EM_Task/UnrealEd/Private/EditorComponents.cpp

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditorComponents.h"
#include "EngineDefines.h"
#include "HAL/IConsoleManager.h"
#include "GameFramework/Actor.h"
#include "Materials/Material.h"
#include "Settings/LevelEditorViewportSettings.h"
#include "EngineGlobals.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Engine/Selection.h"
#include "SceneManagement.h"
#include "EditorModeManager.h"
#include "GameFramework/WorldSettings.h"
static TAutoConsoleVariable<int32> CVarEditorNewLevelGrid(
TEXT("r.Editor.NewLevelGrid"),
2,
TEXT("Wether to show the new editor level grid\n")
TEXT("0: off\n")
TEXT("1: Analytical Antialiasing\n")
TEXT("2: Texture based(default)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarEditor2DGridFade(
TEXT("r.Editor.2DGridFade"),
0.15f,
TEXT("Tweak to define the grid rendering in 2D viewports."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarEditor2DSnapFade(
TEXT("r.Editor.2DSnapFade"),
0.3f,
TEXT("Tweak to define the grid rendering in 2D viewports."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarEditor3DGridFade(
TEXT("r.Editor.3DGridFade"),
0.5f,
TEXT("Tweak to define the grid rendering in 3D viewports."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarEditor3DSnapFade(
TEXT("r.Editor.3DSnapFade"),
0.35f,
TEXT("Tweak to define the grid rendering in 3D viewports."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarEditor2DSnapMin(
TEXT("r.Editor.2DSnapMin"),
0.25f,
TEXT("Tweak to define the grid rendering in 2D viewports."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarEditor2DSnapScale(
TEXT("r.Editor.2DSnapScale"),
10.0f,
TEXT("Tweak to define the grid rendering in 2D viewports."),
ECVF_RenderThreadSafe);
static bool IsEditorCompositingMSAAEnabled(ERHIFeatureLevel::Type InFeatureLevel)
{
bool Ret = false;
if (InFeatureLevel >= ERHIFeatureLevel::SM5)
{
// only supported on SM5 yet
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MSAA.CompositingSampleCount"));
Ret = CVar->GetValueOnGameThread() > 1;
}
return Ret;
}
/*------------------------------------------------------------------------------
FGridWidget.
------------------------------------------------------------------------------*/
FGridWidget::FGridWidget()
{
LevelGridMaterial = (UMaterial*)StaticLoadObject(UMaterial::StaticClass(), NULL, TEXT("/Engine/EditorMaterials/LevelGridMaterial.LevelGridMaterial"), NULL, LOAD_None, NULL);
LevelGridMaterialInst = UMaterialInstanceDynamic::Create(LevelGridMaterial, NULL);
LevelGridMaterial2 = (UMaterial*)StaticLoadObject(UMaterial::StaticClass(), NULL, TEXT("/Engine/EditorMaterials/LevelGridMaterial2.LevelGridMaterial2"), NULL, LOAD_None, NULL);
LevelGridMaterialInst2 = UMaterialInstanceDynamic::Create(LevelGridMaterial2, NULL);
}
void FGridWidget::AddReferencedObjects(FReferenceCollector& Collector)
{
Collector.AddReferencedObject(LevelGridMaterial);
Collector.AddReferencedObject(LevelGridMaterialInst);
Collector.AddReferencedObject(LevelGridMaterial2);
Collector.AddReferencedObject(LevelGridMaterialInst2);
}
static void GetAxisColors(FLinearColor Out[3], bool b3D)
{
Out[0] = FLinearColor::Red;
Out[1] = FLinearColor::Green;
Out[2] = FLinearColor::Blue;
// less prominent axis lines
for (int i = 0; i < 3; ++i)
{
// darker
if (b3D)
{
Out[i] += FLinearColor(0.2f, 0.2f, 0.2f, 0);
Out[i] *= 0.1f;
}
else
{
// Out[i] += FLinearColor(0.5f, 0.5f, 0.5f, 0);
Out[i] *= 0.5f;
}
}
}
void FGridWidget::DrawNewGrid(const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
bool bUseTextureSolution = CVarEditorNewLevelGrid.GetValueOnGameThread() > 1;
UMaterial* GridMaterial = bUseTextureSolution ? LevelGridMaterial2 : LevelGridMaterial;
UMaterialInstanceDynamic* MaterialInst = bUseTextureSolution ? LevelGridMaterialInst2 : LevelGridMaterialInst;
if (GridMaterial->IsCompilingOrHadCompileError(View->GetFeatureLevel()))
{
// The material would appear to be black (because we don't use a MaterialDomain but a UsageFlag - we should change that).
