Refactor vertex snapping to use SceneGraphNode layer instead of Model-impl only

#2045
This commit is contained in:
Wojtek Figat
2024-02-24 18:38:23 +01:00
parent f771b0cd59
commit 1dfc8b0a47
4 changed files with 130 additions and 95 deletions

View File

@@ -202,21 +202,22 @@ namespace FlaxEditor.Gizmo
}
// Vertex snapping
if (verts != null && SelectedModel != null && selectedvert != -1)
if (_vertexSnapObject != null)
{
if (!_modelCube || !_modelCube.IsLoaded)
return;
cubeMesh = _modelCube.LODs[0].Meshes[0];
Transform t = SelectedModel.Transform;
Vector3 selected = ((verts[selectedvert].Position * t.Orientation) * t.Scale) + t.Translation;
Matrix matrix = new Transform(selected, t.Orientation, new Float3(gizmoModelsScale2RealGizmoSize)).GetWorld();
Transform t = _vertexSnapObject.Transform;
Vector3 p = t.LocalToWorld(_vertexSnapPoint);
Matrix matrix = new Transform(p, t.Orientation, new Float3(gizmoModelsScale2RealGizmoSize)).GetWorld();
cubeMesh.Draw(ref renderContext, _materialSphere, ref matrix);
if (otherVerts != null && otherSelectedvert != -1)
if (_vertexSnapObjectTo != null)
{
t = otherTransform;
matrix = new Transform(selected, t.Orientation, new Float3(gizmoModelsScale2RealGizmoSize)).GetWorld();
t = _vertexSnapObjectTo.Transform;
p = t.LocalToWorld(_vertexSnapPointTo);
matrix = new Transform(p, t.Orientation, new Float3(gizmoModelsScale2RealGizmoSize)).GetWorld();
cubeMesh.Draw(ref renderContext, _materialSphere, ref matrix);
}
}

