改进Gizmo3DMove的选中判断
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Submodule CMSceneGraph updated: 65cefb3f12...dc1cd8a2d4
@@ -202,36 +202,34 @@ namespace
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Matrix4f l2w=GetLocalToWorldMatrix();
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Vector3f start;
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Vector3f end;
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Vector3f p_ray,p_ls;
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float dist;
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float pixel_per_unit;
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start=TransformPosition(l2w,Vector3f(0,0,0)); //将原点转换到世界坐标
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{
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end=TransformPosition(l2w,Vector3f((GIZMO_CONE_LENGTH+GIZMO_CYLINDER_HALF_LENGTH)*20,0,0));
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dist=ray.ToLineSegmentDistance(start,end);
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//求射线与线段的最近点
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ray.ClosestPoint(p_ray, //射线上的点
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p_ls, //线段上的点
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start,end); //线段
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MaterialInstance *mi;
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dist=glm::distance(p_ray,p_ls); //计算射线与线段的距离
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if(dist<GIZMO_CYLINDER_RADIUS*10)
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{
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mi=GetGizmoMI3D(GizmoColor::Yellow);
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}
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else
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{
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mi=GetGizmoMI3D(GizmoColor::Red);
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}
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//求p_ls坐标相对屏幕空间象素的缩放比
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pixel_per_unit=cc->GetPixelPerUnit(p_ls);
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//MaterialInstance *mi=GetGizmoMI3D(dist<GIZMO_CYLINDER_RADIUS*100?GizmoColor::Yellow:GizmoColor::Red);
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MaterialInstance *mi=GetGizmoMI3D(dist<GIZMO_CYLINDER_RADIUS*pixel_per_unit?GizmoColor::Yellow:GizmoColor::Red);
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axis[size_t(AXIS::X)].cylinder->SetOverrideMaterial(mi);
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axis[size_t(AXIS::X)].cone->SetOverrideMaterial(mi);
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std::cout<<"Mouse: "<<mouse_coord.x<<","<<mouse_coord.y<<std::endl;
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// std::cout<<"CrossPoint: "<<cross_point.x<<","<<cross_point.y<<","<<cross_point.z<<std::endl;
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std::cout<<"Ray(Ori): "<<ray.origin.x<<","<<ray.origin.y<<","<<ray.origin.z<<")"<<std::endl;
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std::cout<<"Ray(Dir): "<<ray.direction.x<<","<<ray.direction.y<<","<<ray.direction.z<<")"<<std::endl;
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std::cout<<"Distance: "<<dist<<std::endl;
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//std::cout<<"Mouse: "<<mouse_coord.x<<","<<mouse_coord.y<<std::endl;
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//std::cout<<"Ray(Ori): "<<ray.origin.x<<","<<ray.origin.y<<","<<ray.origin.z<<")"<<std::endl;
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//std::cout<<"Ray(Dir): "<<ray.direction.x<<","<<ray.direction.y<<","<<ray.direction.z<<")"<<std::endl;
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//std::cout<<"Distance: "<<dist<<std::endl;
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}
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return false;
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@@ -1,55 +1,50 @@
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#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE
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#define HGL_GRAPH_RENDER_LIST_INCLUDE
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#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/MaterialRenderMap.h>
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#include<hgl/graph/VKArrayBuffer.h>
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#include<hgl/graph/VKMaterial.h>
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namespace hgl
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namespace hgl::graph
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{
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namespace graph
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/**
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* 渲染对象列表<br>
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* 该类会长期保存使用过的材质信息,避重新分配造成的时间和空间浪费。如需彻底清空列表请使用Clear()函数
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*/
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class RenderList
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{
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/**
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* 渲染对象列表<br>
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* 该类会长期保存使用过的材质信息,避重新分配造成的时间和空间浪费。如需彻底清空列表请使用Clear()函数
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*/
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class RenderList
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{
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protected:
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protected:
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VulkanDevice * device;
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VulkanDevice * device;
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CameraInfo * camera_info; ///<相机信息
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CameraInfo * camera_info; ///<相机信息
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uint renderable_count; ///<可渲染对象数量
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MaterialRenderMap mrl_map; ///<按材质分类的渲染列表
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uint renderable_count; ///<可渲染对象数量
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MaterialRenderMap mrl_map; ///<按材质分类的渲染列表
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protected:
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protected:
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virtual bool ExpendNode(SceneNode *);
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virtual bool ExpendNode(SceneNode *);
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public:
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public:
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const CameraInfo *GetCameraInfo()const{return camera_info;}
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const CameraInfo *GetCameraInfo()const{return camera_info;}
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public:
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public:
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RenderList(VulkanDevice *);
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virtual ~RenderList()=default;
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RenderList(VulkanDevice *);
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virtual ~RenderList()=default;
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virtual void SetCameraInfo(CameraInfo *ci){camera_info=ci;} ///<设置相机信息
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virtual bool Expend(SceneNode *); ///<展开场景树到渲染列表
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virtual void SetCameraInfo(CameraInfo *ci){camera_info=ci;} ///<设置相机信息
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virtual bool Expend(SceneNode *); ///<展开场景树到渲染列表
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bool IsEmpty()const{return !renderable_count;} ///<是否是空的
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bool IsEmpty()const{return !renderable_count;} ///<是否是空的
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virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
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virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
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virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
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virtual void UpdateMaterialInstance(MeshComponent *); ///<有对象互换了材质实例
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virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
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virtual void UpdateMaterialInstance(MeshComponent *); ///<有对象互换了材质实例
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virtual void Clear(); ///<彻底清理
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};//class RenderList
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_RENDER_LIST_INCLUDE
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virtual void Clear(); ///<彻底清理
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};//class RenderList
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}//namespace hgl::graph
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