feat: add scene view grid overlay

This commit is contained in:
2026-03-28 17:50:54 +08:00
parent 3cc823aebd
commit 001e45bf6b
3 changed files with 268 additions and 0 deletions

View File

@@ -1,5 +1,7 @@
#pragma once
#include <XCEngine/Core/Math/Vector3.h>
#include <imgui.h>
#include <string>
@@ -38,6 +40,18 @@ struct SceneViewportInput {
bool focusSelectionRequested = false;
};
struct SceneViewportOverlayData {
bool valid = false;
Math::Vector3 cameraPosition = Math::Vector3::Zero();
Math::Vector3 cameraForward = Math::Vector3::Forward();
Math::Vector3 cameraRight = Math::Vector3::Right();
Math::Vector3 cameraUp = Math::Vector3::Up();
float verticalFovDegrees = 60.0f;
float nearClipPlane = 0.03f;
float farClipPlane = 2000.0f;
float orbitDistance = 6.0f;
};
class IViewportHostService {
public:
virtual ~IViewportHostService() = default;
@@ -45,6 +59,7 @@ public:
virtual void BeginFrame() = 0;
virtual EditorViewportFrame RequestViewport(EditorViewportKind kind, const ImVec2& requestedSize) = 0;
virtual void UpdateSceneViewInput(IEditorContext& context, const SceneViewportInput& input) = 0;
virtual SceneViewportOverlayData GetSceneViewOverlayData() const = 0;
virtual void RenderRequestedViewports(
IEditorContext& context,
const Rendering::RenderContext& renderContext) = 0;

View File

@@ -106,6 +106,29 @@ public:
ApplySceneViewCameraController();
}
SceneViewportOverlayData GetSceneViewOverlayData() const override {
SceneViewportOverlayData data = {};
if (m_sceneViewCamera.gameObject == nullptr || m_sceneViewCamera.camera == nullptr) {
return data;
}
const Components::TransformComponent* transform = m_sceneViewCamera.gameObject->GetTransform();
if (transform == nullptr) {
return data;
}
data.valid = true;
data.cameraPosition = transform->GetPosition();
data.cameraForward = transform->GetForward();
data.cameraRight = transform->GetRight();
data.cameraUp = transform->GetUp();
data.verticalFovDegrees = m_sceneViewCamera.camera->GetFieldOfView();
data.nearClipPlane = m_sceneViewCamera.camera->GetNearClipPlane();
data.farClipPlane = m_sceneViewCamera.camera->GetFarClipPlane();
data.orbitDistance = m_sceneViewCamera.controller.GetDistance();
return data;
}
void RenderRequestedViewports(
IEditorContext& context,
const Rendering::RenderContext& renderContext) override {

