BsSceneGrid.cpp 4.7 KB

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  1. #include "BsSceneGrid.h"
  2. #include "BsMath.h"
  3. #include "BsShapeMeshes3D.h"
  4. #include "BsVertexDataDesc.h"
  5. #include "BsMaterial.h"
  6. #include "BsMesh.h"
  7. #include "BsDrawList.h"
  8. #include "BsBuiltinEditorResources.h"
  9. #include "BsCamera.h"
  10. namespace BansheeEngine
  11. {
  12. const float SceneGrid::LINE_WIDTH = 0.025f;
  13. const float SceneGrid::LINE_BORDER_WIDTH = 0.005f;
  14. const float SceneGrid::MAJOR_AXIS_WIDTH = 0.075f;
  15. const float SceneGrid::MAJOR_AXIS_BORDER_WIDTH = 0.015f;
  16. const float SceneGrid::AXIS_MARKER_WIDTH = 0.1f;
  17. const float SceneGrid::AXIS_MARKER_BORDER_WIDTH = 0.02f;
  18. const Color SceneGrid::AXIS_X_MARKER_COLOR = Color::Red;
  19. const Color SceneGrid::AXIS_Z_MARKER_COLOR = Color::Blue;
  20. SceneGrid::SceneGrid()
  21. {
  22. mVertexDesc = bs_shared_ptr<VertexDataDesc>();
  23. mVertexDesc->addVertElem(VET_FLOAT3, VES_POSITION);
  24. mVertexDesc->addVertElem(VET_COLOR, VES_COLOR);
  25. mGridMaterial = BuiltinEditorResources::instance().createSceneGridMaterial();
  26. mViewProjParam = mGridMaterial->getParamMat4("matViewProj");
  27. updateGridMesh();
  28. }
  29. void SceneGrid::setOrigin(const Vector3& origin)
  30. {
  31. if (mOrigin != origin)
  32. {
  33. mOrigin = origin;
  34. updateGridMesh();
  35. }
  36. }
  37. void SceneGrid::setSize(UINT32 size)
  38. {
  39. if (mSize != size)
  40. {
  41. mSize = size;
  42. updateGridMesh();
  43. }
  44. }
  45. void SceneGrid::setSpacing(float spacing)
  46. {
  47. if (mSpacing != spacing)
  48. {
  49. mSpacing = spacing;
  50. updateGridMesh();
  51. }
  52. }
  53. void SceneGrid::setMajorAxisSpacing(UINT32 spacing)
  54. {
  55. if (mMajorAxisSpacing != spacing)
  56. {
  57. mMajorAxisSpacing = spacing;
  58. updateGridMesh();
  59. }
  60. }
  61. void SceneGrid::setAxisMarkerSpacing(UINT32 spacing)
  62. {
  63. if (mAxisMarkerSpacing != spacing)
  64. {
  65. mAxisMarkerSpacing = spacing;
  66. updateGridMesh();
  67. }
  68. }
  69. void SceneGrid::render(const CameraPtr& camera, DrawList& drawList)
  70. {
  71. MaterialPtr mat = mGridMaterial.getInternalPtr();
  72. MeshPtr mesh = mGridMesh.getInternalPtr();
  73. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  74. Matrix4 viewMatrix = camera->getViewMatrix();
  75. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  76. mViewProjParam.set(viewProjMatrix);
  77. drawList.add(mat, mesh, 0, Vector3::ZERO);
  78. }
  79. void SceneGrid::updateGridMesh()
  80. {
  81. UINT32 numLines = (UINT32)Math::roundToInt(mSize / mSpacing);
  82. if (numLines % 2 != 0)
  83. numLines++;
  84. INT32 originX = Math::roundToInt(mOrigin.x / mSpacing);
  85. INT32 originZ = Math::roundToInt(mOrigin.y / mSpacing);
  86. INT32 startX = originX - numLines / 2;
  87. INT32 startZ = originZ - numLines / 2;
  88. float minX = startX * mSpacing;
  89. float minZ = startZ * mSpacing;
  90. float maxX = (startX + numLines) * mSpacing;
  91. float maxZ = (startZ + numLines) * mSpacing;
  92. UINT32 totalNumVertices = ShapeMeshes3D::NUM_VERTICES_AA_LINE * (numLines + 1) * 2;
  93. UINT32 totalNumIndices = ShapeMeshes3D::NUM_INDICES_AA_LINE * (numLines + 1) * 2;
  94. MeshDataPtr meshData = bs_shared_ptr<MeshData, PoolAlloc>(totalNumVertices, totalNumIndices, mVertexDesc);
  95. UINT32 vertexOffset = 0;
  96. UINT32 indexOffset = 0;
  97. for (UINT32 i = 0; i <= numLines; i++)
  98. {
  99. INT32 x = startX + i;
  100. float linePosX = x * mSpacing;
  101. Vector3 lineStartX(linePosX, 0, minZ);
  102. Vector3 lineEndX(linePosX, 0, maxZ);
  103. if (x % mAxisMarkerSpacing == 0)
  104. {
  105. ShapeMeshes3D::antialiasedLine(lineStartX, lineEndX, Vector3::UNIT_Y, AXIS_MARKER_WIDTH,
  106. AXIS_MARKER_BORDER_WIDTH, AXIS_X_MARKER_COLOR, meshData, vertexOffset, indexOffset);
  107. }
  108. else if (x % mMajorAxisSpacing == 0)
  109. {
  110. ShapeMeshes3D::antialiasedLine(lineStartX, lineEndX, Vector3::UNIT_Y, MAJOR_AXIS_WIDTH,
  111. MAJOR_AXIS_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  112. }
  113. else
  114. {
  115. ShapeMeshes3D::antialiasedLine(lineStartX, lineEndX, Vector3::UNIT_Y, LINE_WIDTH,
  116. LINE_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  117. }
  118. vertexOffset += ShapeMeshes3D::NUM_VERTICES_AA_LINE;
  119. indexOffset += ShapeMeshes3D::NUM_INDICES_AA_LINE;
  120. INT32 z = startZ + i;
  121. float linePosZ = z * mSpacing;
  122. Vector3 lineStartZ(minX, 0, linePosZ);
  123. Vector3 lineEndZ(maxX, 0, linePosZ);
  124. if (z % mAxisMarkerSpacing == 0)
  125. {
  126. ShapeMeshes3D::antialiasedLine(lineStartZ, lineEndZ, Vector3::UNIT_Y, AXIS_MARKER_WIDTH,
  127. AXIS_MARKER_BORDER_WIDTH, AXIS_Z_MARKER_COLOR, meshData, vertexOffset, indexOffset);
  128. }
  129. else if (z % mMajorAxisSpacing == 0)
  130. {
  131. ShapeMeshes3D::antialiasedLine(lineStartZ, lineEndZ, Vector3::UNIT_Y, MAJOR_AXIS_WIDTH,
  132. MAJOR_AXIS_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  133. }
  134. else
  135. {
  136. ShapeMeshes3D::antialiasedLine(lineStartZ, lineEndZ, Vector3::UNIT_Y, LINE_WIDTH,
  137. LINE_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  138. }
  139. vertexOffset += ShapeMeshes3D::NUM_VERTICES_AA_LINE;
  140. indexOffset += ShapeMeshes3D::NUM_INDICES_AA_LINE;
  141. }
  142. mGridMesh = Mesh::create(meshData);
  143. }
  144. }