// Here we rather want to hide it.
return;
}
if (!MaterialInst)
{
return;
}
bool bMSAA = IsEditorCompositingMSAAEnabled(View->GetFeatureLevel());
bool bIsPerspective = (View->ViewMatrices.GetProjectionMatrix().M[3][3] < 1.0f);
// in unreal units
float SnapGridSize = GEditor->GetGridSize();
// not used yet
const bool bSnapEnabled = GetDefault<ULevelEditorViewportSettings>()->GridEnabled;
float SnapAlphaMultiplier = 1.0f;
// to get a light grid in a black level but use a high opacity value to be able to see it in a bright level
static float Darken = 0.11f;
static FName GridColorName("GridColor");
static FName SnapColorName("SnapColor");
static FName ExponentName("Exponent");
static FName AlphaBiasName("AlphaBias");
if (bIsPerspective)
{
MaterialInst->SetVectorParameterValue(GridColorName, FLinearColor(0.6f * Darken, 0.6f * Darken, 0.6f * Darken, CVarEditor3DGridFade.GetValueOnGameThread()));
MaterialInst->SetVectorParameterValue(SnapColorName, FLinearColor(0.5f, 0.0f, 0.0f, SnapAlphaMultiplier * CVarEditor3DSnapFade.GetValueOnGameThread()));
}
else
{
MaterialInst->SetVectorParameterValue(GridColorName, FLinearColor(0.6f * Darken, 0.6f * Darken, 0.6f * Darken, CVarEditor2DGridFade.GetValueOnGameThread()));
MaterialInst->SetVectorParameterValue(SnapColorName, FLinearColor(0.5f, 0.0f, 0.0f, SnapAlphaMultiplier * CVarEditor2DSnapFade.GetValueOnGameThread()));
}
// true:1m, false:1dm ios smallest grid size
bool bLarger1mGrid = true;
const int Exponent = 10;
// 2 is the default so we need to set it
MaterialInst->SetScalarParameterValue(ExponentName, (float)Exponent);
// without MSAA we need the grid to be more see through so lines behind it can be recognized
MaterialInst->SetScalarParameterValue(AlphaBiasName, bMSAA ? 0.0f : 0.05f);
// grid for size
float GridSplit = 0.5f;
// red dots to visualize the snap
float SnapSplit = 0.075f;
float WorldToUVScale = 0.001f;
if (bLarger1mGrid)
{
WorldToUVScale *= 0.1f;
GridSplit *= 0.1f;
}
// in 2D all grid lines are same size in world space (they are at different scale so we need to adjust here)
FLinearColor GridSplitTriple(GridSplit * 0.01f, GridSplit * 0.1f, GridSplit);
if (bIsPerspective)
{
// largest grid lines
GridSplitTriple.R *= 8.0f;
// medium grid lines
GridSplitTriple.G *= 3.0f;
// fine grid lines
GridSplitTriple.B *= 1.0f;
}
if (!bIsPerspective)
{
// screenspace size looks better in 2d
float ScaleX = View->ViewMatrices.GetProjectionMatrix().M[0][0] * View->UnscaledViewRect.Width();
