Add option to preview model meshes Normals and Tangents in Editor preview
This commit is contained in:
@@ -48,6 +48,8 @@ namespace FlaxEditor.Viewport.Previews
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get => _showNodes;
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set
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{
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if (_showNodes == value)
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return;
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_showNodes = value;
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if (value)
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ShowDebugDraw = true;
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@@ -64,6 +66,8 @@ namespace FlaxEditor.Viewport.Previews
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get => _showBounds;
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set
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{
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if (_showBounds == value)
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return;
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_showBounds = value;
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if (value)
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ShowDebugDraw = true;
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@@ -80,6 +84,8 @@ namespace FlaxEditor.Viewport.Previews
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get => _showFloor;
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set
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{
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if (_showFloor == value)
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return;
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_showFloor = value;
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if (value && !_floorModel)
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{
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@@ -3,6 +3,8 @@
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.GUI.Input;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using FlaxEngine.Utilities;
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using Object = FlaxEngine.Object;
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namespace FlaxEditor.Viewport.Previews
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@@ -13,9 +15,10 @@ namespace FlaxEditor.Viewport.Previews
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/// <seealso cref="AssetPreview" />
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public class ModelPreview : AssetPreview
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{
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private ContextMenuButton _showBoundsButton;
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private StaticModel _previewModel;
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private bool _showBounds;
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private ContextMenuButton _showBoundsButton, _showCurrentLODButton, _showNormalsButton, _showTangentsButton, _showFloorButton;
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private StaticModel _previewModel, _floorModel;
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private bool _showBounds, _showCurrentLOD, _showNormals, _showTangents, _showFloor;
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private MeshDataCache _meshDatas;
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/// <summary>
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/// Gets or sets the model asset to preview.
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@@ -23,7 +26,19 @@ namespace FlaxEditor.Viewport.Previews
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public Model Model
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{
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get => _previewModel.Model;
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set => _previewModel.Model = value;
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set
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{
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if (_previewModel.Model == value)
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return;
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_previewModel.Model = value;
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_meshDatas?.Dispose();
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if (_meshDatas != null)
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{
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_meshDatas.Dispose();
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ShowNormals = false;
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ShowTangents = false;
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}
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}
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}
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/// <summary>
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@@ -32,13 +47,15 @@ namespace FlaxEditor.Viewport.Previews
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public StaticModel PreviewActor => _previewModel;
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/// <summary>
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/// Gets or sets a value indicating whether show animated model bounding box debug view.
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/// Gets or sets a value indicating whether show model bounding box debug view.
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/// </summary>
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public bool ShowBounds
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{
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get => _showBounds;
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set
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{
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if (_showBounds == value)
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return;
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_showBounds = value;
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if (value)
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ShowDebugDraw = true;
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@@ -47,6 +64,81 @@ namespace FlaxEditor.Viewport.Previews
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}
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}
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/// <summary>
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/// Gets or sets a value indicating whether show model geometry normal vectors debug view.
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/// </summary>
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public bool ShowNormals
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{
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get => _showNormals;
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set
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{
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if (_showNormals == value)
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return;
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_showNormals = value;
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if (value)
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{
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ShowDebugDraw = true;
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if (_meshDatas == null)
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_meshDatas = new MeshDataCache();
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_meshDatas.RequestMeshData(_previewModel.Model);
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}
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if (_showNormalsButton != null)
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_showNormalsButton.Checked = value;
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}
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}
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/// <summary>
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/// Gets or sets a value indicating whether show model geometry tangent vectors debug view.
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/// </summary>
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public bool ShowTangents
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{
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get => _showTangents;
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set
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{
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if (_showTangents == value)
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return;
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_showTangents = value;
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if (value)
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{
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ShowDebugDraw = true;
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if (_meshDatas == null)
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_meshDatas = new MeshDataCache();
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_meshDatas.RequestMeshData(_previewModel.Model);
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}
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if (_showTangentsButton != null)
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_showTangentsButton.Checked = value;
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}
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}
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/// <summary>
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/// Gets or sets a value indicating whether show floor model.
