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15 Commits
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devel_40_W
Author | SHA1 | Date | |
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28d4d17d62 | |||
d9c0ea3c51 | |||
95ac4ba973 | |||
51c6c335e7 | |||
24569ea36f | |||
3c611be712 | |||
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0b2d3d100a | |||
d577642533 | |||
510168e912 |
14
.gitmodules
vendored
14
.gitmodules
vendored
@@ -1,21 +1,21 @@
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[submodule "CMCMakeModule"]
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path = CMCMakeModule
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url = https://github.com/hyzboy/CMCMakeModule
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url = http://git.hyzgame.com:3000/hyzboy/CMCMakeModule
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[submodule "CMCore"]
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path = CMCore
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url = https://github.com/hyzboy/CMCore
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url = http://git.hyzgame.com:3000/hyzboy/CMCore
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[submodule "CMPlatform"]
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path = CMPlatform
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url = https://github.com/hyzboy/CMPlatform
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url = http://git.hyzgame.com:3000/hyzboy/CMPlatform
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[submodule "CMAssetsManage"]
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path = CMAssetsManage
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url = https://github.com/hyzboy/CMAssetsManage.git
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url = http://git.hyzgame.com:3000/hyzboy/CMAssetsManage.git
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[submodule "res"]
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path = res
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url = https://github.com/hyzboy/RuntimeData.git
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url = http://git.hyzgame.com:3000/hyzboy/RuntimeData.git
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[submodule "CMSceneGraph"]
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path = CMSceneGraph
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url = https://github.com/hyzboy/CMSceneGraph.git
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url = http://git.hyzgame.com:3000/hyzboy/CMSceneGraph.git
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[submodule "CMUtil"]
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path = CMUtil
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url = https://github.com/hyzboy/CMUtil.git
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url = http://git.hyzgame.com:3000/hyzboy/CMUtil.git
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|
2
CMCore
2
CMCore
Submodule CMCore updated: 0ed44f0531...e73191bad7
Submodule CMPlatform updated: 5c4851e586...eec230df6c
Submodule CMSceneGraph updated: b914dbfb66...4ac29ed91a
@@ -26,8 +26,12 @@
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/InlineGeometry.h>
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#include<hgl/graph/RenderFramework.h>
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#include<hgl/graph/Scene.h>
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#include<hgl/component/MeshComponent.h>
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#include<hgl/io/event/MouseEvent.h>
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#include<hgl/graph/Ray.h>
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#include<iostream>
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VK_NAMESPACE_BEGIN
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@@ -40,14 +44,30 @@ namespace
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{
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struct GizmoMoveAxis
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{
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MaterialInstance *mi; //材质实例
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MeshComponent *cylinder; //圆柱
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MeshComponent *cone; //圆锥
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MeshComponent *square; //双轴调节正方形
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};
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MaterialInstance *pick_mi;
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MeshComponent *sphere=nullptr;
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GizmoMoveAxis axis[3]{}; //X,Y,Z 三个轴
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protected:
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Ray MouseRay;
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int CurAXIS=-1; //当前鼠标选中轴
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float CurDist=0; //当前距离
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int PickAXIS=-1; //拾取轴
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float PickDist=0; //拾取辆距离轴心的距离
