BsSceneGrid.cpp 5.3 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. #include "BsEditorSettings.h"
  11. namespace BansheeEngine
  12. {
  13. const float SceneGrid::LINE_WIDTH = 0.025f;
  14. const float SceneGrid::LINE_BORDER_WIDTH = 0.005f;
  15. const float SceneGrid::MAJOR_AXIS_WIDTH = 0.075f;
  16. const float SceneGrid::MAJOR_AXIS_BORDER_WIDTH = 0.015f;
  17. const float SceneGrid::AXIS_MARKER_WIDTH = 0.1f;
  18. const float SceneGrid::AXIS_MARKER_BORDER_WIDTH = 0.02f;
  19. const Color SceneGrid::AXIS_X_MARKER_COLOR = Color::Red;
  20. const Color SceneGrid::AXIS_Z_MARKER_COLOR = Color::Blue;
  21. SceneGrid::SceneGrid()
  22. {
  23. mVertexDesc = bs_shared_ptr<VertexDataDesc>();
  24. mVertexDesc->addVertElem(VET_FLOAT3, VES_POSITION);
  25. mVertexDesc->addVertElem(VET_COLOR, VES_COLOR);
  26. mGridMaterial = BuiltinEditorResources::instance().createSceneGridMaterial();
  27. mViewProjParam = mGridMaterial->getParamMat4("matViewProj");
  28. updateGridMesh();
  29. }
  30. void SceneGrid::setOrigin(const Vector3& origin)
  31. {
  32. if (mOrigin != origin)
  33. {
  34. mOrigin = origin;
  35. updateGridMesh();
  36. }
  37. }
  38. void SceneGrid::setSize(UINT32 size)
  39. {
  40. if (mSize != size)
  41. {
  42. mSize = size;
  43. updateGridMesh();
  44. }
  45. }
  46. void SceneGrid::setSpacing(float spacing)
  47. {
  48. if (mSpacing != spacing)
  49. {
  50. mSpacing = spacing;
  51. updateGridMesh();
  52. }
  53. }
  54. void SceneGrid::setMajorAxisSpacing(UINT32 spacing)
  55. {
  56. if (mMajorAxisSpacing != spacing)
  57. {
  58. mMajorAxisSpacing = spacing;
  59. updateGridMesh();
  60. }
  61. }
  62. void SceneGrid::setAxisMarkerSpacing(UINT32 spacing)
  63. {
  64. if (mAxisMarkerSpacing != spacing)
  65. {
  66. mAxisMarkerSpacing = spacing;
  67. updateGridMesh();
  68. }
  69. }
  70. void SceneGrid::setSettings(const EditorSettingsPtr& settings)
  71. {
  72. mSettings = settings;
  73. updateFromProjectSettings();
  74. }
  75. void SceneGrid::update()
  76. {
  77. if (mSettings != nullptr && mSettingsHash != mSettings->getHash())
  78. updateFromProjectSettings();
  79. }
  80. void SceneGrid::render(const CameraHandlerPtr& camera, DrawList& drawList)
  81. {
  82. MaterialPtr mat = mGridMaterial.getInternalPtr();
  83. MeshPtr mesh = mGridMesh.getInternalPtr();
  84. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  85. Matrix4 viewMatrix = camera->getViewMatrix();
  86. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  87. mViewProjParam.set(viewProjMatrix);
  88. drawList.add(mat, mesh, 0, Vector3::ZERO);
  89. }
  90. void SceneGrid::updateFromProjectSettings()
  91. {
  92. setSize(mSettings->getGridSize());
  93. setSpacing(mSettings->getGridSpacing());
  94. setMajorAxisSpacing(mSettings->getGridMajorAxisSpacing());
  95. setAxisMarkerSpacing(mSettings->getGridAxisMarkerSpacing());
  96. mSettingsHash = mSettings->getHash();