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/// </summary>
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public bool ShowFloor
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{
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get => _showFloor;
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set
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{
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if (_showFloor == value)
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return;
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_showFloor = value;
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if (value && !_floorModel)
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{
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_floorModel = new StaticModel
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{
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Position = new Vector3(0, -25, 0),
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Scale = new Vector3(5, 0.5f, 5),
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Model = FlaxEngine.Content.LoadAsync<Model>(StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Primitives/Cube.flax")),
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};
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}
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if (value)
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Task.AddCustomActor(_floorModel);
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else
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Task.RemoveCustomActor(_floorModel);
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if (_showFloorButton != null)
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_showFloorButton.Checked = value;
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}
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}
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/// <summary>
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/// Gets or sets a value indicating whether scale the model to the normalized bounds.
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/// </summary>
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@@ -61,10 +153,7 @@ namespace FlaxEditor.Viewport.Previews
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{
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Task.Begin += OnBegin;
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// Setup preview scene
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_previewModel = new StaticModel();
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// Link actors for rendering
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Task.AddCustomActor(_previewModel);
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if (useWidgets)
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@@ -72,6 +161,24 @@ namespace FlaxEditor.Viewport.Previews
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// Show Bounds
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_showBoundsButton = ViewWidgetShowMenu.AddButton("Bounds", () => ShowBounds = !ShowBounds);
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// Show Normals
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_showNormalsButton = ViewWidgetShowMenu.AddButton("Normals", () => ShowNormals = !ShowNormals);
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// Show Tangents
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_showTangentsButton = ViewWidgetShowMenu.AddButton("Tangents", () => ShowTangents = !ShowTangents);
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// Show Floor
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_showFloorButton = ViewWidgetShowMenu.AddButton("Floor", button => ShowFloor = !ShowFloor);
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_showFloorButton.IndexInParent = 1;
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// Show current LOD widget
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_showCurrentLODButton = ViewWidgetShowMenu.AddButton("Current LOD", button =>
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{
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_showCurrentLOD = !_showCurrentLOD;
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_showCurrentLODButton.Icon = _showCurrentLOD ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
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});
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_showCurrentLODButton.IndexInParent = 2;
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// Preview LOD
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{
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var previewLOD = ViewWidgetButtonMenu.AddButton("Preview LOD");
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@@ -117,6 +224,110 @@ namespace FlaxEditor.Viewport.Previews
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{
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DebugDraw.DrawWireBox(_previewModel.Box, Color.Violet.RGBMultiplied(0.8f), 0, false);
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}
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// Draw normals
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if (_showNormals && _meshDatas.RequestMeshData(Model))
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{
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var meshDatas = _meshDatas.MeshDatas;
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var lodIndex = ComputeLODIndex(Model);
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var lod = meshDatas[lodIndex];