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Matrix4f PickL2W; //拾取时的变换矩阵
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Vector3f PickCenter; //拾取时的中心位置
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TransformTranslate3f *CurTranslate=nullptr;
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public:
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using SceneNode::SceneNode;
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@@ -62,17 +82,29 @@ namespace
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return(new GizmoMoveNode);
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}
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SceneNode *Duplication()const override
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void DuplicationComponents(SceneNode *node) const override
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{
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GizmoMoveNode *new_gmn=(GizmoMoveNode *)SceneNode::Duplication();
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GizmoMoveNode *gmn=(GizmoMoveNode *)node;
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if(!new_gmn)
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return(nullptr);
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if(!gmn)
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return;
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new_gmn->sphere=sphere;
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hgl_cpy(new_gmn->axis,axis);
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gmn->pick_mi=pick_mi;
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return new_gmn;
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#define DUPLICATION_COMPONENT(c) gmn->c=(MeshComponent *)(c->Duplication()); \
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gmn->AttachComponent(gmn->c);
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DUPLICATION_COMPONENT(sphere);
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for(size_t i=0;i<3;i++)
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{
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gmn->axis[i].mi=axis[i].mi; // 复制材质实例
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DUPLICATION_COMPONENT(axis[i].cylinder);
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DUPLICATION_COMPONENT(axis[i].cone);
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DUPLICATION_COMPONENT(axis[i].square);
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}
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#undef DUPLICATION_COMPONENT
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}
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bool CreateGizmoGeometry(RenderFramework *render_framework)
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@@ -89,13 +121,14 @@ namespace
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CreateComponentInfo cci(this);
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pick_mi=GetGizmoMI3D(GizmoColor::Yellow); //获取拾取材质实例
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sphere=render_framework->CreateComponent<MeshComponent>(&cci,SpherePtr); //中心球
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sphere->SetOverrideMaterial(GetGizmoMI3D(GizmoColor::White)); //白色
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{
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Transform tm;
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GizmoMoveAxis *gma;
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MaterialInstance *mi=nullptr;
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const Vector3f one_scale(1);
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const Vector3f square_scale(2);
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@@ -103,78 +136,222 @@ namespace
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{
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gma=axis+size_t(AXIS::Z);
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mi=GetGizmoMI3D(GizmoColor::Blue);
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gma->mi=GetGizmoMI3D(GizmoColor::Blue);
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tm.SetScale(cylinder_scale);
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tm.SetTranslation(0,0,GIZMO_CYLINDER_OFFSET);
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cci.mat=tm;
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gma->cylinder=render_framework->CreateComponent<MeshComponent>(&cci,CylinderPtr); //Z 向上圆柱
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gma->cylinder->SetOverrideMaterial(mi);
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gma->cylinder->SetOverrideMaterial(gma->mi);
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tm.SetScale(one_scale);
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tm.SetTranslation(0,0,GIZMO_CONE_OFFSET);
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cci.mat=tm;
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gma->cone=render_framework->CreateComponent<MeshComponent>(&cci,ConePtr); //Z 向上圆锥
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gma->cone->SetOverrideMaterial(mi);
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gma->cone->SetOverrideMaterial(gma->mi);
