protected override void OnRenderObject()
        {
            if (Camera.current != EditorCamera.Instance.Camera)
            {
                return;
            }
            base.OnRenderObject();
            if (_targetObject == null)
            {
                return;
            }

            GLPrimitives.DrawWireOOBB(_targetOOBB, _lineColor, MaterialPool.Instance.GLLine);
            foreach (var dragHandle in _dragHandles)
            {
                if (!dragHandle.IsVisible)
                {
                    continue;
                }

                if (!_axesVisibilityMask[(int)dragHandle.Axis])
                {
                    continue;
                }

                Color handleColor = (_hoveredDragHandle >= 0 && dragHandle.VolumeFace == (BoxFace)_hoveredDragHandle) ? _selectedAxisColor : _axesColors[(int)dragHandle.Axis];
                GLPrimitives.Draw2DFilledRectangle(dragHandle.ScreenRect, handleColor, MaterialPool.Instance.Geometry2D, EditorCamera.Instance.Camera);
            }
        }
Beispiel #2
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        public void Render()
        {
            if (!_isVisible)
            {
                return;
            }

            Camera    editorCamera    = EditorCamera.Instance.Camera;
            Transform cameraTransform = editorCamera.transform;

            float zoom = Mathf.Abs(cameraTransform.position.y);
            int   p0   = MathHelper.GetNumberOfDigits((int)zoom) - 1;
            int   p1   = p0 + 1;

            float s0 = Mathf.Pow(10.0f, p0);
            float s1 = Mathf.Pow(10.0f, p1);

            Material material = MaterialPool.Instance.XZGrid;

            material.SetFloat("_CamFarPlane", editorCamera.farClipPlane);
            material.SetVector("_CamLook", editorCamera.transform.forward);
            material.SetFloat("_FadeScale", zoom / 10.0f);

            float alphaScale = Mathf.Clamp(1.0f - ((zoom - s0) / (s1 - s0)), 0.0f, 1.0f);

            GLPrimitives.DrawGridLines(_cellSizeX * s0, _cellSizeZ * s0, editorCamera, material, new Color(_lineColor.r, _lineColor.g, _lineColor.b, _lineColor.a * alphaScale));
            GLPrimitives.DrawGridLines(_cellSizeX * s1, _cellSizeZ * s1, editorCamera, material, new Color(_lineColor.r, _lineColor.g, _lineColor.b, _lineColor.a - _lineColor.a * alphaScale));
        }
Beispiel #3
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 /// <summary>
 /// Renders the object selection rectangle if it was marked as visible.
 /// </summary>
 public override void Render()
 {
     if (_isVisible)
     {
         GLPrimitives.Draw2DFilledRectangle(_enclosingRectangle, _renderSettings.FillColor, MaterialPool.Instance.Geometry2D, EditorCamera.Instance.Camera);
         GLPrimitives.Draw2DRectangleBorderLines(_enclosingRectangle, _renderSettings.BorderLineColor, MaterialPool.Instance.GLLine, EditorCamera.Instance.Camera);
     }
 }
Beispiel #4
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        /// <summary>
        /// Renders the selection boxes for the specified selected game objects.
        /// </summary>
        public override void RenderObjectSelectionBoxes(HashSet <GameObject> selectedObjects)
        {
            // Cache needed data
            EditorObjectSelection editorObjectSelecton = EditorObjectSelection.Instance;
            Material lineRenderingMaterial             = MaterialPool.Instance.GLLine;
            ObjectSelectionSettings          objectSelectionSettings          = editorObjectSelecton.ObjectSelectionSettings;
            ObjectSelectionBoxRenderSettings objectSelectionBoxRenderSettings = objectSelectionSettings.ObjectSelectionBoxRenderSettings;

            // Create the object selection box calculator instance.
            // Note: This can be null if the user has activated the 'Custom' object selection mode
            //       but hasn't specified a selection box calculator.
            ObjectSelectionBoxCalculator objectSelectionBoxCalculator = ObjectSelectionBoxCalculatorFactory.Create(objectSelectionSettings.ObjectSelectionMode);

            if (objectSelectionBoxCalculator != null)
            {
                // Calculate and retrieve the selection boxes and then render them
                List <ObjectSelectionBox> objectSelectionBoxes = objectSelectionBoxCalculator.CalculateForObjectSelection(selectedObjects);
                GLPrimitives.DrawCornerLinesForSelectionBoxes(objectSelectionBoxes, objectSelectionBoxRenderSettings.BoxSizeAdd, objectSelectionBoxRenderSettings.SelectionBoxCornerLinePercentage,
                                                              EditorCamera.Instance.Camera, objectSelectionBoxRenderSettings.SelectionBoxLineColor, lineRenderingMaterial);
            }
        }
Beispiel #5
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        /// <summary>
        /// Renders the selection boxes for the specified selected game objects.
        /// </summary>
        public override void RenderObjectSelectionBoxes(HashSet <GameObject> selectedObjects)
        {
            // Cache needed data
            EditorObjectSelection editorObjectSelecton = EditorObjectSelection.Instance;
            Material lineRenderingMaterial             = MaterialPool.Instance.GLLine;
            ObjectSelectionSettings          objectSelectionSettings          = editorObjectSelecton.ObjectSelectionSettings;
            ObjectSelectionBoxRenderSettings objectSelectionBoxRenderSettings = objectSelectionSettings.ObjectSelectionBoxRenderSettings;

            if (objectSelectionBoxRenderSettings.SelectionBoxRenderMode == ObjectSelectionBoxRenderMode.PerObject)
            {
                List <ObjectSelectionBox> objectSelectionBoxes = ObjectSelectionBoxCalculator.CalculatePerObject(selectedObjects);
                GLPrimitives.DrawCornerLinesForSelectionBoxes(objectSelectionBoxes, objectSelectionBoxRenderSettings.BoxSizeAdd, objectSelectionBoxRenderSettings.SelectionBoxCornerLinePercentage,
                                                              EditorCamera.Instance.Camera, objectSelectionBoxRenderSettings.SelectionBoxLineColor, lineRenderingMaterial);
            }
            else
            if (objectSelectionBoxRenderSettings.SelectionBoxRenderMode == ObjectSelectionBoxRenderMode.FromParentToBottom)
            {
                List <ObjectSelectionBox> objectSelectionBoxes = ObjectSelectionBoxCalculator.CalculateFromParentsToBottom(selectedObjects);
                GLPrimitives.DrawCornerLinesForSelectionBoxes(objectSelectionBoxes, objectSelectionBoxRenderSettings.BoxSizeAdd, objectSelectionBoxRenderSettings.SelectionBoxCornerLinePercentage,
                                                              EditorCamera.Instance.Camera, objectSelectionBoxRenderSettings.SelectionBoxLineColor, lineRenderingMaterial);
            }
        }