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for (int meshIndex = 0; meshIndex < lod.Length; meshIndex++)
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{
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var meshData = lod[meshIndex];
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for (int i = 0; i < meshData.VertexBuffer.Length; i++)
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{
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ref var v = ref meshData.VertexBuffer[i];
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DebugDraw.DrawLine(v.Position, v.Position + v.Normal, Color.Green);
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}
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}
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}
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// Draw tangents
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if (_showTangents && _meshDatas.RequestMeshData(Model))
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{
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var meshDatas = _meshDatas.MeshDatas;
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var lodIndex = ComputeLODIndex(Model);
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var lod = meshDatas[lodIndex];
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for (int meshIndex = 0; meshIndex < lod.Length; meshIndex++)
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{
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var meshData = lod[meshIndex];
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for (int i = 0; i < meshData.VertexBuffer.Length; i++)
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{
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ref var v = ref meshData.VertexBuffer[i];
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DebugDraw.DrawLine(v.Position, v.Position + v.Tangent, Color.Blue);
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}
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}
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}
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}
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private int ComputeLODIndex(Model model)
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{
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if (PreviewActor.ForcedLOD != -1)
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return PreviewActor.ForcedLOD;
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// Based on RenderTools::ComputeModelLOD
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CreateProjectionMatrix(out var projectionMatrix);
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float screenMultiple = 0.5f * Mathf.Max(projectionMatrix.M11, projectionMatrix.M22);
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var sphere = PreviewActor.Sphere;
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var viewOrigin = ViewPosition;
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float distSqr = Vector3.DistanceSquared(ref sphere.Center, ref viewOrigin);
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var screenRadiusSquared = Mathf.Square(screenMultiple * sphere.Radius) / Mathf.Max(1.0f, distSqr);
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// Check if model is being culled
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if (Mathf.Square(model.MinScreenSize * 0.5f) > screenRadiusSquared)
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return -1;
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// Skip if no need to calculate LOD
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if (model.LoadedLODs == 0)
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return -1;
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var lods = model.LODs;
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if (lods.Length == 0)
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return -1;
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if (lods.Length == 1)
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return 0;
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// Iterate backwards and return the first matching LOD
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for (int lodIndex = lods.Length - 1; lodIndex >= 0; lodIndex--)
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{
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if (Mathf.Square(lods[lodIndex].ScreenSize * 0.5f) >= screenRadiusSquared)
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{
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return lodIndex + PreviewActor.LODBias;
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}
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}
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return 0;
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}
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/// <inheritdoc />
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public override void Draw()
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{
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base.Draw();
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if (_showCurrentLOD)
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{
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var asset = Model;
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var lodIndex = ComputeLODIndex(asset);
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string text = string.Format("Current LOD: {0}", lodIndex);
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if (lodIndex != -1)