float ScaleY = View->ViewMatrices.GetProjectionMatrix().M[1][1] * View->UnscaledViewRect.Height();
float Scale = FMath::Min(ScaleX, ScaleY);
float GridScale = CVarEditor2DSnapScale.GetValueOnGameThread();
float GridMin = CVarEditor2DSnapMin.GetValueOnGameThread();
// we need to account for a larger grids setting
SnapSplit = 1.25f * FMath::Min(GridScale / SnapGridSize / Scale, GridMin);
// hack test
GridSplitTriple.R = 0.25f * FMath::Min(GridScale / 100 / Scale * 0.01f, GridMin);
GridSplitTriple.G = 0.25f * FMath::Min(GridScale / 100 / Scale * 0.1f, GridMin);
GridSplitTriple.B = 0.25f * FMath::Min(GridScale / 100 / Scale, GridMin);
}
float SnapTile = (1.0f / WorldToUVScale) / FMath::Max(1.0f, SnapGridSize);
MaterialInst->SetVectorParameterValue("GridSplit", GridSplitTriple);
MaterialInst->SetScalarParameterValue("SnapSplit", SnapSplit);
MaterialInst->SetScalarParameterValue("SnapTile", SnapTile);
FMatrix ObjectToWorld = FMatrix::Identity;
FVector CameraPos = View->ViewMatrices.GetViewOrigin();
FVector2D UVCameraPos = FVector2D(CameraPos.X, CameraPos.Y);
ObjectToWorld.SetOrigin(FVector(CameraPos.X, CameraPos.Y, 0));
FLinearColor AxisColors[3];
GetAxisColors(AxisColors, true);
FLinearColor UAxisColor = AxisColors[1];
FLinearColor VAxisColor = AxisColors[0];
if (!bIsPerspective)
{
float FarZ = 100000.0f;
if (View->ViewMatrices.GetViewMatrix().M[1][1] == -1.f) // Top
{
ObjectToWorld.SetOrigin(FVector(CameraPos.X, CameraPos.Y, -FarZ));
}
if (View->ViewMatrices.GetViewMatrix().M[1][2] == -1.f) // Front
{
UVCameraPos = FVector2D(CameraPos.Z, CameraPos.X);
ObjectToWorld.SetAxis(0, FVector(0, 0, 1));
ObjectToWorld.SetAxis(1, FVector(1, 0, 0));
ObjectToWorld.SetAxis(2, FVector(0, 1, 0));
ObjectToWorld.SetOrigin(FVector(CameraPos.X, -FarZ, CameraPos.Z));
UAxisColor = AxisColors[0];
VAxisColor = AxisColors[2];
}
else if (View->ViewMatrices.GetViewMatrix().M[1][0] == 1.f) // Side
{
UVCameraPos = FVector2D(CameraPos.Y, CameraPos.Z);
ObjectToWorld.SetAxis(0, FVector(0, 1, 0));
ObjectToWorld.SetAxis(1, FVector(0, 0, 1));
ObjectToWorld.SetAxis(2, FVector(1, 0, 0));
ObjectToWorld.SetOrigin(FVector(FarZ, CameraPos.Y, CameraPos.Z));
UAxisColor = AxisColors[2];
VAxisColor = AxisColors[1];
}
}
MaterialInst->SetVectorParameterValue("UAxisColor", UAxisColor);
MaterialInst->SetVectorParameterValue("VAxisColor", VAxisColor);
// We don't want to affect the mouse interaction.