View File

@@ -3,11 +3,231 @@
#include "SceneViewPanel.h"
#include "ViewportPanelContent.h"
#include "UI/UI.h"
#include <XCEngine/Core/Math/Matrix4.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <algorithm>
#include <cmath>
#include <imgui.h>
namespace XCEngine {
namespace Editor {
namespace {
float ComputeGridSpacing(float orbitDistance) {
const float target = (std::max)(orbitDistance * 0.35f, 0.1f);
const float exponent = std::floor(std::log10(target));
const float base = std::pow(10.0f, exponent);
const float normalized = target / base;
if (normalized < 2.0f) {
return base;
}
if (normalized < 5.0f) {
return 2.0f * base;
}
return 5.0f * base;
}
Math::Matrix4x4 BuildOverlayViewMatrix(const SceneViewportOverlayData& overlay) {
return Math::Matrix4x4::LookAt(
overlay.cameraPosition,
overlay.cameraPosition + overlay.cameraForward,
overlay.cameraUp);
}
Math::Matrix4x4 BuildOverlayProjectionMatrix(
const SceneViewportOverlayData& overlay,
const ImVec2& viewportSize) {
const float aspect = viewportSize.y > 0.0f
? viewportSize.x / viewportSize.y
: 1.0f;
return Math::Matrix4x4::Perspective(
overlay.verticalFovDegrees * Math::DEG_TO_RAD,
aspect,
overlay.nearClipPlane,
overlay.farClipPlane);
}
bool ProjectWorldPoint(
const Math::Matrix4x4& viewProjection,
const ImVec2& viewportMin,
const ImVec2& viewportSize,
const Math::Vector3& worldPoint,
ImVec2& screenPoint,
float& depth) {
const Math::Vector4 clip = viewProjection * Math::Vector4(worldPoint, 1.0f);
if (clip.w <= 0.001f) {
return false;
}
const float invW = 1.0f / clip.w;
const float ndcX = clip.x * invW;
const float ndcY = clip.y * invW;
const float ndcZ = clip.z * invW;
if (ndcZ < -0.2f || ndcZ > 1.2f) {
return false;
}
screenPoint.x = viewportMin.x + (ndcX * 0.5f + 0.5f) * viewportSize.x;
screenPoint.y = viewportMin.y + (-ndcY * 0.5f + 0.5f) * viewportSize.y;
depth = ndcZ;
return true;
}
void DrawSceneAxisWidget(
ImDrawList* drawList,
const SceneViewportOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax) {
if (drawList == nullptr || !overlay.valid) {
return;
}
const Math::Matrix4x4 view = BuildOverlayViewMatrix(overlay);
const ImVec2 center(viewportMin.x + 52.0f, viewportMax.y - 52.0f);
const float radius = 26.0f;
drawList->AddCircleFilled(center, radius + 10.0f, IM_COL32(18, 20, 24, 170), 24);
drawList->AddCircle(center, radius + 10.0f, IM_COL32(255, 255, 255, 28), 24, 1.0f);
struct AxisLine {
Math::Vector3 axis;
ImU32 color;
};
const AxisLine axes[] = {
{ Math::Vector3::Right(), IM_COL32(239, 83, 80, 255) },
{ Math::Vector3::Up(), IM_COL32(102, 187, 106, 255) },
{ Math::Vector3::Forward(), IM_COL32(66, 165, 245, 255) }
};
for (const AxisLine& axis : axes) {
const Math::Vector3 viewAxis = view.MultiplyVector(axis.axis);
const ImVec2 end(
center.x + viewAxis.x * radius,
center.y - viewAxis.y * radius);
drawList->AddLine(center, end, axis.color, 2.2f);
drawList->AddCircleFilled(end, 4.0f, axis.color, 12);
}
}
void DrawSceneGridOverlay(
ImDrawList* drawList,
const SceneViewportOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax,
const ImVec2& viewportSize) {
if (drawList == nullptr || !overlay.valid || viewportSize.x <= 1.0f || viewportSize.y <= 1.0f) {
return;
}
const Math::Matrix4x4 viewProjection =
BuildOverlayProjectionMatrix(overlay, viewportSize) * BuildOverlayViewMatrix(overlay);
const float spacing = ComputeGridSpacing(overlay.orbitDistance);
const int halfLineCount = 14;
const float extent = spacing * static_cast<float>(halfLineCount);
drawList->PushClipRect(viewportMin, viewportMax, true);
for (int lineIndex = -halfLineCount; lineIndex <= halfLineCount; ++lineIndex) {
const float offset = static_cast<float>(lineIndex) * spacing;
const bool majorLine = (lineIndex % 5) == 0;
const ImU32 lineColor = majorLine
? IM_COL32(255, 255, 255, 58)
: IM_COL32(255, 255, 255, 24);
ImVec2 a = {};
ImVec2 b = {};
ImVec2 c = {};
ImVec2 d = {};
float depthA = 0.0f;
float depthB = 0.0f;
float depthC = 0.0f;
float depthD = 0.0f;
if (ProjectWorldPoint(
viewProjection,
viewportMin,
viewportSize,
Math::Vector3(offset, 0.0f, -extent),
a,
depthA) &&
ProjectWorldPoint(
viewProjection,
viewportMin,
viewportSize,
Math::Vector3(offset, 0.0f, extent),
b,
depthB)) {
drawList->AddLine(a, b, lineColor, majorLine ? 1.35f : 1.0f);
}
if (ProjectWorldPoint(
viewProjection,
viewportMin,
viewportSize,
Math::Vector3(-extent, 0.0f, offset),
c,
depthC) &&
ProjectWorldPoint(
viewProjection,
viewportMin,
viewportSize,
Math::Vector3(extent, 0.0f, offset),
d,
depthD)) {
drawList->AddLine(c, d, lineColor, majorLine ? 1.35f : 1.0f);
}
}
ImVec2 origin = {};
ImVec2 xAxisEnd = {};
ImVec2 yAxisEnd = {};
ImVec2 zAxisEnd = {};
float originDepth = 0.0f;
float xDepth = 0.0f;
float yDepth = 0.0f;
float zDepth = 0.0f;
const float axisLength = spacing * 3.0f;
if (ProjectWorldPoint(viewProjection, viewportMin, viewportSize, Math::Vector3::Zero(), origin, originDepth)) {
if (ProjectWorldPoint(
viewProjection,
viewportMin,
viewportSize,
Math::Vector3(axisLength, 0.0f, 0.0f),
xAxisEnd,
xDepth)) {
drawList->AddLine(origin, xAxisEnd, IM_COL32(239, 83, 80, 220), 1.8f);
}
if (ProjectWorldPoint(
viewProjection,
viewportMin,
viewportSize,
Math::Vector3(0.0f, axisLength, 0.0f),
yAxisEnd,
yDepth)) {
drawList->AddLine(origin, yAxisEnd, IM_COL32(102, 187, 106, 220), 1.8f);
}
if (ProjectWorldPoint(
viewProjection,
viewportMin,
viewportSize,
Math::Vector3(0.0f, 0.0f, axisLength),
zAxisEnd,
zDepth)) {
drawList->AddLine(origin, zAxisEnd, IM_COL32(66, 165, 245, 220), 1.8f);
}
}
DrawSceneAxisWidget(drawList, overlay, viewportMin, viewportMax);
drawList->PopClipRect();
}
} // namespace
SceneViewPanel::SceneViewPanel() : Panel("Scene") {}
void SceneViewPanel::Render() {
@@ -48,6 +268,16 @@ void SceneViewPanel::Render() {
}
viewportHostService->UpdateSceneViewInput(*m_context, input);
if (content.hasViewportArea && content.frame.hasTexture) {
const SceneViewportOverlayData overlay = viewportHostService->GetSceneViewOverlayData();
DrawSceneGridOverlay(
ImGui::GetWindowDrawList(),
overlay,
content.itemMin,
content.itemMax,
content.availableSize);
}
}
Actions::ObserveInactiveActionRoute(*m_context);