Optimize Spline debug rendering far from camera
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@@ -6,6 +6,7 @@
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#include "Engine/Core/Math/BoundingFrustum.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Engine/Units.h"
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Spline::Spline(const SpawnParams& params)
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: Actor(params)
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@@ -506,16 +507,33 @@ namespace
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return;
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Spline::Keyframe* prev = spline->Curve.GetKeyframes().Get();
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Vector3 prevPos = transform.LocalToWorld(prev->Value.Translation);
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(prevPos, NodeSizeByDistance(prevPos, scaleByDistance)), color, 0.0f, depthTest);
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for (int32 i = 1; i < count; i++)
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float distance = Vector3::Distance(prevPos, DebugDraw::GetViewPos());
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if (distance < METERS_TO_UNITS(800)) // 800m
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{
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Spline::Keyframe* next = prev + 1;
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Vector3 nextPos = transform.LocalToWorld(next->Value.Translation);
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(nextPos, NodeSizeByDistance(nextPos, scaleByDistance)), color, 0.0f, depthTest);
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const float d = (next->Time - prev->Time) / 3.0f;
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DEBUG_DRAW_BEZIER(prevPos, prevPos + prev->TangentOut.Translation * d, nextPos + next->TangentIn.Translation * d, nextPos, color, 0.0f, depthTest);
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prev = next;
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prevPos = nextPos;
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// Bezier curve
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(prevPos, NodeSizeByDistance(prevPos, scaleByDistance)), color, 0.0f, depthTest);
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for (int32 i = 1; i < count; i++)
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{
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Spline::Keyframe* next = prev + 1;
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Vector3 nextPos = transform.LocalToWorld(next->Value.Translation);
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(nextPos, NodeSizeByDistance(nextPos, scaleByDistance)), color, 0.0f, depthTest);
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const float d = (next->Time - prev->Time) / 3.0f;
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DEBUG_DRAW_BEZIER(prevPos, prevPos + prev->TangentOut.Translation * d, nextPos + next->TangentIn.Translation * d, nextPos, color, 0.0f, depthTest);
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prev = next;
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prevPos = nextPos;
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}
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}
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else
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{
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// Simplified
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for (int32 i = 1; i < count; i++)
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{
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Spline::Keyframe* next = prev + 1;
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Vector3 nextPos = transform.LocalToWorld(next->Value.Translation);
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DEBUG_DRAW_LINE(prevPos, nextPos, color, 0.0f, depthTest);
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prev = next;
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prevPos = nextPos;
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}
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}
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}
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}
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