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{
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var lods = asset.LODs;
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lodIndex = Mathf.Clamp(lodIndex + PreviewActor.LODBias, 0, lods.Length - 1);
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var lod = lods[lodIndex];
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int triangleCount = 0, vertexCount = 0;
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for (int meshIndex = 0; meshIndex < lod.Meshes.Length; meshIndex++)
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{
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var mesh = lod.Meshes[meshIndex];
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triangleCount += mesh.TriangleCount;
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vertexCount += mesh.VertexCount;
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}
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text += string.Format("\nTriangles: {0:N0}\nVertices: {1:N0}", triangleCount, vertexCount);
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}
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var font = Style.Current.FontMedium;
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var pos = new Vector2(10, 50);
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Render2D.DrawText(font, text, new Rectangle(pos + Vector2.One, Size), Color.Black);
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Render2D.DrawText(font, text, new Rectangle(pos, Size), Color.White);
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}
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}
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/// <inheritdoc />
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@@ -135,8 +346,15 @@ namespace FlaxEditor.Viewport.Previews
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/// <inheritdoc />
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public override void OnDestroy()
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{
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// Ensure to cleanup created actor objects
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Object.Destroy(ref _floorModel);
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Object.Destroy(ref _previewModel);
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_showBoundsButton = null;
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_showCurrentLODButton = null;
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_showNormalsButton = null;
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_showTangentsButton = null;
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_showFloorButton = null;
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_meshDatas?.Dispose();
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_meshDatas = null;
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base.OnDestroy();
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}
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@@ -1,23 +1,17 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Xml;
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using FlaxEditor.Content;
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using FlaxEditor.Content.Import;
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using FlaxEditor.CustomEditors;
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using FlaxEditor.CustomEditors.Editors;
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using FlaxEditor.GUI;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.GUI.Tabs;
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using FlaxEditor.Scripting;
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using FlaxEditor.Viewport.Cameras;
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using FlaxEditor.Viewport.Previews;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using FlaxEngine.Utilities;
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using Object = FlaxEngine.Object;
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namespace FlaxEditor.Windows.Assets
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@@ -32,87 +26,19 @@ namespace FlaxEditor.Windows.Assets
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private sealed class Preview : ModelPreview
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{
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private readonly ModelWindow _window;
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private ContextMenuButton _showFloorButton;
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private ContextMenuButton _showCurrentLODButton;
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private StaticModel _floorModel;
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private bool _showCurrentLOD;
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public Preview(ModelWindow window)
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: base(true)
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{
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_window = window;
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// Show floor widget
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_showFloorButton = ViewWidgetShowMenu.AddButton("Floor", button =>
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{
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_floorModel.IsActive = !_floorModel.IsActive;
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_showFloorButton.Icon = _floorModel.IsActive ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
