示例#1
0
    private void OnPostRender()
    {
        pos = transform.position + transform.forward * 10 + transform.up * 5 + transform.right * 7;
        shapesMaterial.SetPass(0);
        Graphics.DrawMeshNow(GLDraw.CreateArrow(Color.red, 1), pos, Quaternion.Euler(90, 0, 0));
        GL.Begin(GL.LINES);
        GL.Color(Color.red);
        GL.Vertex(pos);
        GL.Vertex(pos - Vector3.forward * 1);

        GL.End();
    }
示例#2
0
    /// <summary>
    /// 绘制坐标系箭头
    /// </summary>
    private void DrawCoordinateArrow(Transform target)
    {
        Vector3 position = target.position;
        Vector3 euler    = target.eulerAngles;
        // 画坐标轴的箭头 (箭头的锥顶不是它自身坐标的forword)
        Mesh meshX = GLDraw.CreateArrow(m_SelectedAxis == RuntimeHandleAxis.X ? m_SelectedColor : Color.red, m_ArrowScale * m_ScreenScale);

        Graphics.DrawMeshNow(meshX, position + target.right * m_HandleScale * m_ScreenScale, target.rotation * Quaternion.Euler(0, 0, -90));
        Mesh meshY = GLDraw.CreateArrow(m_SelectedAxis == RuntimeHandleAxis.Y ? m_SelectedColor : Color.green, m_ArrowScale * m_ScreenScale);

        Graphics.DrawMeshNow(meshY, position + target.up * m_HandleScale * m_ScreenScale, target.rotation);
        Mesh meshZ = GLDraw.CreateArrow(m_SelectedAxis == RuntimeHandleAxis.Z ? m_SelectedColor : Color.blue, m_ArrowScale * m_ScreenScale);

        Graphics.DrawMeshNow(meshZ, position + target.forward * m_HandleScale * m_ScreenScale, target.rotation * Quaternion.Euler(90, 0, 0));
    }