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tm.SetScale(square_scale);
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tm.SetTranslation(GIZMO_TWO_AXIS_OFFSET,GIZMO_TWO_AXIS_OFFSET,0);
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cci.mat=tm;
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gma->square=render_framework->CreateComponent<MeshComponent>(&cci,SquarePtr);
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gma->square->SetOverrideMaterial(mi);
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gma->square->SetOverrideMaterial(gma->mi);
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}
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{
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gma=axis+size_t(AXIS::X);
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mi=GetGizmoMI3D(GizmoColor::Red);
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gma->mi=GetGizmoMI3D(GizmoColor::Red);
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tm.SetScale(cylinder_scale);
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tm.SetRotation(AxisVector::Y,90);
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tm.SetTranslation(GIZMO_CYLINDER_OFFSET,0,0);
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cci.mat=tm;
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gma->cylinder=render_framework->CreateComponent<MeshComponent>(&cci,CylinderPtr); //X 向右圆柱
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gma->cylinder->SetOverrideMaterial(mi);
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gma->cylinder->SetOverrideMaterial(gma->mi);
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tm.SetScale(one_scale);
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tm.SetTranslation(GIZMO_CONE_OFFSET,0,0);
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cci.mat=tm;
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gma->cone=render_framework->CreateComponent<MeshComponent>(&cci,ConePtr); //Z 向上圆锥
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gma->cone->SetOverrideMaterial(mi);
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gma->cone->SetOverrideMaterial(gma->mi);
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tm.SetScale(square_scale);
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tm.SetTranslation(0,GIZMO_TWO_AXIS_OFFSET,GIZMO_TWO_AXIS_OFFSET);
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cci.mat=tm;
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gma->square=render_framework->CreateComponent<MeshComponent>(&cci,SquarePtr);
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gma->square->SetOverrideMaterial(mi);
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gma->square->SetOverrideMaterial(gma->mi);
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}
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{
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gma=axis+size_t(AXIS::Y);
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mi=GetGizmoMI3D(GizmoColor::Green);
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gma->mi=GetGizmoMI3D(GizmoColor::Green);
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tm.SetScale(cylinder_scale);
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tm.SetRotation(AxisVector::X,-90);
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tm.SetTranslation(0,GIZMO_CYLINDER_OFFSET,0);
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cci.mat=tm;
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gma->cylinder=render_framework->CreateComponent<MeshComponent>(&cci,CylinderPtr); //X 向右圆柱
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gma->cylinder->SetOverrideMaterial(mi);
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gma->cylinder->SetOverrideMaterial(gma->mi);
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tm.SetScale(one_scale);
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tm.SetTranslation(0,GIZMO_CONE_OFFSET,0);
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cci.mat=tm;
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gma->cone=render_framework->CreateComponent<MeshComponent>(&cci,ConePtr); //Z 向上圆锥
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gma->cone->SetOverrideMaterial(mi);
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gma->cone->SetOverrideMaterial(gma->mi);
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tm.SetScale(square_scale);
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tm.SetTranslation(GIZMO_TWO_AXIS_OFFSET,0,GIZMO_TWO_AXIS_OFFSET);
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cci.mat=tm;
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gma->square=render_framework->CreateComponent<MeshComponent>(&cci,SquarePtr);
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gma->square->SetOverrideMaterial(mi);
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gma->square->SetOverrideMaterial(gma->mi);
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}
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}
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return(true);
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}
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io::EventProcResult OnPressed(const Vector2i &mp,io::MouseButton mb) override
