public override void UpdatePosition(Vector screenPosition) { _positionTailWorld = _sceneEditor.SceneViewport.ScreenToWorldPosition(screenPosition); var tail = _positionTailWorld - _positionWorld; _gizmo.SetTailLength(tail.Magnitude); _gizmo.SetAngle(tail.GetAngle()); _gizmo.UpdateTransform(_sceneEditor.SceneViewport); }
public override void UpdateVisuals() { var node = _sceneEditor.Editor.CurrentDocument.GetNode(NodeId) as BoneNode; BoneGizmo.SetWorldPosition(Transformation.GlobalTranslation); BoneGizmo.SetAngle(Transformation.GlobalRotation); BoneGizmo.SetTailLength(node.GetProperty(PropertyType.BoneLength).DesignVisualValue); UpdateGizmoTransforms(); }