/// <summary> /// Performs all necessary initializations. /// </summary> private void Start() { // Create the 4 gizmos _objectMoveGizmo = RTGizmosEngine.Get.CreateObjectMoveGizmo(); _objectRotationGizmo = RTGizmosEngine.Get.CreateObjectRotationGizmo(); _objectScaleGizmo = RTGizmosEngine.Get.CreateObjectScaleGizmo(); _objectUniversalGizmo = RTGizmosEngine.Get.CreateObjectUniversalGizmo(); // Call the 'SetEnabled' function on the parent gizmo to make sure // the gizmos are initially hidden in the scene. We want the gizmo // to show only when we have a target object available. _objectMoveGizmo.Gizmo.SetEnabled(false); _objectRotationGizmo.Gizmo.SetEnabled(false); _objectScaleGizmo.Gizmo.SetEnabled(false); _objectUniversalGizmo.Gizmo.SetEnabled(false); // Link the selected objects list to the gizmos _objectMoveGizmo.SetTargetObjects(_selectedObjects); _objectRotationGizmo.SetTargetObjects(_selectedObjects); _objectScaleGizmo.SetTargetObjects(_selectedObjects); _objectUniversalGizmo.SetTargetObjects(_selectedObjects); // We initialize the work gizmo to the move gizmo by default. _workGizmo = _objectMoveGizmo; _workGizmoId = GizmoId.Move; // Find side menu sideMenu = GameObject.Find("SideMenu"); scene = sideMenu.GetComponent <SceneObjects>(); }
/// <summary> /// Performs all necessary initializations. /// </summary> private void Start() { // Create the 4 gizmos _objectMoveGizmo = RTGizmosEngine.Get.CreateObjectMoveGizmo(); _objectRotationGizmo = RTGizmosEngine.Get.CreateObjectRotationGizmo(); _objectScaleGizmo = RTGizmosEngine.Get.CreateObjectScaleGizmo(); _objectUniversalGizmo = RTGizmosEngine.Get.CreateObjectUniversalGizmo(); // Call the 'SetEnabled' function on the parent gizmo to make sure // the gizmos are initially hidden in the scene. We want the gizmo // to show only when we have a target object available. _objectMoveGizmo.Gizmo.SetEnabled(false); _objectRotationGizmo.Gizmo.SetEnabled(false); _objectScaleGizmo.Gizmo.SetEnabled(false); _objectUniversalGizmo.Gizmo.SetEnabled(false); // Link the selected objects list to the gizmos // Note: The 'SetTargetObjects' function will instruct the gizmo to store // a direct reference to the '_selecteObjects' list. This means that // when you add or remove objects from this list, the gizmos will have // access to the most recent/updated collection. You don't need to call // 'SetTargetObjects' again when the list changes. _objectMoveGizmo.SetTargetObjects(_selectedObjects); _objectRotationGizmo.SetTargetObjects(_selectedObjects); _objectScaleGizmo.SetTargetObjects(_selectedObjects); _objectUniversalGizmo.SetTargetObjects(_selectedObjects); // We initialize the work gizmo to the move gizmo by default. This means // that the first time an object is clicked, the move gizmo will appear. // You can change the default gizmo, by simply changing these 2 lines of // code. For example, if you wanted the scale gizmo to be the default work // gizmo, replace '_objectMoveGizmo' with '_objectScaleGizmo' and GizmoId.Move // with GizmoId.Scale. _workGizmo = _objectMoveGizmo; _workGizmoId = GizmoId.Move; // <BEGIN TUTORIAL> // Get a reference to the object whose pivot we want to modify GameObject doorObject = GameObject.Find("GreenCube"); // Calculate the object's world OBB and then use the 'BoxMath.CalcBoxFaceCenter' // to calculate the center of the object's left face in world space. We will use // this face center as our pivot. OBB worldOBB = ObjectBounds.GetMeshWorldOBB(doorObject); Vector3 faceCenter = BoxMath.CalcBoxFaceCenter(worldOBB.Center, worldOBB.Size, worldOBB.Rotation, BoxFace.Left); // Use the 'SetObjectCustomLocalPivot' function to specify the object's pivot. // Note: We need to call 'InverseTransformPoint' on the face center because the function expects // a pivot point expressed in the object's local coordinate system. _objectRotationGizmo.SetObjectCustomLocalPivot(doorObject, doorObject.transform.InverseTransformPoint(faceCenter)); // Change the transform pivot to 'CustomObjectLocalPivot' _objectRotationGizmo.SetTransformPivot(GizmoObjectTransformPivot.CustomObjectLocalPivot); // <END TUTORIAL> }
/// <summary> /// Performs all necessary initializations. /// </summary> private void Start() { // Create the 4 gizmos _objectMoveGizmo = RTGizmosEngine.Get.CreateObjectMoveGizmo(); _objectRotationGizmo = RTGizmosEngine.Get.CreateObjectRotationGizmo(); _objectScaleGizmo = RTGizmosEngine.Get.CreateObjectScaleGizmo(); _objectUniversalGizmo = RTGizmosEngine.Get.CreateObjectUniversalGizmo(); // Call the 'SetEnabled' function on the parent gizmo to make sure // the gizmos are initially hidden in the scene. We want the gizmo // to show only when we have a target object available. _objectMoveGizmo.Gizmo.SetEnabled(false); _objectRotationGizmo.Gizmo.SetEnabled(false); _objectScaleGizmo.Gizmo.SetEnabled(false); _objectUniversalGizmo.Gizmo.SetEnabled(false); // Link the selected objects list to the gizmos // Note: The 'SetTargetObjects' function will instruct the gizmo to store // a direct reference to the '_selecteObjects' list. This means that // when you add or remove objects from this list, the gizmos will have // access to the most recent/updated collection. You don't need to call // 'SetTargetObjects' again when the list changes. _objectMoveGizmo.SetTargetObjects(_selectedObjects); _objectRotationGizmo.SetTargetObjects(_selectedObjects); _objectScaleGizmo.SetTargetObjects(_selectedObjects); _objectUniversalGizmo.SetTargetObjects(_selectedObjects); // We initialize the work gizmo to the move gizmo by default. This means // that the first time an object is clicked, the move gizmo will appear. // You can change the default gizmo, by simply changing these 2 lines of // code. For example, if you wanted the scale gizmo to be the default work // gizmo, replace '_objectMoveGizmo' with '_objectScaleGizmo' and GizmoId.Move // with GizmoId.Scale. _workGizmo = _objectMoveGizmo; _workGizmoId = GizmoId.Move; // <BEGIN TUTORIAL> // Get a reference to the object whose position we will use as the world pivot GameObject pivotObject = GameObject.Find("Sphere"); // Set the world pivot _objectRotationGizmo.SetCustomWorldPivot(pivotObject.transform.position); _objectRotationGizmo.SetTransformPivot(GizmoObjectTransformPivot.CustomWorldPivot); // <END TUTORIAL> }
private void Start() { _objectMoveGizmo = RTGizmosEngine.Get.CreateObjectMoveGizmo(); _objectRotateionGizmo = RTGizmosEngine.Get.CreateObjectRotationGizmo(); _objectScaleGizmo = RTGizmosEngine.Get.CreateObjectScaleGizmo(); _objectUniversalGizmo = RTGizmosEngine.Get.CreateObjectUniversalGizmo(); _objectMoveGizmo.SetTargetObjects(_selectObjects); _objectRotateionGizmo.SetTargetObjects(_selectObjects); _objectScaleGizmo.SetTargetObjects(_selectObjects); _objectUniversalGizmo.SetTargetObjects(_selectObjects); _objectMoveGizmo.Gizmo.SetEnabled(false); _objectRotateionGizmo.Gizmo.SetEnabled(false); _objectScaleGizmo.Gizmo.SetEnabled(false); _objectUniversalGizmo.Gizmo.SetEnabled(false); _workGizmoId = GizmoId.move; _workGizmo = _objectMoveGizmo; }