PDI->SetHitProxy(0);
// good enough to avoid the AMD artifacts, horizon still appears to be a line
float Radii = 100000;
if (bIsPerspective)
{
// the higher we get the larger we make the geometry to give the illusion of an infinite grid while maintains the precision nearby
Radii *= FMath::Max(1.0f, FMath::Abs(CameraPos.Z) / 1000.0f);
}
else
{
float ScaleX = View->ViewMatrices.GetProjectionMatrix().M[0][0];
float ScaleY = View->ViewMatrices.GetProjectionMatrix().M[1][1];
float Scale = FMath::Min(ScaleX, ScaleY);
Scale *= View->UnscaledViewRect.Width();
// We render a larger grid if we are zoomed out more (good precision at any scale)
Radii *= 1.0f / Scale;
}
FVector2D UVMid = UVCameraPos * WorldToUVScale;
float UVRadi = Radii * WorldToUVScale;
FVector2D UVMin = UVMid + FVector2D(-UVRadi, -UVRadi);
FVector2D UVMax = UVMid + FVector2D(UVRadi, UVRadi);
// vertex pos is in -1..1 range
DrawPlane10x10(PDI, ObjectToWorld, Radii, UVMin, UVMax, MaterialInst->GetRenderProxy(), SDPG_World);
}
/*------------------------------------------------------------------------------
FEditorCommonDrawHelper.
------------------------------------------------------------------------------*/
FEditorCommonDrawHelper::FEditorCommonDrawHelper()
: bDrawGrid(true), bDrawPivot(false), bDrawBaseInfo(true), bDrawWorldBox(false), bDrawKillZ(false), AxesLineThickness(0.0f), GridColorAxis(70, 70, 70), GridColorMajor(40, 40, 40), GridColorMinor(20, 20, 20), PerspectiveGridSize(HALF_WORLD_MAX1), PivotColor(FColor::Red), PivotSize(0.02f), NumCells(64), BaseBoxColor(FColor::Green), DepthPriorityGroup(SDPG_World), GridDepthBias(0.000001f), GridWidget(nullptr)
{
}
FEditorCommonDrawHelper::~FEditorCommonDrawHelper()
{
delete GridWidget;
}
void FEditorCommonDrawHelper::Draw(const FSceneView* View, class FPrimitiveDrawInterface* PDI)
{
if (!PDI->IsHitTesting())
{
if (bDrawBaseInfo)
{
DrawBaseInfo(View, PDI);
}
// Only draw the pivot if an actor is selected
if (bDrawPivot && GEditor->GetSelectedActors()->CountSelections<AActor>() > 0 && View->Family->EngineShowFlags.Pivot)
{
DrawPivot(View, PDI);
}
if (View->Family->EngineShowFlags.Grid && bDrawGrid)
{
bool bShouldUseNewLevelGrid = CVarEditorNewLevelGrid.GetValueOnGameThread() != 0;
if (!View->IsPerspectiveProjection())
{
// 3D looks better with the old grid (no thick lines)
bShouldUseNewLevelGrid = false;
}
if (bShouldUseNewLevelGrid)
{
if (!GridWidget)
{
// defer creation to avoid GC issues
GridWidget = new FGridWidget;
}
GridWidget->DrawNewGrid(View, PDI);
}
else
{
DrawOldGrid(View, PDI);
}
}
else
{
// 需要MarkRenderDirty
PDI->DrawLine(FVector(0, 0, 0), FVector(0, 0, 0), FLinearColor(0, 0, 0, 0), SDPG_World);
}
}
}
/** Draw green lines to indicate what the selected actor(s) are based on. */
void FEditorCommonDrawHelper::DrawBaseInfo(const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
// @todo UE4 - reimplement with new component attachment system
}
void FEditorCommonDrawHelper::DrawOldGrid(const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
ESceneDepthPriorityGroup eDPG = (ESceneDepthPriorityGroup)DepthPriorityGroup;
bool bIsPerspective = (View->ViewMatrices.GetProjectionMatrix().M[3][3] < 1.0f);
// Don't attempt to draw the grid lines from the maximum half world extent as it may be clipped due to floating point truncation errors
const float HalfWorldExtent = HALF_WORLD_MAX - 1000.0f;
// Draw 3D perspective grid
if (bIsPerspective)
{
// @todo: Persp grid should be changed to be adaptive and use same settings as ortho grid, including grid interval!