View File

@@ -53,14 +53,8 @@ namespace FlaxEditor.Gizmo
private Vector3 _translationDelta;
private Vector3 _translationScaleSnapDelta;
//vertex snaping stff
private Mesh.Vertex[] verts;
private Mesh.Vertex[] otherVerts;
private Transform otherTransform;
private StaticModel SelectedModel;
private bool hasSelectedVertex;
private int selectedvert;
private int otherSelectedvert;
private SceneGraphNode _vertexSnapObject, _vertexSnapObjectTo;
private Vector3 _vertexSnapPoint, _vertexSnapPointTo;
/// <summary>
/// Gets the gizmo position.
@@ -160,11 +154,10 @@ namespace FlaxEditor.Gizmo
}
// Apply vertex snapping
if (verts != null && SelectedModel != null)
if (_vertexSnapObject != null)
{
Transform t = SelectedModel.Transform;
Vector3 selected = ((verts[selectedvert].Position * t.Orientation) * t.Scale) + t.Translation;
Position += -(Position - selected);
Vector3 vertexSnapPoint = _vertexSnapObject.Transform.LocalToWorld(_vertexSnapPoint);
Position += vertexSnapPoint - Position;
}
// Apply current movement
@@ -556,126 +549,93 @@ namespace FlaxEditor.Gizmo
Ray = Owner.MouseRay,
};
var closestDistance = Real.MaxValue;
StaticModel closestModel = null;
SceneGraphNode closestObject = null;
for (int i = 0; i < SelectionCount; i++)
{
var obj = GetSelectedObject(i);
if (obj.EditableObject is StaticModel model)
if (obj.CanVertexSnap && obj.RayCastSelf(ref ray, out var distance, out _) && distance < closestDistance)
{
if (obj.RayCastSelf(ref ray, out var distance, out var normal) && distance < closestDistance)
{
closestDistance = distance;
closestModel = model;
}
closestDistance = distance;
closestObject = obj;
}
}
if (closestModel == null)
if (closestObject == null)
{
// Find the closest object in selection (in case ray didn't hit anything)
for (int i = 0; i < SelectionCount; i++)
{
var obj = GetSelectedObject(i);
if (obj.EditableObject is StaticModel model)
if (obj.CanVertexSnap)
{
var bounds = model.Box;
GetSelectedObjectsBounds(out var bounds, out _);
CollisionsHelper.ClosestPointBoxPoint(ref bounds, ref ray.Ray.Position, out var point);
var distance = Vector3.Distance(ref point, ref ray.Ray.Position);
if (distance < closestDistance)
{
closestDistance = distance;
closestModel = model;
closestObject = obj;
}
}
}
}
SelectedModel = closestModel;
if (closestModel == null)
_vertexSnapObject = closestObject;
if (closestObject == null)
return;
// Find the closest vertex to bounding box point (collision detection approximation)
// TODO: replace this with collision detection which supports concave shapes (compute shader)
var hitPoint = SelectedModel.Transform.WorldToLocal(ray.Ray.GetPoint(closestDistance));
// TODO: support multi-mesh models
verts = closestModel.Model.LODs[0].Meshes[0].DownloadVertexBuffer();
closestDistance = Vector3.Distance(hitPoint, verts[0].Position);
for (int j = 0; j < verts.Length; j++)
var closestPoint = ray.Ray.GetPoint(closestDistance);
if (!closestObject.OnVertexSnap(ref closestPoint, out _vertexSnapPoint))
{
var distance = Vector3.Distance(hitPoint, verts[j].Position);
if (distance <= closestDistance)
{
closestDistance = distance;
selectedvert = j;
}
// Failed to get the closest point
_vertexSnapPoint = closestPoint;
}
// Transform back to the local space of the object to work when moving it
_vertexSnapPoint = closestObject.Transform.WorldToLocal(_vertexSnapPoint);
}
private void EndVertexSnapping()
{
// Clear current vertex snapping data
SelectedModel = null;
verts = null;
otherVerts = null;
_vertexSnapObject = null;
_vertexSnapObjectTo = null;
_vertexSnapPoint = _vertexSnapPointTo = Vector3.Zero;
}
private void UpdateVertexSnapping()
{
if (Owner.SceneGraphRoot == null)
_vertexSnapObjectTo = null;
if (Owner.SceneGraphRoot == null || _vertexSnapObject == null)
return;
Profiler.BeginEvent("VertexSnap");
// Ray cast others
if (verts != null)
// Raycast nearby objects to snap to (excluding selection)
var rayCast = new SceneGraphNode.RayCastData
{
var ray = Owner.MouseRay;
var rayCast = new SceneGraphNode.RayCastData
Ray = Owner.MouseRay,
Flags = SceneGraphNode.RayCastData.FlagTypes.SkipColliders | SceneGraphNode.RayCastData.FlagTypes.SkipEditorPrimitives,
ExcludeObjects = new(),
};
for (int i = 0; i < SelectionCount; i++)
rayCast.ExcludeObjects.Add(GetSelectedObject(i));
var hit = Owner.SceneGraphRoot.RayCast(ref rayCast, out var distance, out var _);
if (hit != null && hit.CanVertexSnap)
{
var point = rayCast.Ray.GetPoint(distance);
if (hit.OnVertexSnap(ref point, out var pointSnapped)
//&& Vector3.Distance(point, pointSnapped) <= 25.0f
)
{
Ray = ray,
Flags = SceneGraphNode.RayCastData.FlagTypes.SkipColliders | SceneGraphNode.RayCastData.FlagTypes.SkipEditorPrimitives,
ExcludeObjects = new(),
};
for (int i = 0; i < SelectionCount; i++)
rayCast.ExcludeObjects.Add(GetSelectedObject(i));
_vertexSnapObjectTo = hit;
_vertexSnapPointTo = hit.Transform.WorldToLocal(pointSnapped);
// Raycast objects
var hit = Owner.SceneGraphRoot.RayCast(ref rayCast, out var distance, out var _);
if (hit != null && hit.EditableObject is StaticModel model)
{
otherTransform = model.Transform;
Vector3 point = rayCast.Ray.Position + (rayCast.Ray.Direction * distance);
//[To Do] comlite this there is not suport for multy mesh model
otherVerts = model.Model.LODs[0].Meshes[0].DownloadVertexBuffer();
//find closest vertex to bounding box point (collision detection approximation)
//[ToDo] replace this with collision detection with is suporting concave shapes (compute shader)
point = hit.Transform.WorldToLocal(point);
var closestDistance = Vector3.Distance(point, otherVerts[0].Position);
for (int i = 0; i < otherVerts.Length; i++)
{
distance = Vector3.Distance(point, otherVerts[i].Position);
if (distance < closestDistance)
{
closestDistance = distance;
otherSelectedvert = i;
}
}
if (closestDistance > 25)
{
otherSelectedvert = -1;
otherVerts = null;
}
// Snap current vertex to the other vertex
Vector3 selected = _vertexSnapObject.Transform.LocalToWorld(_vertexSnapPoint);
Vector3 other = _vertexSnapObjectTo.Transform.LocalToWorld(_vertexSnapPointTo);
_translationDelta = other - selected;
}
}
if (verts != null && SelectedModel != null && otherVerts != null)
{
// Snap current vertex to the other vertex
Vector3 selected = SelectedModel.Transform.LocalToWorld(verts[selectedvert].Position);
Vector3 other = otherTransform.LocalToWorld(otherVerts[otherSelectedvert].Position);
_translationDelta = other - selected;
}
Profiler.EndEvent();
}

