Merge branch 'Vertex-Snapping' of https://github.com/cNori/FlaxEngineFork into cNori-Vertex-Snapping
This commit is contained in:
@@ -263,6 +263,8 @@ namespace FlaxEditor.Gizmo
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// Note: because selection may contain objects and their children we have to split them and get only parents.
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// Later during transformation we apply translation/scale/rotation only on them (children inherit transformations)
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SceneGraphTools.BuildNodesParents(_selection, _selectionParents);
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base.OnSelectionChanged(newSelection);
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}
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/// <inheritdoc />
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@@ -85,6 +85,7 @@ namespace FlaxEditor.Gizmo
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{
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InitDrawing();
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ModeChanged += ResetTranslationScale;
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}
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/// <summary>
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@@ -437,8 +438,6 @@ namespace FlaxEditor.Gizmo
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{
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case Mode.Translate:
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UpdateTranslateScale();
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if (Owner.SnapToVertex)
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UpdateVertexSnapping();
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break;
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case Mode.Scale:
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UpdateTranslateScale();
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@@ -447,6 +446,8 @@ namespace FlaxEditor.Gizmo
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UpdateRotate(dt);
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break;
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}
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if (Owner.SnapToVertex)
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UpdateVertexSnapping();
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}
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else
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{
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@@ -553,43 +554,23 @@ namespace FlaxEditor.Gizmo
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for (int i = 0; i < SelectionCount; i++)
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{
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var obj = GetSelectedObject(i);
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if (obj.CanVertexSnap && obj.RayCastSelf(ref ray, out var distance, out _) && distance < closestDistance)
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if (obj.RayCastSelf(ref ray, out var distance, out _) && distance < closestDistance)
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{
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closestDistance = distance;
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closestObject = obj;
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}
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}
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if (closestObject == null)
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{
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// Find the closest object in selection (in case ray didn't hit anything)
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for (int i = 0; i < SelectionCount; i++)
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{
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var obj = GetSelectedObject(i);
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if (obj.CanVertexSnap)
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{
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GetSelectedObjectsBounds(out var bounds, out _);
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CollisionsHelper.ClosestPointBoxPoint(ref bounds, ref ray.Ray.Position, out var point);
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var distance = Vector3.Distance(ref point, ref ray.Ray.Position);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestObject = obj;
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}
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}
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}
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}
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return; // ignore it if there is nothing under the mouse closestObject is only null if ray caster missed everything or Selection Count == 0
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_vertexSnapObject = closestObject;
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if (closestObject == null)
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return;
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// Find the closest vertex to bounding box point (collision detection approximation)
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var closestPoint = ray.Ray.GetPoint(closestDistance);
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if (!closestObject.OnVertexSnap(ref closestPoint, out _vertexSnapPoint))
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if (!closestObject.OnVertexSnap(ref ray.Ray, closestDistance, out _vertexSnapPoint))
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{
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// Failed to get the closest point
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_vertexSnapPoint = closestPoint;
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//The OnVertexSnap is unimplemented or failed to get point return because there is nothing to do
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_vertexSnapPoint = Vector3.Zero;
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return;
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}
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// Transform back to the local space of the object to work when moving it
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_vertexSnapPoint = closestObject.Transform.WorldToLocal(_vertexSnapPoint);
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}
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@@ -619,10 +600,9 @@ namespace FlaxEditor.Gizmo
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for (int i = 0; i < SelectionCount; i++)
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rayCast.ExcludeObjects.Add(GetSelectedObject(i));
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var hit = Owner.SceneGraphRoot.RayCast(ref rayCast, out var distance, out var _);
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if (hit != null && hit.CanVertexSnap)
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if (hit != null)
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{
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var point = rayCast.Ray.GetPoint(distance);
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if (hit.OnVertexSnap(ref point, out var pointSnapped)
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if (hit.OnVertexSnap(ref rayCast.Ray, distance, out var pointSnapped)
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//&& Vector3.Distance(point, pointSnapped) <= 25.0f
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)
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{
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@@ -712,5 +692,11 @@ namespace FlaxEditor.Gizmo
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protected virtual void OnDuplicate()
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{
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}
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/// <inheritdoc />
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public override void OnSelectionChanged(List<SceneGraphNode> newSelection)
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{
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EndVertexSnapping();
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UpdateGizmoPosition();
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}
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}
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}
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@@ -23,20 +23,23 @@ namespace FlaxEditor.SceneGraph.Actors
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: base(actor)
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{
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}
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/// <inheritdoc />
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public override bool OnVertexSnap(ref Vector3 point, out Vector3 result)
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public override bool OnVertexSnap(ref Ray ray, float hitDistance, out Vector3 result)
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{
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result = point;
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// Find the closest vertex to bounding box point (collision detection approximation)
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result = ray.GetPoint(hitDistance);
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var model = ((StaticModel)Actor).Model;
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if (model && !model.WaitForLoaded())
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{
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// TODO: move to C++ and use cached vertex buffer internally inside the Mesh
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if (_vertices == null)
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_vertices = new();
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var pointLocal = (Float3)Actor.Transform.WorldToLocal(point);
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var pointLocal = (Float3)Actor.Transform.WorldToLocal(result);
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var minDistance = float.MaxValue;
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foreach (var lod in model.LODs)
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foreach (var lod in model.LODs) //[ToDo] fix it [Nori_SC note] this is wrong it should get current lod level going it throw all lods will create ghost snaping points
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{
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var hit = false;
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foreach (var mesh in lod.Meshes)
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@@ -94,18 +94,6 @@ namespace FlaxEditor.SceneGraph
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/// </summary>
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public virtual bool CanTransform => true;
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/// <summary>
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/// Gets a value indicating whether this node can be used for the vertex snapping feature.
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/// </summary>
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public bool CanVertexSnap
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{
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get
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{
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var v = Vector3.Zero;
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return OnVertexSnap(ref v, out _);
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}
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}
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/// <summary>
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/// Gets a value indicating whether this <see cref="SceneGraphNode"/> is active.
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/// </summary>
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@@ -365,14 +353,15 @@ namespace FlaxEditor.SceneGraph
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}
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/// <summary>
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/// Performs the vertex snapping of a given point on the object surface that is closest to a given location.
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/// Performs the vertex snapping for a given ray and hitDistance.
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/// </summary>
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/// <param name="point">The position to snap.</param>
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/// <param name="ray">Raycasted ray</param>
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/// <param name="hitDistance">Hit distance from ray to object bounding box</param>
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/// <param name="result">The result point on the object mesh that is closest to the specified location.</param>
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/// <returns>True if got a valid result value, otherwise false (eg. if missing data or not initialized).</returns>
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public virtual bool OnVertexSnap(ref Vector3 point, out Vector3 result)
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public virtual bool OnVertexSnap(ref Ray ray,float hitDistance, out Vector3 result) // [NoriSC note] ray and hit Distance will be needed for a future use, in mesh types for proper collision detection
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{
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result = point;
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result = Vector3.Zero;
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return false;
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}
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