internal void PreProcessRaycastSource(Transform rayOrigin) { var camera = CameraUtils.GetMainCamera(); var cameraPosition = camera.transform.position; var matrix = camera.worldToCameraMatrix; // Include inactive children to avoid constantly polling for manipulators until first selection is made if (!m_StandardManipulator) { m_StandardManipulator = evr.GetComponentInChildren <StandardManipulator>(true); if (m_StandardManipulator) { ConnectInterface(m_StandardManipulator); } } if (m_StandardManipulator) { m_StandardManipulator.AdjustScale(cameraPosition, matrix); } if (!m_ScaleManipulator) { m_ScaleManipulator = evr.GetComponentInChildren <ScaleManipulator>(true); } if (m_ScaleManipulator) { m_ScaleManipulator.AdjustScale(cameraPosition, matrix); } }
internal void PreProcessRaycastSource(Transform rayOrigin) { var camera = CameraUtils.GetMainCamera(); var cameraPosition = camera.transform.position; var matrix = camera.worldToCameraMatrix; if (!m_StandardManipulator) { m_StandardManipulator = evr.GetComponentInChildren <StandardManipulator>(); if (m_StandardManipulator) { ConnectInterface(m_StandardManipulator); } } if (m_StandardManipulator) { m_StandardManipulator.AdjustScale(cameraPosition, matrix); } if (!m_ScaleManipulator) { m_ScaleManipulator = evr.GetComponentInChildren <ScaleManipulator>(); } if (m_ScaleManipulator) { m_ScaleManipulator.AdjustScale(cameraPosition, matrix); } }
void PreProcessRaycastSource(Transform rayOrigin) { var camera = U.Camera.GetMainCamera(); var cameraPosition = camera.transform.position; var matrix = camera.worldToCameraMatrix; #if ENABLE_MINIWORLD_RAY_SELECTION MiniWorldRay ray; if (m_MiniWorldRays.TryGetValue(rayOrigin, out ray)) { matrix = ray.miniWorld.getWorldToCameraMatrix(camera); } #endif if (!m_StandardManipulator) { m_StandardManipulator = GetComponentInChildren <StandardManipulator>(); } if (m_StandardManipulator) { m_StandardManipulator.AdjustScale(cameraPosition, matrix); } if (!m_ScaleManipulator) { m_ScaleManipulator = GetComponentInChildren <ScaleManipulator>(); } if (m_ScaleManipulator) { m_ScaleManipulator.AdjustScale(cameraPosition, matrix); } }