Add scene transform toolbar and scale gizmo
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@@ -5,16 +5,13 @@
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#include "SceneViewportPicker.h"
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Math/Bounds.h>
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namespace XCEngine {
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namespace Editor {
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namespace {
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constexpr float kMoveGizmoHandleLengthPixels = 88.0f;
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constexpr float kMoveGizmoHandleLengthPixels = 100.0f;
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constexpr float kMoveGizmoHoverThresholdPixels = 10.0f;
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Math::Vector3 GetAxisVector(SceneViewportGizmoAxis axis) {
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@@ -166,63 +163,6 @@ bool IsMouseInsideViewport(const SceneViewportMoveGizmoContext& context) {
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context.mousePosition.y <= context.viewportSize.y;
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}
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void EncapsulateTransformedBounds(
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const Math::Bounds& localBounds,
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const Components::TransformComponent& transform,
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Math::Bounds& inOutBounds,
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bool& inOutHasBounds) {
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const Math::Vector3 localMin = localBounds.GetMin();
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const Math::Vector3 localMax = localBounds.GetMax();
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const Math::Vector3 corners[] = {
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Math::Vector3(localMin.x, localMin.y, localMin.z),
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Math::Vector3(localMax.x, localMin.y, localMin.z),
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Math::Vector3(localMin.x, localMax.y, localMin.z),
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Math::Vector3(localMin.x, localMin.y, localMax.z),
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Math::Vector3(localMax.x, localMax.y, localMin.z),
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Math::Vector3(localMin.x, localMax.y, localMax.z),
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Math::Vector3(localMax.x, localMin.y, localMax.z),
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Math::Vector3(localMax.x, localMax.y, localMax.z)
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};
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for (const Math::Vector3& localCorner : corners) {
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const Math::Vector3 worldCorner = transform.TransformPoint(localCorner);
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if (!inOutHasBounds) {
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inOutBounds = Math::Bounds(worldCorner, Math::Vector3::Zero());
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inOutHasBounds = true;
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} else {
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inOutBounds.Encapsulate(worldCorner);
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}
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}
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}
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void CollectRenderableWorldBoundsRecursive(
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const Components::GameObject& gameObject,
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Math::Bounds& inOutBounds,
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bool& inOutHasBounds) {
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if (!gameObject.IsActiveInHierarchy()) {
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return;
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}
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const auto* meshFilter = gameObject.GetComponent<Components::MeshFilterComponent>();
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const auto* meshRenderer = gameObject.GetComponent<Components::MeshRendererComponent>();
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if (meshFilter != nullptr &&
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meshRenderer != nullptr &&
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meshFilter->IsEnabled() &&
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meshRenderer->IsEnabled()) {
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const auto* mesh = meshFilter->GetMesh();
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if (mesh != nullptr) {
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EncapsulateTransformedBounds(mesh->GetBounds(), *gameObject.GetTransform(), inOutBounds, inOutHasBounds);
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}
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}
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for (size_t childIndex = 0; childIndex < gameObject.GetChildCount(); ++childIndex) {
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const Components::GameObject* child = gameObject.GetChild(childIndex);
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if (child != nullptr) {
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CollectRenderableWorldBoundsRecursive(*child, inOutBounds, inOutHasBounds);
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}
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}
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}
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float ComputeWorldUnitsPerPixel(
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const SceneViewportOverlayData& overlay,
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const Math::Vector3& worldPoint,
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@@ -240,13 +180,6 @@ float ComputeWorldUnitsPerPixel(
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return 2.0f * depth * std::tan(overlay.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f) / viewportHeight;
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}
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Math::Vector3 GetGizmoWorldOrigin(const Components::GameObject& gameObject) {
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Math::Bounds worldBounds = {};
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bool hasBounds = false;
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CollectRenderableWorldBoundsRecursive(gameObject, worldBounds, hasBounds);
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return hasBounds ? worldBounds.center : gameObject.GetTransform()->GetPosition();
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}
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} // namespace
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void SceneViewportMoveGizmo::Update(const SceneViewportMoveGizmoContext& context) {
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@@ -289,7 +222,7 @@ bool SceneViewportMoveGizmo::TryBeginDrag(const SceneViewportMoveGizmoContext& c
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}
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const Math::Vector3 objectWorldPosition = context.selectedObject->GetTransform()->GetPosition();
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const Math::Vector3 pivotWorldPosition = GetGizmoWorldOrigin(*context.selectedObject);
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const Math::Vector3 pivotWorldPosition = context.selectedObject->GetTransform()->GetPosition();
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Math::Vector3 dragPlaneNormal = Math::Vector3::Zero();
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Math::Vector3 worldAxis = Math::Vector3::Zero();
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@@ -442,7 +375,7 @@ void SceneViewportMoveGizmo::BuildDrawData(const SceneViewportMoveGizmoContext&
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return;
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}
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const Math::Vector3 gizmoWorldOrigin = GetGizmoWorldOrigin(*selectedObject);
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const Math::Vector3 gizmoWorldOrigin = selectedObject->GetTransform()->GetPosition();
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const SceneViewportProjectedPoint projectedPivot = ProjectSceneViewportWorldPoint(
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context.overlay,
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context.viewportSize.x,
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