  97. }
  98. void SceneGrid::updateGridMesh()
  99. {
  100. UINT32 numLines = (UINT32)Math::roundToInt(mSize / mSpacing);
  101. if (numLines % 2 != 0)
  102. numLines++;
  103. INT32 originX = Math::roundToInt(mOrigin.x / mSpacing);
  104. INT32 originZ = Math::roundToInt(mOrigin.y / mSpacing);
  105. INT32 startX = originX - numLines / 2;
  106. INT32 startZ = originZ - numLines / 2;
  107. float minX = startX * mSpacing;
  108. float minZ = startZ * mSpacing;
  109. float maxX = (startX + numLines) * mSpacing;
  110. float maxZ = (startZ + numLines) * mSpacing;
  111. UINT32 totalNumVertices = ShapeMeshes3D::NUM_VERTICES_AA_LINE * (numLines + 1) * 2;
  112. UINT32 totalNumIndices = ShapeMeshes3D::NUM_INDICES_AA_LINE * (numLines + 1) * 2;
  113. MeshDataPtr meshData = bs_shared_ptr<MeshData, PoolAlloc>(totalNumVertices, totalNumIndices, mVertexDesc);
  114. UINT32 vertexOffset = 0;
  115. UINT32 indexOffset = 0;
  116. for (UINT32 i = 0; i <= numLines; i++)
  117. {
  118. INT32 x = startX + i;
  119. float linePosX = x * mSpacing;
  120. Vector3 lineStartX(linePosX, 0, minZ);
  121. Vector3 lineEndX(linePosX, 0, maxZ);
  122. if (x % mAxisMarkerSpacing == 0)
  123. {
  124. ShapeMeshes3D::antialiasedLine(lineStartX, lineEndX, Vector3::UNIT_Y, AXIS_MARKER_WIDTH,
  125. AXIS_MARKER_BORDER_WIDTH, AXIS_X_MARKER_COLOR, meshData, vertexOffset, indexOffset);
  126. }
  127. else if (x % mMajorAxisSpacing == 0)
  128. {
  129. ShapeMeshes3D::antialiasedLine(lineStartX, lineEndX, Vector3::UNIT_Y, MAJOR_AXIS_WIDTH,
  130. MAJOR_AXIS_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  131. }
  132. else
  133. {
  134. ShapeMeshes3D::antialiasedLine(lineStartX, lineEndX, Vector3::UNIT_Y, LINE_WIDTH,
  135. LINE_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  136. }
  137. vertexOffset += ShapeMeshes3D::NUM_VERTICES_AA_LINE;
  138. indexOffset += ShapeMeshes3D::NUM_INDICES_AA_LINE;
  139. INT32 z = startZ + i;
  140. float linePosZ = z * mSpacing;
  141. Vector3 lineStartZ(minX, 0, linePosZ);
  142. Vector3 lineEndZ(maxX, 0, linePosZ);
  143. if (z % mAxisMarkerSpacing == 0)
  144. {
  145. ShapeMeshes3D::antialiasedLine(lineStartZ, lineEndZ, Vector3::UNIT_Y, AXIS_MARKER_WIDTH,
  146. AXIS_MARKER_BORDER_WIDTH, AXIS_Z_MARKER_COLOR, meshData, vertexOffset, indexOffset);
  147. }
  148. else if (z % mMajorAxisSpacing == 0)
  149. {
  150. ShapeMeshes3D::antialiasedLine(lineStartZ, lineEndZ, Vector3::UNIT_Y, MAJOR_AXIS_WIDTH,
  151. MAJOR_AXIS_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  152. }
  153. else
  154. {
  155. ShapeMeshes3D::antialiasedLine(lineStartZ, lineEndZ, Vector3::UNIT_Y, LINE_WIDTH,
  156. LINE_BORDER_WIDTH, Color::White, meshData, vertexOffset, indexOffset);
  157. }
  158. vertexOffset += ShapeMeshes3D::NUM_VERTICES_AA_LINE;
  159. indexOffset += ShapeMeshes3D::NUM_INDICES_AA_LINE;
  160. }
  161. mGridMesh = Mesh::create(meshData);
  162. }
  163. }