoxNode Create(ModelBox modelBox) => new ModelBoxNode(modelBox);
}
private class NamedTextureTreeNode : TreeNode
{
private readonly NamedData<Image> _namedTexture;
public NamedTextureTreeNode(NamedData<Image> namedTexture)
: base(namedTexture.Name)
{
Tag = namedTexture;
_namedTexture = namedTexture;
}
public Image GetTexture() => _namedTexture.Value;
}
private void LoadModels()
{
modelTreeView.Nodes.Clear();
modelTreeView.Nodes.AddRange(EditorValue.Select(ModelNode.Create).ToArray());
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
LoadModels();
}
private void exportToolStripMenuItem_Click(object sender, EventArgs e)
{
if (modelTreeView.SelectedNode is ModelNode modelNode)
{
Model model = modelNode.Model;
Debug.Write(model.Name + "; ");
Debug.WriteLine(model.TextureSize);
GameModelImporter.Default.ExportSettings.CreateModelOutline =
MessageBox.Show(
$"Do you wish to have all model parts contained in a group called '{model.Name}'?",
"Group model parts", MessageBoxButtons.YesNo, MessageBoxIcon.Question) == DialogResult.Yes;
using SaveFileDialog openFileDialog = new SaveFileDialog();
openFileDialog.FileName = model.Name;
openFileDialog.Filter = GameModelImporter.Default.SupportedModelFileFormatsFilter;
if (openFileDialog.ShowDialog(this) == DialogResult.OK)
{
IEnumerable<NamedData<Image>> textures = GetModelTextures(model.Name);
var modelInfo = new GameModelInfo(model, textures);
GameModelImporter.Default.Export(openFileDialog.FileName, modelInfo);
}
}
}
private void modelTreeView_BeforeSelect(object sender, TreeViewCancelEventArgs e)
{
exportToolStripMenuItem.Visible = e.Node is ModelNode;
removeToolStripMenuItem.Visible = e.Node is ModelNode;
editToolStripMenuItem.Visible = e.Node is ModelBoxNode;
//removeToolStripMenuItem.Visible = e.Node is ModelPartNode || e.Node is ModelBoxNode;
if (e.Node is ModelNode modelNode && modelNode.Model.Name != modelViewport.CurrentModelName)
{
NamedData<Image>[] textures = GetModelTextures(modelNode.Model.Name).ToArray();
textureImageList.Images.Clear();
namedTexturesTreeView.Nodes.Clear();
foreach ((int i, NamedData<Image> item) in textures.enumerate())
{
textureImageList.Images.Add(item.Value);
namedTexturesTreeView.Nodes.Add(new NamedTextureTreeNode(item) { ImageIndex = i, SelectedImageIndex = i });
}
if (textures.Length != 0)
modelViewport.Texture = textures[0].Value;
modelViewport.LoadModel(modelNode.Model);
if (GameModelImporter.ModelMetaData.TryGetValue(modelNode.Model.Name, out JsonModelMetaData modelMetaData) && !string.IsNullOrEmpty(modelMetaData.MaterialName) &&
_tryGetEntityMaterial.TryGet(modelMetaData.MaterialName, out MaterialContainer.Material entityMaterial) ||
_tryGetEntityMaterial.TryGet(modelNode.Model.Name, out entityMaterial))
{
modelViewport.SetModelMaterial(entityMaterial);
}
modelViewport.ResetCamera();
}
if (e.Node is ModelPartNode modelPartNode && modelPartNode.Parent is ModelNode parentNode && modelViewport.CurrentModelName == parentNode.Model.Name)
{
modelViewport.Highlight(modelPartNode.Part);
}
if (e.Node is ModelBoxNode modelBoxNode && modelBoxNode.Parent is ModelPartNode parentPartNode && parentPartNode.Parent is ModelNode parentNode1 &&
modelViewport.CurrentModelName == parentNode1.Model.Name)
{
modelViewport.Highlight(modelBoxNode.Box, parentPartNode.Part);
}
}
private IEnumerable<NamedData<Image>> GetModelTextures(string modelName)
{
if (!GameModelImporter.ModelMetaData.ContainsKey(modelName) || GameModelImporter.ModelMetaData[modelName]?.TextureLocations?.Length <= 0)
yield break;
foreach (var textureLocation in GameModelImporter.ModelMetaData[modelName].TextureLocations)
{
if (_textures.TryGet(textureLocation, out Image img))
yield return new NamedData<Image>(Path.GetFileName(textureLocation), img);
}
yield break;
}
private void importToolStripMenuItem1_Click(object sender, EventArgs e)
{
OpenFileDialog fileDialog = new OpenFileDialog();
fileDialog.Filter = GameModelImporter.Default.SupportedModelFileFormatsFilter;
fileDialog.Title = "Select model";
if (fileDialog.ShowDialog() == DialogResult.OK)
{
GameModelInfo modelInfo = GameModelImporter.Default.Import(fileDialog.FileName);
if (modelInfo is null)
{
MessageBox.Show("Import failed.", ProductName);
return;
}
//if (models.Version < modelInfo.ModelVersion)
//{
// MessageBox.Show("Model container version does not match with the model version.", ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
// return;
//}
EditorValue.SetModel(modelInfo.Model);
foreach (NamedData<Image> texture in modelInfo.Textures)
{
_textures.TrySet(texture.Name, texture.Value);
}
LoadModels();
}
}
private void saveToolStripMenuItem_Click(object sender, EventArgs e)
{
Save();
DialogResult = DialogResult.OK;
}
private void namedTexturesTreeView_AfterSelect(object sender, TreeViewEventArgs e)
{
if (namedTexturesTreeView.SelectedNode is NamedTextureTreeNode namedTextureNode)
modelViewport.Texture = namedTextureNode.GetTexture();
}
private void showModelBoundsToolStripMenuItem_CheckedChanged(object sender, EventArgs e)
{
modelViewport.RenderModelBounds = showModelBoundsToolStripMenuItem.Checked;
}
private void removeToolStripMenuItem_Click(object sender, EventArgs e)
{
if (modelTreeView?.SelectedNode is ModelNode modelNode && EditorValue.Remove(modelNode.Model))
{
modelNode.Remove();
}
}
}
}