Merge branch 'Muzz-Vert-color-deduplication-check'

This commit is contained in:
2023-10-06 17:06:29 +02:00
3 changed files with 10 additions and 4 deletions
@@ -28,7 +28,7 @@ namespace FlaxEditor.SceneGraph.Actors
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
{
base.OnContextMenu(contextMenu,window);
base.OnContextMenu(contextMenu, window);
if (window is not SceneTreeWindow win)
return;
var button = new ContextMenuButton(contextMenu, "Move Camera to View");
@@ -599,7 +599,7 @@ namespace FlaxEditor.SceneGraph.GUI
// Drag scripts
else if (_dragScripts != null && _dragScripts.HasValidDrag)
{
foreach(var script in _dragScripts.Objects)
foreach (var script in _dragScripts.Objects)
{
var customAction = script.HasPrefabLink ? new ReparentAction(script) : null;
using (new UndoBlock(ActorNode.Root.Undo, script, "Change script parent", customAction))
@@ -616,7 +616,7 @@ namespace FlaxEditor.SceneGraph.GUI
var spawnParent = myActor;
if (DragOverMode == DragItemPositioning.Above || DragOverMode == DragItemPositioning.Below)
spawnParent = newParent;
for (int i = 0; i < _dragAssets.Objects.Count; i++)
{
var item = _dragAssets.Objects[i];
@@ -720,7 +720,7 @@ namespace FlaxEditor.SceneGraph.GUI
for (var i = 0; i < tree.Selection.Count; i++)
{
var e = tree.Selection[i];
// Skip if parent is already selected to keep correct parenting
if (tree.Selection.Contains(e.Parent))
continue;
@@ -171,6 +171,8 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero;
const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero;
const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero;
const Color vColor = mesh.Colors.HasItems() ? mesh.Colors[vertexIndex] : Color::Black; // Assuming Color::Black as a default color
const int32 end = startIndex + searchRange;
for (size_t i = 0; i < sparialSortCache.size(); i++)
@@ -184,6 +186,8 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero;
const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero;
const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero;
const Color vColor = mesh.Colors.HasItems() ? mesh.Colors[vertexIndex] : Color::Black; // Assuming Color::Black as a default color
const int32 end = startIndex + searchRange;
for (int32 v = startIndex; v < end; v++)
@@ -201,6 +205,8 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
continue;
if (mesh.LightmapUVs.HasItems() && (vLightmapUV - mesh.LightmapUVs[v]).LengthSquared() > uvEpsSqr)
continue;
if (mesh.Colors.HasItems() && vColor != mesh.Colors[v])
continue;
// TODO: check more components?
return v;