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});
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_showFloorButton.IndexInParent = 1;
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// Show current LOD widget
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_showCurrentLODButton = ViewWidgetShowMenu.AddButton("Current LOD", button =>
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{
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_showCurrentLOD = !_showCurrentLOD;
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_showCurrentLODButton.Icon = _showCurrentLOD ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
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});
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_showCurrentLODButton.IndexInParent = 2;
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// Floor model
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_floorModel = new StaticModel
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{
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Position = new Vector3(0, -25, 0),
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Scale = new Vector3(5, 0.5f, 5),
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Model = FlaxEngine.Content.LoadAsync<Model>(StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Primitives/Cube.flax")),
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IsActive = false
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};
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Task.AddCustomActor(_floorModel);
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// Enable shadows
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PreviewLight.ShadowsMode = ShadowsCastingMode.All;
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PreviewLight.CascadeCount = 3;
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PreviewLight.ShadowsDistance = 2000.0f;
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Task.ViewFlags |= ViewFlags.Shadows;
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}
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private int ComputeLODIndex(Model model)
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{
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if (PreviewActor.ForcedLOD != -1)
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return PreviewActor.ForcedLOD;
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// Based on RenderTools::ComputeModelLOD
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CreateProjectionMatrix(out var projectionMatrix);
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float screenMultiple = 0.5f * Mathf.Max(projectionMatrix.M11, projectionMatrix.M22);
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var sphere = PreviewActor.Sphere;
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var viewOrigin = ViewPosition;
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float distSqr = Vector3.DistanceSquared(ref sphere.Center, ref viewOrigin);
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var screenRadiusSquared = Mathf.Square(screenMultiple * sphere.Radius) / Mathf.Max(1.0f, distSqr);
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// Check if model is being culled
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if (Mathf.Square(model.MinScreenSize * 0.5f) > screenRadiusSquared)
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return -1;
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// Skip if no need to calculate LOD
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if (model.LoadedLODs == 0)
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return -1;
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var lods = model.LODs;
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if (lods.Length == 0)
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return -1;
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if (lods.Length == 1)
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return 0;
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// Iterate backwards and return the first matching LOD
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for (int lodIndex = lods.Length - 1; lodIndex >= 0; lodIndex--)
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{
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if (Mathf.Square(lods[lodIndex].ScreenSize * 0.5f) >= screenRadiusSquared)
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{
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return lodIndex + PreviewActor.LODBias;
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}
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}
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return 0;
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}
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public override void Draw()
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{
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base.Draw();
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@@ -122,41 +48,7 @@ namespace FlaxEditor.Windows.Assets
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if (asset == null || !asset.IsLoaded)
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{
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Render2D.DrawText(style.FontLarge, "Loading...", new Rectangle(Vector2.Zero, Size), style.ForegroundDisabled, TextAlignment.Center, TextAlignment.Center);
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return;
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}
