예제 #1
0
        public void UnloadAll()
        {
            // Reset Camera position
            foreach (Camera camera in m_cameraList)
            {
                camera.Transform.Position = Vector3.Zero;
                camera.Transform.Rotation = Quaternion.Identity;

                // Re-register it's movement component... yes this is a hack.
                EditorCameraMovement camMovement = new EditorCameraMovement();
                camMovement.Camera = camera;
                m_world.RegisterComponent(camMovement);
            }
        }
예제 #2
0
        public void UnloadAll()
        {
            // Reset Camera position
            foreach (Camera camera in m_cameraList)
            {
                camera.Transform.Position = Vector3.Zero;
                camera.Transform.Rotation = Quaternion.Identity;

                // Re-register it's movement component... yes this is a hack.
                EditorCameraMovement camMovement = new EditorCameraMovement();
                camMovement.Camera = camera;
                m_world.RegisterComponent(camMovement);
            }
        }
예제 #3
0
        public void InitializeSystem()
        {
            // Create a Default camera
            m_editorCamera = new Camera();
            m_editorCamera.ClearColor = new Color(0.4f, 0.1f, 1f, 1f);

            EditorCameraMovement camMovement = new EditorCameraMovement();
            camMovement.Camera = m_editorCamera;
            m_world.RegisterComponent(camMovement);

            m_cameraList.Add(m_editorCamera);

            // Create a shader for drawing debug primitives/instances.
            m_debugShader = new Shader("DebugPrimitives");
            m_debugShader.CompileSource(File.ReadAllText("RenderSystem/Shaders/DebugPrimitive.frag"), ShaderType.FragmentShader);
            m_debugShader.CompileSource(File.ReadAllText("RenderSystem/Shaders/DebugPrimitive.vert"), ShaderType.VertexShader);
            m_debugShader.LinkShader();
        }
예제 #4
0
    private void Start()
    {
        parent          = GetComponentInParent <Movable>();
        cam             = EditorGeneral.maincam;
        camera_movement = cam.GetComponent <EditorCameraMovement>();

        x_arrow           = transform.GetChild(0).GetComponent <Collider>();
        y_arrow           = transform.GetChild(1).GetComponent <Collider>();
        z_arrow           = transform.GetChild(2).GetComponent <Collider>();
        velocity_indi     = transform.GetChild(3);
        velocity_renderer = velocity_indi.GetComponent <MeshRenderer>();
        angvel_indi       = transform.GetChild(4);
        angvel_renderer   = angvel_indi.GetComponent <MeshRenderer>();

        initial_scale = transform.localScale;
        clickpos      = Vector3.zero;
        renderers     = GetComponentsInChildren <MeshRenderer>();
    }
예제 #5
0
        public void InitializeSystem()
        {
            // Create a Default camera
            m_editorCamera            = new Camera();
            m_editorCamera.ClearColor = new Color(0.4f, 0.1f, 1f, 1f);

            EditorCameraMovement camMovement = new EditorCameraMovement();

            camMovement.Camera = m_editorCamera;
            m_world.RegisterComponent(camMovement);

            m_cameraList.Add(m_editorCamera);

            // Create a shader for drawing debug primitives/instances.
            m_debugShader = new Shader("DebugPrimitives");
            m_debugShader.CompileSource(File.ReadAllText("RenderSystem/Shaders/DebugPrimitive.frag"), ShaderType.FragmentShader);
            m_debugShader.CompileSource(File.ReadAllText("RenderSystem/Shaders/DebugPrimitive.vert"), ShaderType.VertexShader);
            m_debugShader.LinkShader();
        }