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{
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GizmoMoveNode::OnMove(mp);
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if(CurAXIS>=0&&CurAXIS<3)
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{
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PickAXIS =CurAXIS;
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PickDist =CurDist;
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PickL2W =GetLocalToWorldMatrix(); //记录拾取时的变换矩阵
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PickCenter =TransformPosition(PickL2W,Vector3f(0,0,0)); //记录拾取时的中心位置
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if(CurTranslate)
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{
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CurTranslate->SetOffset(Vector3f(0,0,0));
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}
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else
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{
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CurTranslate=GetTransform().AddTranslate(Vector3f(0,0,0));
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}
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return io::EventProcResult::Break; // 处理完鼠标按下事件,停止进一步处理
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}
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return io::EventProcResult::Continue;
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}
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io::EventProcResult OnReleased(const Vector2i &,io::MouseButton mb) override
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{
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if(CurTranslate)
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{
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GetTransform().RemoveTransform(CurTranslate);
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CurTranslate=nullptr;
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}
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return io::EventProcResult::Continue;
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}
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io::EventProcResult OnMoveAtControl(const Vector2i &mouse_coord)
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{
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CameraControl *cc=GetCameraControl();
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if(!cc)
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return io::EventProcResult::Continue;
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cc->SetMouseRay(&MouseRay,mouse_coord);
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const CameraInfo *ci=cc->GetCameraInfo();
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Vector3f axis_vector=GetAxisVector(AXIS(PickAXIS)); //取得轴向量
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Vector3f end=axis_vector*std::abs(ci->zfar-ci->znear);
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end=TransformPosition(PickL2W,end); //将轴的终点转换到世界坐标
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Vector3f p_ray,p_ls;
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MouseRay.ClosestPoint(
|
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p_ray, // 射线上的点
|
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p_ls, // 线段上的点
|
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PickCenter, // 线段起点
|
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end); // 线段终点
|
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|
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CurDist=glm::length(p_ls-PickCenter); //计算线段上的点与原点的距离
|
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CurTranslate->SetOffset(axis_vector*(CurDist-PickDist)); //设置偏移量
|
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|
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std::cout<<"PickDist: "<<PickDist<<std::endl;
|
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std::cout<<"CurDist : "<<CurDist<<std::endl;
|
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|
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return io::EventProcResult::Continue;
|
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}
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io::EventProcResult OnMove(const Vector2i &mouse_coord) override
|
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{
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if(CurTranslate)
|
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{
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return OnMoveAtControl(mouse_coord); //已经选中一个轴了
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}
|
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|
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CameraControl *cc=GetCameraControl();
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if(!cc)
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return io::EventProcResult::Continue;
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cc->SetMouseRay(&MouseRay,mouse_coord);
|
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|