View File

@@ -1,6 +1,7 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEditor.Content;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.Windows;
@@ -15,12 +16,61 @@ namespace FlaxEditor.SceneGraph.Actors
[HideInEditor]
public sealed class StaticModelNode : ActorNode
{
private Dictionary<IntPtr, Mesh.Vertex[]> _vertices;
/// <inheritdoc />
public StaticModelNode(Actor actor)
: base(actor)
{
}
/// <inheritdoc />
public override bool OnVertexSnap(ref Vector3 point, out Vector3 result)
{
result = point;
var model = ((StaticModel)Actor).Model;
if (model && !model.WaitForLoaded())
{
// TODO: move to C++ and use cached vertex buffer internally inside the Mesh
if (_vertices == null)
_vertices = new();
var pointLocal = (Float3)Actor.Transform.WorldToLocal(point);
var minDistance = float.MaxValue;
foreach (var lod in model.LODs)
{
var hit = false;
foreach (var mesh in lod.Meshes)
{
var key = FlaxEngine.Object.GetUnmanagedPtr(mesh);
if (!_vertices.TryGetValue(key, out var verts))
{
verts = mesh.DownloadVertexBuffer();
if (verts == null)
continue;
_vertices.Add(key, verts);
}
for (int i = 0; i < verts.Length; i++)
{
var v = verts[i].Position;
var distance = Float3.DistanceSquared(ref pointLocal, ref v);
if (distance <= minDistance)
{
hit = true;
minDistance = distance;
result = v;
}
}
}
if (hit)
{
result = Actor.Transform.LocalToWorld(result);
return true;
}
}
}
return false;
}
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
{

View File

@@ -94,6 +94,18 @@ namespace FlaxEditor.SceneGraph
/// </summary>
public virtual bool CanTransform => true;
/// <summary>
/// Gets a value indicating whether this node can be used for the vertex snapping feature.
/// </summary>
public bool CanVertexSnap
{
get
{
var v = Vector3.Zero;
return OnVertexSnap(ref v, out _);
}
}
/// <summary>
/// Gets a value indicating whether this <see cref="SceneGraphNode"/> is active.
/// </summary>
@@ -359,6 +371,18 @@ namespace FlaxEditor.SceneGraph
}
}
/// <summary>
/// Performs the vertex snapping of a given point on the object surface that is closest to a given location.
/// </summary>
/// <param name="point">The position to snap.</param>
/// <param name="result">The result point on the object mesh that is closest to the specified location.</param>
/// <returns>True if got a valid result value, otherwise false (eg. if missing data or not initialized).</returns>
public virtual bool OnVertexSnap(ref Vector3 point, out Vector3 result)
{
result = point;
return false;
}
/// <summary>
/// Called when selected nodes should draw debug shapes using <see cref="DebugDraw"/> interface.
/// </summary>