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if (_showCurrentLOD)
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{
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var lodIndex = ComputeLODIndex(asset);
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string text = string.Format("Current LOD: {0}", lodIndex);
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if (lodIndex != -1)
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{
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var lods = asset.LODs;
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lodIndex = Mathf.Clamp(lodIndex + PreviewActor.LODBias, 0, lods.Length - 1);
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var lod = lods[lodIndex];
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int triangleCount = 0, vertexCount = 0;
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for (int meshIndex = 0; meshIndex < lod.Meshes.Length; meshIndex++)
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{
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var mesh = lod.Meshes[meshIndex];
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triangleCount += mesh.TriangleCount;
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vertexCount += mesh.VertexCount;
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}
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text += string.Format("\nTriangles: {0:N0}\nVertices: {1:N0}", triangleCount, vertexCount);
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}
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var font = Style.Current.FontMedium;
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var pos = new Vector2(10, 50);
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Render2D.DrawText(font, text, new Rectangle(pos + Vector2.One, Size), Color.Black);
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Render2D.DrawText(font, text, new Rectangle(pos, Size), Color.White);
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}
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}
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public override void OnDestroy()
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{
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Object.Destroy(ref _floorModel);
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_showFloorButton = null;
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_showCurrentLODButton = null;
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base.OnDestroy();
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}
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}
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|
||||
@@ -495,7 +387,7 @@ namespace FlaxEditor.Windows.Assets
|
||||
if (_uvChannel == value)
|
||||
return;
|
||||
_uvChannel = value;
|
||||
Window.RequestMeshData();
|
||||
Window._meshData?.RequestMeshData(Window._asset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -634,7 +526,7 @@ namespace FlaxEditor.Windows.Assets
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawMeshUVs(int meshIndex, MeshData meshData)
|
||||
private void DrawMeshUVs(int meshIndex, MeshDataCache.MeshData meshData)
|
||||
{
|
||||
var uvScale = Size;
|
||||
if (meshData.IndexBuffer == null || meshData.VertexBuffer == null)
|
||||
@@ -642,54 +534,54 @@ namespace FlaxEditor.Windows.Assets
|
||||
var linesColor = _highlightIndex != -1 && _highlightIndex == meshIndex ? Style.Current.BackgroundSelected : Color.White;
|
||||
switch (_channel)
|
||||
{
|
||||
case UVChannel.TexCoord:
|
||||
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
|
||||
case UVChannel.TexCoord:
|
||||
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
|
||||
{
|
||||
// Cache triangle indices
|
||||
int i0 = meshData.IndexBuffer[i + 0];
|
||||
int i1 = meshData.IndexBuffer[i + 1];
|
||||
int i2 = meshData.IndexBuffer[i + 2];
|
||||
|
||||
// Cache triangle uvs positions and transform positions to output target
|
||||
Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
|
||||
Vector2 uv1 = meshData.VertexBuffer[i1].TexCoord * uvScale;
|
||||
Vector2 uv2 = meshData.VertexBuffer[i2].TexCoord * uvScale;
|
||||
|
||||
// Don't draw too small triangles
|
||||
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
|
||||
if (area > 10.0f)
|
||||
{
|
||||
// Cache triangle indices
|
||||
int i0 = meshData.IndexBuffer[i + 0];
|
||||
int i1 = meshData.IndexBuffer[i + 1];
|
||||
int i2 = meshData.IndexBuffer[i + 2];
|
||||
|
||||
// Cache triangle uvs positions and transform positions to output target
|
||||
Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
|
||||
Vector2 uv1 = meshData.VertexBuffer[i1].TexCoord * uvScale;
|
||||
Vector2 uv2 = meshData.VertexBuffer[i2].TexCoord * uvScale;
|
||||
|
||||
// Don't draw too small triangles
|
||||
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
|
||||
if (area > 10.0f)
|
||||
{
|
||||
// Draw triangle
|
||||
Render2D.DrawLine(uv0, uv1, linesColor);
|
||||
Render2D.DrawLine(uv1, uv2, linesColor);
|
||||
Render2D.DrawLine(uv2, uv0, linesColor);
|
||||
}
|
||||
// Draw triangle
|
||||
Render2D.DrawLine(uv0, uv1, linesColor);
|
||||
Render2D.DrawLine(uv1, uv2, linesColor);
|
||||
Render2D.DrawLine(uv2, uv0, linesColor);
|
||||
}
|
||||
break;
|
||||
case UVChannel.LightmapUVs:
|
||||
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
|
||||
}
|
||||
break;
|
||||
case UVChannel.LightmapUVs:
|
||||
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
|
||||
{
|
||||
// Cache triangle indices
|
||||
int i0 = meshData.IndexBuffer[i + 0];
|
||||
int i1 = meshData.IndexBuffer[i + 1];
|
||||
