Add debug drawing selected skeleton node in Skinned Model window viewport
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@@ -128,6 +128,18 @@ namespace FlaxEditor.Viewport.Previews
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/// </summary>
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public EditorPrimitives EditorPrimitives => _editorPrimitives;
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/// <summary>
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/// Custom debug drawing event (via <see cref="FlaxEngine.DebugDraw"/>).
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/// </summary>
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public event CustomDebugDrawDelegate CustomDebugDraw;
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/// <summary>
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/// Debug shapes drawing delegate.
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/// </summary>
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/// <param name="context">The GPU context.</param>
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/// <param name="renderContext">The render context.</param>
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public delegate void CustomDebugDrawDelegate(GPUContext context, ref RenderContext renderContext);
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/// <summary>
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/// Initializes a new instance of the <see cref="AssetPreview"/> class.
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/// </summary>
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@@ -249,6 +261,7 @@ namespace FlaxEditor.Viewport.Previews
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{
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DebugDraw.SetContext(_debugDrawContext);
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DebugDraw.UpdateContext(_debugDrawContext, 1.0f / Mathf.Max(Engine.FramesPerSecond, 1));
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CustomDebugDraw?.Invoke(context, ref renderContext);
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OnDebugDraw(context, ref renderContext);
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DebugDraw.Draw(ref renderContext, target.View(), targetDepth.View(), true);
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DebugDraw.SetContext(IntPtr.Zero);
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@@ -278,6 +278,8 @@ namespace FlaxEditor.Windows.Assets
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[CustomEditor(typeof(ProxyEditor))]
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private sealed class SkeletonPropertiesProxy : PropertiesProxyBase
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{
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internal Tree NodesTree;
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private class ProxyEditor : ProxyEditorBase
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{
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public override void Initialize(LayoutElementsContainer layout)
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@@ -325,6 +327,7 @@ namespace FlaxEditor.Windows.Assets
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node.TreeNode.ExpandAll(true);
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}
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}
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proxy.NodesTree = tree.TreeControl;
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}
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// Blend Shapes
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@@ -808,6 +811,21 @@ namespace FlaxEditor.Windows.Assets
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{
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Proxy = new SkeletonPropertiesProxy();
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Presenter.Select(Proxy);
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window._preview.CustomDebugDraw += OnDebugDraw;
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}
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private void OnDebugDraw(GPUContext context, ref RenderContext renderContext)
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{
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var proxy = (SkeletonPropertiesProxy)Proxy;
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if (proxy.NodesTree != null)
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{
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// Draw selected skeleton nodes
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foreach (var node in proxy.NodesTree.Selection)
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{
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proxy.Window._preview.PreviewActor.GetNodeTransformation(node.Text, out var nodeTransformation, true);
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DebugDraw.DrawWireSphere(new BoundingSphere(nodeTransformation.TranslationVector, 4.0f), Color.Red, 0.0f, false);
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}
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}
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}
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}
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