Esempio n. 1
0
 virtual public void Setup()
 {
     brushIndicator = new BrushCursorSphere()
     {
         PositionF = () => { return(lastBrushPosW.Origin); },
         Radius    = fDimension.World(() => { return(radius.WorldValue); })
     };
     primaryBrushMat   = MaterialUtil.CreateTransparentMaterialF(Colorf.CornflowerBlue, 0.2f);
     secondaryBrushMat = MaterialUtil.CreateTransparentMaterialF(Colorf.ForestGreen, 0.2f);
     Indicators.AddIndicator(brushIndicator);
     brushIndicator.material = primaryBrushMat;
 }
Esempio n. 2
0
        public SculptCurveTool(FScene scene, List <SceneObject> targets)
        {
            this.scene = scene;

            behaviors = new InputBehaviorSet();

            // TODO is this where we should be doing this??
            behaviors.Add(
                new SculptCurveTool_2DInputBehavior(this, scene.Context)
            {
                Priority = 5
            });
            behaviors.Add(
                new SculptCurveTool_SpatialBehavior(this, scene.Context)
            {
                Priority = 5
            });

            // shut off transform gizmo
            scene.Context.TransformManager.PushOverrideGizmoType(TransformManager.NoGizmoType);

            scene.SelectionChangedEvent += Scene_SelectionChangedEvent;
            // initialize active set with input selection
            Scene_SelectionChangedEvent(null, null);


            indicators     = new ToolIndicatorSet(this, scene);
            brushIndicator = new BrushCursorSphere()
            {
                PositionF = () => { return(lastBrushPos.Origin); },
                Radius    = fDimension.World(() => { return(radius.WorldValue); })
            };
            moveSphereMat   = MaterialUtil.CreateTransparentMaterialF(Colorf.CornflowerBlue, 0.2f);
            smoothSphereMat = MaterialUtil.CreateTransparentMaterialF(Colorf.ForestGreen, 0.2f);
            indicators.AddIndicator(brushIndicator);
            brushIndicator.material = moveSphereMat;

            SmoothAlpha      = 0.15f;
            SmoothIterations = 5;
        }