public virtual void PreRender() { if (target != null) { target.PreRender(); } }
override public bool UpdateCapture(InputEvent e) { if (eState == CaptureState.ClickType && FindHitGO(e.ray) != null) { return(true); } // otherwise we fall into drag state eState = CaptureState.DragType; if (newPrimitive == null) { newPrimitive = CreatePrimitive(); fPrimScale = 1.0f; if (newPrimitive is PivotSO) { fPrimShift = 0.0f; } else { if (newPrimitive is PrimitiveSO) { if (SavedSettings.Restore("DropPrimButton_scale") != null) { fPrimScale = (float)SavedSettings.Restore("DropPrimButton_scale"); newPrimitive.SetLocalScale(fPrimScale * Vector3f.One); } } fPrimShift = newPrimitive.GetLocalBoundingBox().Extents[1] * TargetScene.GetSceneScale(); } // [RMS] this is kind of cheating - we are going to tell this SO // it is part of the scene, but not actually put it in the scene. // This is because sometimes the SO needs to query the scene/camera // (eg for pivot resizing) TargetScene.ReparentSceneObject(newPrimitive, false); newPrimitive.SetScene(TargetScene); lastHitF = UnityUtil.GetGameObjectFrame(TargetScene.RootGameObject, CoordSpace.WorldCoords); newPrimitive.SetLocalFrame(lastHitF.Translated(fPrimShift, 1), CoordSpace.WorldCoords); } if (((e.device & InputDevice.AnySpatialDevice) != 0) && newPrimitive is PrimitiveSO) { Vector2f vStick = e.input.StickDelta2D((int)e.side); if (vStick[1] != 0) { fPrimScale = fPrimScale * (1.0f + vStick[1] * 0.1f); fPrimScale = MathUtil.Clamp(fPrimScale, 0.01f, 10.0f); newPrimitive.SetLocalScale(fPrimScale * Vector3f.One); fPrimShift = newPrimitive.GetLocalBoundingBox().Extents[1] * TargetScene.GetSceneScale(); } } AnyRayHit hit = null; if (TargetScene.FindSceneRayIntersection(e.ray, out hit)) { update_position(hit); newPrimitive.SetLocalFrame(lastHitF.Translated(fPrimShift, 1), CoordSpace.WorldCoords); } // [RMS] have to do this because prim is not part of scene yet, // and things like pivots need to be resized if (newPrimitive != null) { newPrimitive.PreRender(); } return(true); }