const int32 RangeInCells = NumCells / 2;
const int32 MajorLineInterval = NumCells / 8;
const int32 NumLines = NumCells + 1;
const int32 AxesIndex = NumCells / 2;
for (int32 LineIndex = 0; LineIndex < NumLines; ++LineIndex)
{
bool bIsMajorLine = ((LineIndex - RangeInCells) % MajorLineInterval) == 0;
FVector A, B;
A.X = (PerspectiveGridSize / 4.f) * (-1.0 + 2.0 * LineIndex / NumCells);
B.X = A.X;
A.Y = (PerspectiveGridSize / 4.f);
B.Y = -(PerspectiveGridSize / 4.f);
A.Z = 0.0;
B.Z = 0.0;
FColor LineColor;
float LineThickness = 0.f;
if (LineIndex == AxesIndex)
{
LineColor = GridColorAxis;
LineThickness = AxesLineThickness;
}
else if (bIsMajorLine)
{
LineColor = GridColorMajor;
}
else
{
LineColor = GridColorMinor;
}
PDI->DrawLine(A, B, LineColor, eDPG, LineThickness, GridDepthBias);
A.Y = A.X;
B.Y = B.X;
A.X = (PerspectiveGridSize / 4.f);
B.X = -(PerspectiveGridSize / 4.f);
PDI->DrawLine(A, B, LineColor, eDPG, LineThickness, GridDepthBias);
}
}
// Draw ortho grid.
else
{
const bool bIsOrthoXY = (FMath::Abs(View->ViewMatrices.GetViewMatrix().M[2][2]) > 0.0f);
const bool bIsOrthoXZ = (FMath::Abs(View->ViewMatrices.GetViewMatrix().M[1][2]) > 0.0f);
const bool bIsOrthoYZ = (FMath::Abs(View->ViewMatrices.GetViewMatrix().M[0][2]) > 0.0f);
FLinearColor AxisColors[3];
GetAxisColors(AxisColors, false);
if (bIsOrthoXY)
{
const bool bNegative = View->ViewMatrices.GetViewMatrix().M[2][2] > 0.0f;
FVector StartY(0.0f, +HalfWorldExtent, bNegative ? HalfWorldExtent : -HalfWorldExtent);
FVector EndY(0.0f, -HalfWorldExtent, bNegative ? HalfWorldExtent : -HalfWorldExtent);
FVector StartX(+HalfWorldExtent, 0.0f, bNegative ? HalfWorldExtent : -HalfWorldExtent);
FVector EndX(-HalfWorldExtent, 0.0f, bNegative ? HalfWorldExtent : -HalfWorldExtent);
DrawGridSection(GEditor->GetGridSize(), &StartY, &EndY, &StartY.X, &EndY.X, 0, View, PDI);
DrawGridSection(GEditor->GetGridSize(), &StartX, &EndX, &StartX.Y, &EndX.Y, 1, View, PDI);
DrawOriginAxisLine(&StartY, &EndY, &StartY.X, &EndY.X, View, PDI, AxisColors[1]);
DrawOriginAxisLine(&StartX, &EndX, &StartX.Y, &EndX.Y, View, PDI, AxisColors[0]);
}
else if (bIsOrthoXZ)
{
const bool bNegative = View->ViewMatrices.GetViewMatrix().M[1][2] > 0.0f;
FVector StartZ(0.0f, bNegative ? HalfWorldExtent : -HalfWorldExtent, +HalfWorldExtent);
FVector EndZ(0.0f, bNegative ? HalfWorldExtent : -HalfWorldExtent, -HalfWorldExtent);
FVector StartX(+HalfWorldExtent, bNegative ? HalfWorldExtent : -HalfWorldExtent, 0.0f);
FVector EndX(-HalfWorldExtent, bNegative ? HalfWorldExtent : -HalfWorldExtent, 0.0f);
DrawGridSection(GEditor->GetGridSize(), &StartZ, &EndZ, &StartZ.X, &EndZ.X, 0, View, PDI);
DrawGridSection(GEditor->GetGridSize(), &StartX, &EndX, &StartX.Z, &EndX.Z, 2, View, PDI);
DrawOriginAxisLine(&StartZ, &EndZ, &StartZ.X, &EndZ.X, View, PDI, AxisColors[2]);
