// 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 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 CVarEditor2DGridFade( TEXT("r.Editor.2DGridFade"), 0.15f, TEXT("Tweak to define the grid rendering in 2D viewports."), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarEditor2DSnapFade( TEXT("r.Editor.2DSnapFade"), 0.3f, TEXT("Tweak to define the grid rendering in 2D viewports."), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarEditor3DGridFade( TEXT("r.Editor.3DGridFade"), 0.5f, TEXT("Tweak to define the grid rendering in 3D viewports."), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarEditor3DSnapFade( TEXT("r.Editor.3DSnapFade"), 0.35f, TEXT("Tweak to define the grid rendering in 3D viewports."), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarEditor2DSnapMin( TEXT("r.Editor.2DSnapMin"), 0.25f, TEXT("Tweak to define the grid rendering in 2D viewports."), ECVF_RenderThreadSafe); static TAutoConsoleVariable 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()->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() > 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(FirstLine - 1, -HALF_WORLD_MAX / ViewportGridY) / IncScale; const int32 LastLineClamped = FMath::Min(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(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); }