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

@@ -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);
}
}
}
}