private void Camera_Zoom(string size) { mapCameraTransform = mainCamera.transform; mapCameraCamera = mainCamera.GetComponent <Camera>(); int orienation = GetRenderOrientationIndex(); renderOrientation = (RenderOrientation)orienation; switch (size) { case "A3": switch (renderOrientation) { case RenderOrientation.Portrait: zoom = 29; break; case RenderOrientation.Landscape: zoom = 20.5F; break; } A3buttonTool.SetSelected(); A4buttonTool.SetUnSelected(); break; case "A4": switch (renderOrientation) { case RenderOrientation.Portrait: zoom = 20.5F; break; case RenderOrientation.Landscape: zoom = 14.5F; break; } A4buttonTool.SetSelected(); A3buttonTool.SetUnSelected(); break; } mapCameraCamera.orthographicSize = zoom; canZoom = false; }
public void SetRenderOrientation(int orienation) { renderOrientation = (RenderOrientation)orienation; switch (renderOrientation) { case RenderOrientation.Portrait: safeAspectRatio.aspectRatio = 0.707F; renderCanvas.GetComponent <AspectRatioFitter>().aspectRatio = 0.707F; print("portrait"); print_frames_rot.transform.eulerAngles = new Vector3(0, 0, 0); break; case RenderOrientation.Landscape: safeAspectRatio.aspectRatio = 1.414F; renderCanvas.GetComponent <AspectRatioFitter>().aspectRatio = 1.414F; print("lendsacpe"); print_frames_rot.transform.eulerAngles = new Vector3(0, 90, 0); break; } A4buttonTool.SetUnSelected(); A3buttonTool.SetUnSelected(); }
/// <summary> /// Render the entity as seen normally, in 3D. /// </summary> /// <param name="context">The render context.</param> public override void RenderStandard(RenderContext context) { foreach (EnableCap ec in DisabledCaps) { GL.Disable(ec); } if (DiffuseTexture != null) { GL.ActiveTexture(TextureUnit.Texture0); DiffuseTexture.Bind(); } context.Engine.Rendering.SetColor(Color, context.Engine.MainView); Matrix4d mat = Matrix4d.Scale(Scale.ToOpenTK3D()) * Matrix4d.CreateFromQuaternion(RenderOrientation.ToOpenTKDoubles()) * Matrix4d.CreateTranslation(RenderAt.ToOpenTK3D()); context.Engine.MainView.SetMatrix(ShaderLocations.Common.WORLD, mat); EntityModel.Draw(); foreach (EnableCap ec in DisabledCaps) { GL.Enable(ec); } }
/// <summary> /// Render the entity as seen normally, in 3D. /// </summary> /// <param name="context">The render context.</param> public override void RenderStandard(RenderContext context) { if (DiffuseTexture != null) { GL.ActiveTexture(TextureUnit.Texture0); DiffuseTexture.Bind(); } context.Engine.Rendering.SetColor(Color4F.White, context.Engine.MainView); Matrix4d mat = Matrix4d.Scale(Scale.ToOpenTK3D()) * Matrix4d.CreateFromQuaternion(RenderOrientation.ToOpenTKDoubles()) * Matrix4d.CreateTranslation(RenderAt.ToOpenTK3D()); context.Engine.MainView.SetMatrix(ShaderLocations.Common.WORLD, mat); Rend.Render(context, true); }