int i2 = meshData.IndexBuffer[i + 2];
|
||||
|
||||
// Cache triangle uvs positions and transform positions to output target
|
||||
Vector2 uv0 = meshData.VertexBuffer[i0].LightmapUVs * uvScale;
|
||||
Vector2 uv1 = meshData.VertexBuffer[i1].LightmapUVs * uvScale;
|
||||
Vector2 uv2 = meshData.VertexBuffer[i2].LightmapUVs * uvScale;
|
||||
|
||||
// Don't draw too small triangles
|
||||
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
|
||||
if (area > 3.0f)
|
||||
{
|
||||
// Cache triangle indices
|
||||
int i0 = meshData.IndexBuffer[i + 0];
|
||||
int i1 = meshData.IndexBuffer[i + 1];
|
||||
int i2 = meshData.IndexBuffer[i + 2];
|
||||
|
||||
// Cache triangle uvs positions and transform positions to output target
|
||||
Vector2 uv0 = meshData.VertexBuffer[i0].LightmapUVs * uvScale;
|
||||
Vector2 uv1 = meshData.VertexBuffer[i1].LightmapUVs * uvScale;
|
||||
Vector2 uv2 = meshData.VertexBuffer[i2].LightmapUVs * uvScale;
|
||||
|
||||
// Don't draw too small triangles
|
||||
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
|
||||
if (area > 3.0f)
|
||||
{
|
||||
// Draw triangle
|
||||
Render2D.DrawLine(uv0, uv1, linesColor);
|
||||
Render2D.DrawLine(uv1, uv2, linesColor);
|
||||
Render2D.DrawLine(uv2, uv0, linesColor);
|
||||
}
|
||||
// Draw triangle
|
||||
Render2D.DrawLine(uv0, uv1, linesColor);
|
||||
Render2D.DrawLine(uv1, uv2, linesColor);
|
||||
Render2D.DrawLine(uv2, uv0, linesColor);
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -701,7 +593,9 @@ namespace FlaxEditor.Windows.Assets
|
||||
var size = Size;
|
||||
if (_channel == UVChannel.None || size.MaxValue < 5.0f)
|
||||
return;
|
||||
if (!Proxy.Window.RequestMeshData())
|
||||
if (Proxy.Window._meshData == null)
|
||||
Proxy.Window._meshData = new MeshDataCache();
|
||||
if (!Proxy.Window._meshData.RequestMeshData(Proxy.Window._asset))
|
||||
{
|
||||
Invalidate();
|
||||
Render2D.DrawText(Style.Current.FontMedium, "Loading...", new Rectangle(Vector2.Zero, size), Color.White, TextAlignment.Center, TextAlignment.Center);
|
||||
@@ -710,7 +604,7 @@ namespace FlaxEditor.Windows.Assets
|
||||
|
||||
Render2D.PushClip(new Rectangle(Vector2.Zero, size));
|
||||
|
||||
var meshDatas = Proxy.Window._meshDatas;
|
||||
var meshDatas = Proxy.Window._meshData.MeshDatas;
|
||||
var lodIndex = Mathf.Clamp(_lod, 0, meshDatas.Length - 1);
|
||||
var lod = meshDatas[lodIndex];
|
||||
var mesh = Mathf.Clamp(_mesh, -1, lod.Length - 1);
|
||||
@@ -833,18 +727,9 @@ namespace FlaxEditor.Windows.Assets
|
||||
}
|
||||
}
|
||||
|
||||
private struct MeshData
|
||||
{
|
||||
public int[] IndexBuffer;
|
||||
public Mesh.Vertex[] VertexBuffer;
|
||||
}
|
||||
|
||||
private readonly ModelPreview _preview;
|
||||
private StaticModel _highlightActor;
|
||||
|
||||
private MeshData[][] _meshDatas;
|
||||
private bool _meshDatasInProgress;
|
||||
private bool _meshDatasCancel;
|
||||
private MeshDataCache _meshData;
|
||||
|
||||
/// <inheritdoc />
|
||||
public ModelWindow(Editor editor, AssetItem item)
|
||||
@@ -913,68 +798,6 @@ namespace FlaxEditor.Windows.Assets
|
||||
}
|
||||
}
|
||||
|
||||
private bool RequestMeshData()
|
||||
{
|
||||
if (_meshDatasInProgress)
|
||||
return false;
|
||||
if (_meshDatas != null)
|
||||
return true;
|
||||
_meshDatasInProgress = true;
|
||||
_meshDatasCancel = false;
|
||||
Task.Run(new Action(DownloadMeshData));
|
||||
return false;
|
||||
}
|
||||
|
||||
private void WaitForMeshDataRequestEnd()
|
||||
{
|
||||
if (_meshDatasInProgress)
|
||||
{
|
||||
_meshDatasCancel = true;
|
||||
for (int i = 0; i < 500 && _meshDatasInProgress; i++)
|
||||
Thread.Sleep(10);
|
||||
}
|
||||
}
|
||||
|
||||
private void DownloadMeshData()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!_asset)
|
||||
{
|
||||
_meshDatasInProgress = false;
|
||||
return;
|
||||
}
|
||||
var lods = _asset.LODs;
|
||||
_meshDatas = new MeshData[lods.Length][];
|
||||
|
||||
for (int lodIndex = 0; lodIndex < lods.Length && !_meshDatasCancel; lodIndex++)
|
||||
{
|
||||
var lod = lods[lodIndex];
|
||||
var meshes = lod.Meshes;
|
||||
_meshDatas[lodIndex] = new MeshData[meshes.Length];
|
||||
|
||||
for (int meshIndex = 0; meshIndex < meshes.Length && !_meshDatasCancel; meshIndex++)
|
||||
{
|
||||
var mesh = meshes[meshIndex];
|
||||
_meshDatas[lodIndex][meshIndex] = new MeshData
|
||||
{
|
||||
IndexBuffer = mesh.DownloadIndexBuffer(),
|
||||
VertexBuffer = mesh.DownloadVertexBuffer()
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Editor.LogWarning("Failed to get mesh data. " + ex.Message);
|
||||
Editor.LogWarning(ex);
|
||||
}
|
||||
finally
|
||||
{
|
||||
_meshDatasInProgress = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
@@ -1024,7 +847,7 @@ namespace FlaxEditor.Windows.Assets
|
||||
/// <inheritdoc />
|
||||
protected override void UnlinkItem()
|
||||
{
|
||||
WaitForMeshDataRequestEnd();
|
||||
_meshData?.WaitForMeshDataRequestEnd();
|
||||
_preview.Model = null;
|
||||
_highlightActor.Model = null;
|
||||
|
||||
@@ -1056,9 +879,7 @@ namespace FlaxEditor.Windows.Assets
|
||||
public override void OnItemReimported(ContentItem item)
|
||||
{
|
||||
// Discard any old mesh data cache
|
||||
WaitForMeshDataRequestEnd();
|
||||
_meshDatas = null;
|
||||
_meshDatasInProgress = false;
|
||||
_meshData?.Dispose();
|
||||
|
||||
base.OnItemReimported(item);
|
||||
}
|
||||
@@ -1066,7 +887,8 @@ namespace FlaxEditor.Windows.Assets
|
||||
/// <inheritdoc />
|
||||
public override void OnDestroy()
|
||||
{
|
||||
WaitForMeshDataRequestEnd();
|
||||
_meshData?.Dispose();
|
||||
_meshData = null;
|
||||
|
||||
base.OnDestroy();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user