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Matrix4f l2w=GetLocalToWorldMatrix();
|
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Vector3f center=TransformPosition(l2w,Vector3f(0,0,0));
|
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Vector3f axis_vector;
|
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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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float center_ppu;
|
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MaterialInstance *mi;
|
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|
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center_ppu=cc->GetPixelPerUnit(center); //求原点坐标相对屏幕空间象素的缩放比
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|
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CurAXIS=-1;
|
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|
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for(int i=0;i<3;i++)
|
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{
|
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axis_vector=GetAxisVector(AXIS(i)); //取得轴向量
|
||||
|
||||
start =TransformPosition(l2w,axis_vector*center_ppu* GIZMO_CENTER_SPHERE_RADIUS); //将轴的起点转换到世界坐标
|
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end =TransformPosition(l2w,axis_vector*center_ppu*(GIZMO_CENTER_SPHERE_RADIUS+GIZMO_CONE_LENGTH+GIZMO_CYLINDER_HALF_LENGTH));
|
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|
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//求射线与线段的最近点
|
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MouseRay.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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|
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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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|
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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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|
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if(dist<GIZMO_CYLINDER_RADIUS*pixel_per_unit)
|
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{
|
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mi=pick_mi;
|
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|
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CurAXIS=i;
|
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CurDist=glm::length(p_ls-start); //计算线段上的点与原点的距离
|
||||
}
|
||||
else
|
||||
{
|
||||
mi=axis[i].mi;
|
||||
}
|
||||
|
||||
axis[i].cylinder->SetOverrideMaterial(mi);
|
||||
axis[i].cone->SetOverrideMaterial(mi);
|
||||
|
||||
//std::cout<<"Mouse: "<<mouse_coord.x<<","<<mouse_coord.y<<std::endl;
|
||||
//std::cout<<"Ray(Ori): "<<MouseRay.origin.x<<","<<MouseRay.origin.y<<","<<MouseRay.origin.z<<")"<<std::endl;
|
||||
//std::cout<<"Ray(Dir): "<<MouseRay.direction.x<<","<<MouseRay.direction.y<<","<<MouseRay.direction.z<<")"<<std::endl;
|
||||
//std::cout<<"Distance: "<<dist<<std::endl;
|
||||
}
|
||||
|
||||
if(CurTranslate)
|
||||
return io::EventProcResult::Break;
|
||||
|
||||
return io::EventProcResult::Continue;
|
||||
}
|
||||
};//class GizmoMoveNode:public SceneNode
|
||||
|
||||
static GizmoMoveNode *sn_gizmo_move=nullptr;
|
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|
@@ -18,7 +18,7 @@ constexpr const COLOR gizmo_color[size_t(GizmoColor::RANGE_SIZE)]=
|
||||
COLOR::BlenderAxisGreen,
|
||||
COLOR::BlenderAxisBlue,
|
||||
|
||||
COLOR::BlenderYellow,
|
||||
COLOR::GoldenYellow,
|
||||
};
|
||||
|
||||
constexpr const float GIZMO_ARROW_LENGTH =10.0f; ///<箭头整体长度
|
||||
|
@@ -2,49 +2,45 @@
|
||||
|
||||
#include<hgl/math/Matrix.h>
|
||||
|
||||
namespace hgl
|
||||
namespace hgl::graph
|
||||
{
|
||||
namespace graph
|
||||
class SceneNode;
|
||||
|
||||
struct CreateComponentInfo
|
||||
{
|
||||
class SceneNode;
|
||||
graph::SceneNode *owner_node; ///<所属节点
|
||||
graph::Matrix4f mat; ///<变换矩阵
|
||||
|
||||
struct CreateComponentInfo
|
||||
public:
|
||||
|
||||
CreateComponentInfo()
|
||||
{
|
||||
graph::SceneNode *owner_node; ///<所属节点
|
||||
graph::Matrix4f mat; ///<变换矩阵
|
||||
owner_node=nullptr;
|
||||
mat=graph::Identity4f;
|
||||
}
|
||||
|
||||
public:
|
||||
CreateComponentInfo(const CreateComponentInfo &cci)
|
||||
{
|
||||
owner_node=cci.owner_node;
|
||||
mat=cci.mat;
|
||||
}
|
||||
|
||||
CreateComponentInfo()
|
||||
{
|
||||
owner_node=nullptr;
|
||||
mat=graph::Identity4f;
|
||||
}
|
||||
CreateComponentInfo(graph::SceneNode *pn,const graph::Matrix4f &m)
|
||||
{
|
||||
owner_node=pn;
|
||||
mat=m;
|
||||
}
|
||||
|
||||
CreateComponentInfo(const CreateComponentInfo &cci)
|
||||
{
|
||||
owner_node=cci.owner_node;
|
||||
mat=cci.mat;
|
||||
}
|
||||
CreateComponentInfo(graph::SceneNode *pn)
|
||||
{
|
||||
owner_node=pn;
|
||||
mat=graph::Identity4f;
|
||||
}
|
||||
|
||||
CreateComponentInfo(graph::SceneNode *pn,const graph::Matrix4f &m)
|
||||
{
|
||||
owner_node=pn;
|
||||
mat=m;
|
||||
}
|
||||
|
||||
CreateComponentInfo(graph::SceneNode *pn)
|
||||
{
|
||||
owner_node=pn;
|
||||
mat=graph::Identity4f;
|
||||
}
|
||||
|
||||
CreateComponentInfo(const graph::Matrix4f &m)
|
||||
{
|
||||
owner_node=nullptr;
|
||||
