改进Gizmo3DMove的选中判断

This commit is contained in:
2025-07-29 00:44:03 +08:00
parent eb4a8fba21
commit 3c611be712
3 changed files with 43 additions and 50 deletions

View File

@@ -202,36 +202,34 @@ namespace
Matrix4f l2w=GetLocalToWorldMatrix();
Vector3f start;
Vector3f end;
Vector3f p_ray,p_ls;
float dist;
float pixel_per_unit;
start=TransformPosition(l2w,Vector3f(0,0,0)); //将原点转换到世界坐标
{
end=TransformPosition(l2w,Vector3f((GIZMO_CONE_LENGTH+GIZMO_CYLINDER_HALF_LENGTH)*20,0,0));
dist=ray.ToLineSegmentDistance(start,end);
//求射线与线段的最近点
ray.ClosestPoint(p_ray, //射线上的点
p_ls, //线段上的点
start,end); //线段
MaterialInstance *mi;
dist=glm::distance(p_ray,p_ls); //计算射线与线段的距离
if(dist<GIZMO_CYLINDER_RADIUS*10)
{
mi=GetGizmoMI3D(GizmoColor::Yellow);
}
else
{
mi=GetGizmoMI3D(GizmoColor::Red);
}
//求p_ls坐标相对屏幕空间象素的缩放比
pixel_per_unit=cc->GetPixelPerUnit(p_ls);
//MaterialInstance *mi=GetGizmoMI3D(dist<GIZMO_CYLINDER_RADIUS*100?GizmoColor::Yellow:GizmoColor::Red);
MaterialInstance *mi=GetGizmoMI3D(dist<GIZMO_CYLINDER_RADIUS*pixel_per_unit?GizmoColor::Yellow:GizmoColor::Red);
axis[size_t(AXIS::X)].cylinder->SetOverrideMaterial(mi);
axis[size_t(AXIS::X)].cone->SetOverrideMaterial(mi);
std::cout<<"Mouse: "<<mouse_coord.x<<","<<mouse_coord.y<<std::endl;
// std::cout<<"CrossPoint: "<<cross_point.x<<","<<cross_point.y<<","<<cross_point.z<<std::endl;
std::cout<<"Ray(Ori): "<<ray.origin.x<<","<<ray.origin.y<<","<<ray.origin.z<<")"<<std::endl;
std::cout<<"Ray(Dir): "<<ray.direction.x<<","<<ray.direction.y<<","<<ray.direction.z<<")"<<std::endl;
std::cout<<"Distance: "<<dist<<std::endl;
//std::cout<<"Mouse: "<<mouse_coord.x<<","<<mouse_coord.y<<std::endl;
//std::cout<<"Ray(Ori): "<<ray.origin.x<<","<<ray.origin.y<<","<<ray.origin.z<<")"<<std::endl;
//std::cout<<"Ray(Dir): "<<ray.direction.x<<","<<ray.direction.y<<","<<ray.direction.z<<")"<<std::endl;
//std::cout<<"Distance: "<<dist<<std::endl;
}
return false;

View File

@@ -1,55 +1,50 @@
#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE
#define HGL_GRAPH_RENDER_LIST_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/MaterialRenderMap.h>
#include<hgl/graph/VKArrayBuffer.h>
#include<hgl/graph/VKMaterial.h>
namespace hgl
namespace hgl::graph
{
namespace graph
/**
* 渲染对象列表<br>
* 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
*/
class RenderList
{
/**
* 渲染对象列表<br>
* 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
*/
class RenderList
{
protected:
protected:
VulkanDevice * device;
VulkanDevice * device;
CameraInfo * camera_info; ///<相机信息
CameraInfo * camera_info; ///<相机信息
uint renderable_count; ///<可渲染对象数量
MaterialRenderMap mrl_map; ///<按材质分类的渲染列表
uint renderable_count; ///<可渲染对象数量
MaterialRenderMap mrl_map; ///<按材质分类的渲染列表
protected:
protected:
virtual bool ExpendNode(SceneNode *);
virtual bool ExpendNode(SceneNode *);
public:
public:
const CameraInfo *GetCameraInfo()const{return camera_info;}
const CameraInfo *GetCameraInfo()const{return camera_info;}
public:
public:
RenderList(VulkanDevice *);
virtual ~RenderList()=default;
RenderList(VulkanDevice *);
virtual ~RenderList()=default;
virtual void SetCameraInfo(CameraInfo *ci){camera_info=ci;} ///<设置相机信息
virtual bool Expend(SceneNode *); ///<展开场景树到渲染列表
virtual void SetCameraInfo(CameraInfo *ci){camera_info=ci;} ///<设置相机信息
virtual bool Expend(SceneNode *); ///<展开场景树到渲染列表
bool IsEmpty()const{return !renderable_count;} ///<是否是空的
bool IsEmpty()const{return !renderable_count;} ///<是否是空的
virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
virtual void UpdateMaterialInstance(MeshComponent *); ///<有对象互换了材质实例
virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
virtual void UpdateMaterialInstance(MeshComponent *); ///<有对象互换了材质实例
virtual void Clear(); ///<彻底清理
};//class RenderList
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_RENDER_LIST_INCLUDE
virtual void Clear(); ///<彻底清理
};//class RenderList
}//namespace hgl::graph