Add debug drawing selected skeleton node in Skinned Model window viewport

This commit is contained in:
Wojtek Figat
2023-04-26 17:28:58 +02:00
parent 968e1328dc
commit 12f5157bfb
2 changed files with 31 additions and 0 deletions

View File

@@ -128,6 +128,18 @@ namespace FlaxEditor.Viewport.Previews
/// </summary>
public EditorPrimitives EditorPrimitives => _editorPrimitives;
/// <summary>
/// Custom debug drawing event (via <see cref="FlaxEngine.DebugDraw"/>).
/// </summary>
public event CustomDebugDrawDelegate CustomDebugDraw;
/// <summary>
/// Debug shapes drawing delegate.
/// </summary>
/// <param name="context">The GPU context.</param>
/// <param name="renderContext">The render context.</param>
public delegate void CustomDebugDrawDelegate(GPUContext context, ref RenderContext renderContext);
/// <summary>
/// Initializes a new instance of the <see cref="AssetPreview"/> class.
/// </summary>
@@ -249,6 +261,7 @@ namespace FlaxEditor.Viewport.Previews
{
DebugDraw.SetContext(_debugDrawContext);
DebugDraw.UpdateContext(_debugDrawContext, 1.0f / Mathf.Max(Engine.FramesPerSecond, 1));
CustomDebugDraw?.Invoke(context, ref renderContext);
OnDebugDraw(context, ref renderContext);
DebugDraw.Draw(ref renderContext, target.View(), targetDepth.View(), true);
DebugDraw.SetContext(IntPtr.Zero);

View File

@@ -278,6 +278,8 @@ namespace FlaxEditor.Windows.Assets
[CustomEditor(typeof(ProxyEditor))]
private sealed class SkeletonPropertiesProxy : PropertiesProxyBase
{
internal Tree NodesTree;
private class ProxyEditor : ProxyEditorBase
{
public override void Initialize(LayoutElementsContainer layout)
@@ -325,6 +327,7 @@ namespace FlaxEditor.Windows.Assets
node.TreeNode.ExpandAll(true);
}
}
proxy.NodesTree = tree.TreeControl;
}
// Blend Shapes
@@ -808,6 +811,21 @@ namespace FlaxEditor.Windows.Assets
{
Proxy = new SkeletonPropertiesProxy();
Presenter.Select(Proxy);
window._preview.CustomDebugDraw += OnDebugDraw;
}
private void OnDebugDraw(GPUContext context, ref RenderContext renderContext)
{
var proxy = (SkeletonPropertiesProxy)Proxy;
if (proxy.NodesTree != null)
{
// Draw selected skeleton nodes
foreach (var node in proxy.NodesTree.Selection)
{
proxy.Window._preview.PreviewActor.GetNodeTransformation(node.Text, out var nodeTransformation, true);
DebugDraw.DrawWireSphere(new BoundingSphere(nodeTransformation.TranslationVector, 4.0f), Color.Red, 0.0f, false);
}
}
}
}