mat=m;
|
||||
}
|
||||
};//struct CreateComponentInfo
|
||||
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
CreateComponentInfo(const graph::Matrix4f &m)
|
||||
{
|
||||
owner_node=nullptr;
|
||||
mat=m;
|
||||
}
|
||||
};//struct CreateComponentInfo
|
||||
}//namespace hgl::graph
|
||||
|
@@ -63,6 +63,8 @@ protected: //RenderContext,未来合并成一个RenderContext结构
|
||||
CameraControl * default_camera_control =nullptr;
|
||||
Renderer * default_renderer =nullptr;
|
||||
|
||||
void OnChangeDefaultScene(Scene *);
|
||||
|
||||
void CreateDefaultRenderer();
|
||||
|
||||
protected: //EventDispatcher
|
||||
|
@@ -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
|
||||
|
@@ -6,12 +6,16 @@
|
||||
|
||||
namespace hgl::graph
|
||||
{
|
||||
class RenderFramework;
|
||||
|
||||
/**
|
||||
* 场景管理器<Br>
|
||||
* 管理一个场景中的所有资源与场景节点
|
||||
*/
|
||||
class Scene
|
||||
{
|
||||
RenderFramework *render_framework=nullptr; ///<渲染框架
|
||||
|
||||
U8String SceneName; ///<场景名称
|
||||
|
||||
ObjectList<SceneNode> SceneNodePool; ///<场景节点池
|
||||
@@ -28,10 +32,17 @@ namespace hgl::graph
|
||||
|
||||
SceneNode * GetRootNode (){return root_node;} ///<获取场景根节点
|
||||
|
||||
RenderFramework * GetRenderFramework()const
|
||||
{
|
||||
return render_framework;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
Scene()
|
||||
Scene(RenderFramework *rf)
|
||||
{
|
||||
render_framework=rf;
|
||||
|
||||
root_node=new SceneNode(this);
|
||||
}
|
||||
|
||||
|
@@ -18,6 +18,8 @@ namespace hgl::graph
|
||||
//每个SceneNode都要记录Scene来区分自己属于那个场景
|
||||
//这个场景可能是一个确实是一个场景,也有可能只是一个StaticMesh
|
||||
|
||||
class CameraControl;
|
||||
|
||||
using SceneNodeID =int64;
|
||||
|
||||
using SceneNodeList =ObjectList<SceneNode>;
|
||||
@@ -59,7 +61,9 @@ namespace hgl::graph
|
||||
|
||||
public:
|
||||
|
||||
Scene *GetScene()const{ return main_scene; } ///<取得主场景
|
||||
Scene * GetScene()const{ return main_scene; } ///<取得主场景
|
||||
RenderFramework * GetRenderFramework()const; ///<取得渲染框架
|
||||
CameraControl * GetCameraControl()const; ///<取得默认摄像机控制器
|
||||
|
||||
const SceneNodeID & GetNodeID ()const { return node_id; } ///<取得节点ID
|
||||
const SceneNodeName & GetNodeName ()const { return node_name; } ///<取得节点名称
|
||||
|
2
res
2
res
Submodule res updated: fe8fcabeb5...e1a36d78f0
@@ -134,7 +134,7 @@ bool RenderFramework::Init(uint w,uint h)
|
||||
|
||||
render_resource=new RenderResource(device);
|
||||
|
||||
default_scene=new Scene;
|
||||
OnChangeDefaultScene(new Scene(this));
|
||||
|
||||
default_camera=new Camera();
|
||||
|
||||
@@ -143,6 +143,24 @@ bool RenderFramework::Init(uint w,uint h)
|
||||
return(true);
|
||||
}
|
||||
|
||||
void RenderFramework::OnChangeDefaultScene(Scene *s)
|
||||
{
|
||||
if(default_scene==s)
|
||||
return;
|
||||
|
||||
if(default_scene)
|
||||
{
|
||||
this->RemoveChildDispatcher(&(default_scene->GetEventDispatcher()));
|
||||
}
|
||||
|
||||
if(s)
|
||||
{
|
||||
this->AddChildDispatcher(&(s->GetEventDispatcher()));
|
||||
}
|
||||
|
||||
default_scene=s;
|
||||
}
|
||||
|
||||
void RenderFramework::CreateDefaultRenderer()
|
||||
{
|
||||
SAFE_CLEAR(default_renderer)
|
||||
@@ -159,16 +177,16 @@ void RenderFramework::CreateDefaultRenderer()
|
||||
auto fpcc=new FirstPersonCameraControl(rt->GetViewportInfo(),default_camera,ubo_camera_info);
|
||||
|
||||
auto ckc=new CameraKeyboardControl(fpcc);
|
||||
auto cmc=new CameraMouseControl(fpcc);
|
||||
//auto cmc=new CameraMouseControl(fpcc);
|
||||
|
||||
this->AddChildDispatcher(fpcc);
|
||||
|
||||
fpcc->AddChildDispatcher(ckc);
|
||||
fpcc->AddChildDispatcher(cmc);
|
||||
//fpcc->AddChildDispatcher(cmc);
|
||||
|
||||
default_camera_control=fpcc;
|
||||
|
||||
mouse_event=cmc;
|
||||
//mouse_event=cmc;
|
||||
}
|
||||
|
||||
default_renderer->SetCameraControl(default_camera_control);
|
||||
@@ -246,11 +264,11 @@ graph::Primitive *RenderFramework::CreatePrimitive( const AnsiString &name,
|
||||
return prim;
|
||||
}
|
||||
|
||||
graph::Mesh *RenderFramework::CreateMesh( const AnsiString &name,
|
||||
const uint32_t vertices_count,
|
||||
graph::MaterialInstance *mi,
|
||||
graph::Pipeline *pipeline,
|
||||
const std::initializer_list<graph::VertexAttribDataPtr> &vad_list)
|
||||
graph::Mesh *RenderFramework::CreateMesh( const AnsiString &name,
|
||||
const uint32_t vertices_count,
|
||||
graph::MaterialInstance *mi,
|
||||
graph::Pipeline *pipeline,
|
||||
const std::initializer_list<graph::VertexAttribDataPtr> &vad_list)
|
||||
{
|
||||
auto *prim=this->CreatePrimitive(name,vertices_count,mi->GetVIL(),vad_list);
|
||||
|
||||
|
@@ -2,9 +2,20 @@
|
||||
#include<hgl/component/SceneComponent.h>
|
||||
#include<hgl/graph/Mesh.h>
|
||||
#include<hgl/graph/Scene.h>
|
||||
#include<hgl/graph/RenderFramework.h>
|
||||
|
||||
namespace hgl::graph
|
||||
{
|
||||
RenderFramework *SceneNode::GetRenderFramework()const
|
||||
{
|
||||
return main_scene?main_scene->GetRenderFramework():nullptr;
|
||||
}
|
||||
|
||||
CameraControl *SceneNode::GetCameraControl()const
|
||||
{
|
||||
return main_scene?main_scene->GetRenderFramework()->GetDefaultCameraControl():nullptr;
|
||||
}
|
||||
|
||||
//void SceneNode::SetRenderable(Mesh *ri)
|
||||
//{
|
||||
// render_obj=ri;
|
||||
|
Reference in New Issue
Block a user