Fix selected spline points to be drawn relative to the view for greater readability
#2595
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@@ -741,6 +741,11 @@ void DebugDraw::SetContext(void* context)
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#endif
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Vector3 DebugDraw::GetViewPos()
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{
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return Context->LastViewPos;
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}
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void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTextureView* depthBuffer, bool enableDepthTest)
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{
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PROFILE_GPU_CPU("Debug Draw");
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@@ -39,7 +39,7 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
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#if USE_EDITOR
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/// <summary>
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/// Allocates the context for Debug Drawing. Can be use to redirect debug shapes collecting to a separate container (instead of global state).
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/// Allocates the context for Debug Drawing. Can be used to redirect debug shapes collecting to a separate container (instead of global state).
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/// </summary>
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/// <returns>The context object. Release it wil FreeContext. Returns null if failed.</returns>
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API_FUNCTION() static void* AllocateContext();
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@@ -64,6 +64,9 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
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API_FUNCTION() static void SetContext(void* context);
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#endif
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// Gets the last view position when rendering the current context. Can be sued for custom culling or LODing when drawing more complex shapes.
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static Vector3 GetViewPos();
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/// <summary>
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/// Draws the collected debug shapes to the output.
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/// </summary>
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@@ -717,7 +720,7 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
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API_FUNCTION() static void Clear(void* context = nullptr);
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};
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#define DEBUG_DRAW_AXIS_FROM_DIRECTION(origin, direction, size, duration, depthTest) DebugDraw::DrawAxisFromDirection(origin, direction, size, duration, depthTest);
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#define DEBUG_DRAW_AXIS_FROM_DIRECTION(origin, direction, size, duration, depthTest) DebugDraw::DrawAxisFromDirection(origin, direction, size, duration, depthTest);
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#define DEBUG_DRAW_DIRECTION(origin, direction, color, duration, depthTest) DebugDraw::DrawDirection(origin, direction, color, duration, depthTest);
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#define DEBUG_DRAW_RAY(origin, direction, color, length, duration, depthTest) DebugDraw::DrawRay(origin, direction, color, length, duration, depthTest);
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#define DEBUG_DRAW_RAY(ray, color, length, duration, depthTest) DebugDraw::DrawRay(ray, color, length, duration, depthTest);
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@@ -490,19 +490,26 @@ void Spline::SetKeyframes(MArray* data, int32 keySize)
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namespace
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{
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void DrawSpline(Spline* spline, const Color& color, const Transform& transform, bool depthTest)
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FORCE_INLINE float NodeSizeByDistance(const Vector3& nodePosition, bool scaleByDistance)
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{
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if (scaleByDistance)
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return (float)(Vector3::Distance(DebugDraw::GetViewPos(), nodePosition) / 100);
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return 5.0f;
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}
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void DrawSpline(Spline* spline, const Color& color, const Transform& transform, bool depthTest, bool scaleByDistance = false)
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{
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const int32 count = spline->Curve.GetKeyframes().Count();
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if (count == 0)
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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, 5.0f), color, 0.0f, depthTest);
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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, 5.0f), color, 0.0f, depthTest);
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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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@@ -521,7 +528,7 @@ void Spline::OnDebugDraw()
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void Spline::OnDebugDrawSelected()
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{
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DrawSpline(this, Color::White, _transform, false);
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DrawSpline(this, Color::White, _transform, false, true);
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// Base
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Actor::OnDebugDrawSelected();
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