@@ -85,7 +85,6 @@ namespace FlaxEditor.Gizmo
|
||||
{
|
||||
InitDrawing();
|
||||
ModeChanged += ResetTranslationScale;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -564,13 +563,13 @@ namespace FlaxEditor.Gizmo
|
||||
return; // ignore it if there is nothing under the mouse closestObject is only null if ray caster missed everything or Selection Count == 0
|
||||
|
||||
_vertexSnapObject = closestObject;
|
||||
|
||||
if (!closestObject.OnVertexSnap(ref ray.Ray, closestDistance, out _vertexSnapPoint))
|
||||
{
|
||||
//The OnVertexSnap is unimplemented or failed to get point return because there is nothing to do
|
||||
// The OnVertexSnap is unimplemented or failed to get point return because there is nothing to do
|
||||
_vertexSnapPoint = Vector3.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
// Transform back to the local space of the object to work when moving it
|
||||
_vertexSnapPoint = closestObject.Transform.WorldToLocal(_vertexSnapPoint);
|
||||
}
|
||||
@@ -602,9 +601,9 @@ namespace FlaxEditor.Gizmo
|
||||
var hit = Owner.SceneGraphRoot.RayCast(ref rayCast, out var distance, out var _);
|
||||
if (hit != null)
|
||||
{
|
||||
if (hit.OnVertexSnap(ref rayCast.Ray, distance, out var pointSnapped)
|
||||
if (hit.OnVertexSnap(ref rayCast.Ray, distance, out var pointSnapped)
|
||||
//&& Vector3.Distance(point, pointSnapped) <= 25.0f
|
||||
)
|
||||
)
|
||||
{
|
||||
_vertexSnapObjectTo = hit;
|
||||
_vertexSnapPointTo = hit.Transform.WorldToLocal(pointSnapped);
|
||||
@@ -692,6 +691,7 @@ namespace FlaxEditor.Gizmo
|
||||
protected virtual void OnDuplicate()
|
||||
{
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnSelectionChanged(List<SceneGraphNode> newSelection)
|
||||
{
|
||||
|
||||
@@ -23,13 +23,12 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
: base(actor)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <inheritdoc />
|
||||
public override bool OnVertexSnap(ref Ray ray, float hitDistance, out Vector3 result)
|
||||
{
|
||||
// Find the closest vertex to bounding box point (collision detection approximation)
|
||||
|
||||
result = ray.GetPoint(hitDistance);
|
||||
var model = ((StaticModel)Actor).Model;
|
||||
if (model && !model.WaitForLoaded())
|
||||
@@ -39,7 +38,8 @@ namespace FlaxEditor.SceneGraph.Actors
|
||||
_vertices = new();
|
||||
var pointLocal = (Float3)Actor.Transform.WorldToLocal(result);
|
||||
var minDistance = float.MaxValue;
|
||||
foreach (var lod in model.LODs) //[ToDo] fix it [Nori_SC note] this is wrong it should get current lod level going it throw all lods will create ghost snaping points
|
||||
var lodIndex = 0; // TODO: use LOD index based on the game view
|
||||
var lod = model.LODs[lodIndex];
|
||||
{
|
||||
var hit = false;
|
||||
foreach (var mesh in lod.Meshes)
|
||||
|
||||
@@ -355,11 +355,11 @@ namespace FlaxEditor.SceneGraph
|
||||
/// <summary>
|
||||
/// Performs the vertex snapping for a given ray and hitDistance.
|
||||
/// </summary>
|
||||
/// <param name="ray">Raycasted ray</param>
|
||||
/// <param name="hitDistance">Hit distance from ray to object bounding box</param>
|
||||
/// <param name="ray">The ray to raycast.</param>
|
||||
/// <param name="hitDistance">Hit distance from ray to object bounding box.</param>
|
||||
/// <param name="result">The result point on the object mesh that is closest to the specified location.</param>
|
||||
/// <returns>True if got a valid result value, otherwise false (eg. if missing data or not initialized).</returns>
|
||||
public virtual bool OnVertexSnap(ref Ray ray,float hitDistance, out Vector3 result) // [NoriSC note] ray and hit Distance will be needed for a future use, in mesh types for proper collision detection
|
||||
public virtual bool OnVertexSnap(ref Ray ray, float hitDistance, out Vector3 result)
|
||||
{
|
||||
result = Vector3.Zero;
|
||||
return false;
|
||||
|
||||
Reference in New Issue
Block a user