DrawOriginAxisLine(&StartX, &EndX, &StartX.Z, &EndX.Z, View, PDI, AxisColors[0]);
}
else if (bIsOrthoYZ)
{
const bool bNegative = View->ViewMatrices.GetViewMatrix().M[0][2] < 0.0f;
FVector StartZ(bNegative ? -HalfWorldExtent : HalfWorldExtent, 0.0f, +HalfWorldExtent);
FVector EndZ(bNegative ? -HalfWorldExtent : HalfWorldExtent, 0.0f, -HalfWorldExtent);
FVector StartY(bNegative ? -HalfWorldExtent : HalfWorldExtent, +HalfWorldExtent, 0.0f);
FVector EndY(bNegative ? -HalfWorldExtent : HalfWorldExtent, -HalfWorldExtent, 0.0f);
DrawGridSection(GEditor->GetGridSize(), &StartZ, &EndZ, &StartZ.Y, &EndZ.Y, 1, View, PDI);
DrawGridSection(GEditor->GetGridSize(), &StartY, &EndY, &StartY.Z, &EndY.Z, 2, View, PDI);
DrawOriginAxisLine(&StartZ, &EndZ, &StartZ.Y, &EndZ.Y, View, PDI, AxisColors[2]);
DrawOriginAxisLine(&StartY, &EndY, &StartY.Z, &EndY.Z, View, PDI, AxisColors[1]);
}
if (bDrawKillZ && (bIsOrthoXZ || bIsOrthoYZ) && GWorld->GetWorldSettings()->bEnableWorldBoundsChecks)
{
float KillZ = GWorld->GetWorldSettings()->KillZ;
PDI->DrawLine(FVector(-HalfWorldExtent, 0, KillZ), FVector(HalfWorldExtent, 0, KillZ), FColor::Red, SDPG_Foreground);
PDI->DrawLine(FVector(0, -HalfWorldExtent, KillZ), FVector(0, HalfWorldExtent, KillZ), FColor::Red, SDPG_Foreground);
}
}
// Draw orthogonal worldframe.
if (bDrawWorldBox)
{
DrawWireBox(PDI, FBox(FVector(-HalfWorldExtent, -HalfWorldExtent, -HalfWorldExtent), FVector(HalfWorldExtent, HalfWorldExtent, HalfWorldExtent)), GEngine->C_WorldBox, eDPG);
}
}
void FEditorCommonDrawHelper::DrawGridSection(float ViewportGridY, FVector* A, FVector* B, float* AX, float* BX, int32 Axis, const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
if (ViewportGridY == 0)
{
// Don't draw zero-size grid
return;
}
// todo
int32 Exponent = GEditor->IsGridSizePowerOfTwo() ? 8 : 10;
const float SizeX = View->UnscaledViewRect.Width();
const float Zoom = (1.0f / View->ViewMatrices.GetProjectionMatrix().M[0][0]) * 2.0f / SizeX;
const float Dist = SizeX * Zoom / ViewportGridY;
// when the grid fades
static float Tweak = 4.0f;
float IncValue = FMath::LogX(Exponent, Dist / (float)(SizeX / Tweak));
int32 IncScale = 1;
for (float x = 0; x < IncValue; ++x)
{
IncScale *= Exponent;
}
if (IncScale == 0)
{
// Prevent divide by zero
return;
}
// 0 excluded for hard transitions .. 0.5f for very soft transitions
const float TransitionRegion = 0.5f;
const float InvTransitionRegion = 1.0f / TransitionRegion;
float Fract = IncValue - floorf(IncValue);
float AlphaA = FMath::Clamp(Fract * InvTransitionRegion, 0.0f, 1.0f);
float AlphaB = FMath::Clamp(InvTransitionRegion - Fract * InvTransitionRegion, 0.0f, 1.0f);
if (IncValue < -0.5f)
{
// no fade in magnification case
AlphaA = 1.0f;
AlphaB = 1.0f;
}
const int32 MajorLineInterval = FMath::TruncToInt(GEditor->GetGridInterval());
const FLinearColor Background = View->BackgroundColor;
