Fix selected spline points to be drawn relative to the view for greater readability

#2595
This commit is contained in:
Wojtek Figat
2025-01-31 21:01:26 +01:00
parent 42fc62eb68
commit 24f3dfe264
3 changed files with 21 additions and 6 deletions

View File

@@ -490,19 +490,26 @@ void Spline::SetKeyframes(MArray* data, int32 keySize)
namespace
{
void DrawSpline(Spline* spline, const Color& color, const Transform& transform, bool depthTest)
FORCE_INLINE float NodeSizeByDistance(const Vector3& nodePosition, bool scaleByDistance)
{
if (scaleByDistance)
return (float)(Vector3::Distance(DebugDraw::GetViewPos(), nodePosition) / 100);
return 5.0f;
}
void DrawSpline(Spline* spline, const Color& color, const Transform& transform, bool depthTest, bool scaleByDistance = false)
{
const int32 count = spline->Curve.GetKeyframes().Count();
if (count == 0)
return;
Spline::Keyframe* prev = spline->Curve.GetKeyframes().Get();
Vector3 prevPos = transform.LocalToWorld(prev->Value.Translation);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(prevPos, 5.0f), color, 0.0f, depthTest);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(prevPos, NodeSizeByDistance(prevPos, scaleByDistance)), color, 0.0f, depthTest);
for (int32 i = 1; i < count; i++)
{
Spline::Keyframe* next = prev + 1;
Vector3 nextPos = transform.LocalToWorld(next->Value.Translation);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(nextPos, 5.0f), color, 0.0f, depthTest);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(nextPos, NodeSizeByDistance(nextPos, scaleByDistance)), color, 0.0f, depthTest);
const float d = (next->Time - prev->Time) / 3.0f;
DEBUG_DRAW_BEZIER(prevPos, prevPos + prev->TangentOut.Translation * d, nextPos + next->TangentIn.Translation * d, nextPos, color, 0.0f, depthTest);
prev = next;
@@ -521,7 +528,7 @@ void Spline::OnDebugDraw()
void Spline::OnDebugDrawSelected()
{
DrawSpline(this, Color::White, _transform, false);
DrawSpline(this, Color::White, _transform, false, true);
// Base
Actor::OnDebugDrawSelected();