FLinearColor MajorColor = FMath::Lerp(Background, FLinearColor::White, 0.05f);
FLinearColor MinorColor = FMath::Lerp(Background, FLinearColor::White, 0.02f);
const FMatrix InvViewProjMatrix = View->ViewMatrices.GetInvViewProjectionMatrix();
int32 FirstLine = FMath::TruncToInt(InvViewProjMatrix.TransformPosition(FVector(-1, -1, 0.5f)).Component(Axis) / ViewportGridY);
int32 LastLine = FMath::TruncToInt(InvViewProjMatrix.TransformPosition(FVector(+1, +1, 0.5f)).Component(Axis) / ViewportGridY);
if (FirstLine > LastLine)
{
Exchange(FirstLine, LastLine);
}
// Draw major and minor grid lines
const int32 FirstLineClamped = FMath::Max<int32>(FirstLine - 1, -HALF_WORLD_MAX / ViewportGridY) / IncScale;
const int32 LastLineClamped = FMath::Min<int32>(LastLine + 1, +HALF_WORLD_MAX / ViewportGridY) / IncScale;
for (int32 LineIndex = FirstLineClamped; LineIndex <= LastLineClamped; ++LineIndex)
{
*AX = FPlatformMath::TruncToFloat(LineIndex * ViewportGridY) * IncScale;
*BX = FPlatformMath::TruncToFloat(LineIndex * ViewportGridY) * IncScale;
// Only minor lines fade out with ortho zoom distance. Origin lines and major lines are drawn
// at 100% opacity, but with a brighter value
const bool bIsMajorLine = (MajorLineInterval == 0) || ((LineIndex % MajorLineInterval) == 0);
{
// Don't bother drawing the world origin line. We'll do that later.
const bool bIsOriginLine = (LineIndex == 0);
if (!bIsOriginLine)
{
FLinearColor Color;
if (bIsMajorLine)
{
Color = FMath::Lerp(Background, MajorColor, AlphaA);
}
else
{
Color = FMath::Lerp(Background, MinorColor, AlphaB);
}
PDI->DrawLine(*A, *B, Color, SDPG_World);
}
}
}
}
void FEditorCommonDrawHelper::DrawOriginAxisLine(FVector* A, FVector* B, float* AX, float* BX, const FSceneView* View, FPrimitiveDrawInterface* PDI, const FLinearColor& Color)
{
// Draw world origin lines. We draw these last so they appear on top of the other lines.
*AX = 0;
*BX = 0;
PDI->DrawLine(*A, *B, FLinearColor(Color.Quantize()), SDPG_World);
}
void FEditorCommonDrawHelper::DrawPivot(const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
const FMatrix CameraToWorld = View->ViewMatrices.GetInvViewMatrix();
const FVector PivLoc = GLevelEditorModeTools().SnappedLocation;
const float ZoomFactor = FMath::Min<float>(View->ViewMatrices.GetProjectionMatrix().M[0][0], View->ViewMatrices.GetProjectionMatrix().M[1][1]);
const float WidgetRadius = View->ViewMatrices.GetViewProjectionMatrix().TransformPosition(PivLoc).W * (PivotSize / ZoomFactor);
const FVector CamX = CameraToWorld.TransformVector(FVector(1, 0, 0));
const FVector CamY = CameraToWorld.TransformVector(FVector(0, 1, 0));
PDI->DrawLine(PivLoc - (WidgetRadius * CamX), PivLoc + (WidgetRadius * CamX), PivotColor, SDPG_Foreground);
PDI->DrawLine(PivLoc - (WidgetRadius * CamY), PivLoc + (WidgetRadius * CamY), PivotColor, SDPG_Foreground);
}