示例#1
0
        /// <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>();
        }
示例#2
0
        /// <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);

            // 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;
        }
示例#3
0
        /// <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>
        }
示例#4
0
    // Start is called before the first frame update
    void Start()
    {
        // Create the 4 gizmos
        _objectMoveGizmo     = RTGizmosEngine.Get.CreateObjectMoveGizmo();
        _objectRotationGizmo = RTGizmosEngine.Get.CreateObjectRotationGizmo();

        _objectMoveGizmo.Gizmo.SetEnabled(false);
        _objectRotationGizmo.Gizmo.SetEnabled(false);

        _workGizmo   = _objectMoveGizmo;
        _workGizmoId = GizmoId.Move;
    }
示例#5
0
        /// <summary>
        /// This function is called to change the type of work gizmo. This is
        /// used in the 'Update' function in response to the user pressing the
        /// W,E,R,T keys to switch between different gizmo types.
        /// </summary>
        private void SetWorkGizmoId(GizmoId gizmoId)
        {
            // If the specified gizmo id is the same as the current id, there is nothing left to do
            if (gizmoId == _workGizmoId)
            {
                return;
            }

            // Start with a clean slate and disable all gizmos
            _objectMoveGizmo.Gizmo.SetEnabled(false);
            _objectRotationGizmo.Gizmo.SetEnabled(false);
            _objectScaleGizmo.Gizmo.SetEnabled(false);
            _objectUniversalGizmo.Gizmo.SetEnabled(false);

            // At this point all gizmos are disabled. Now we need to check the gizmo id
            // and adjust the '_workGizmo' variable.
            _workGizmoId = gizmoId;
            if (gizmoId == GizmoId.Move)
            {
                _workGizmo = _objectMoveGizmo;
            }
            else if (gizmoId == GizmoId.Rotate)
            {
                _workGizmo = _objectRotationGizmo;
            }
            else if (gizmoId == GizmoId.Scale)
            {
                _workGizmo = _objectScaleGizmo;
            }
            else if (gizmoId == GizmoId.Universal)
            {
                _workGizmo = _objectUniversalGizmo;
            }

            // If we have any selected objects, we need to make sure the work gizmo is enabled
            if (_selectedObjects.Count != 0)
            {
                // Make sure the work gizmo is enabled. There is no need to check if the gizmo is already
                // enabled. The 'SetEnabled' call will simply be ignored if that is the case.
                _workGizmo.Gizmo.SetEnabled(true);

                // When working with transform spaces and pivots, the gizmos need to know about the pivot object.
                // This piece of information is necessary when the transform space is set to local because in that
                // case the gizmo will have its rotation synchronized with the target objects rotation. But because
                // there is more than one target object, we need to tell the gizmo which object to use. This is the
                // role if the pivot object in this case. This pivot object is also useful when the transform pivot
                // is set to 'ObjectMeshPivot' because it will be used to adjust the position of the gizmo.
                _workGizmo.SetTargetPivotObject(_selectedObjects[_selectedObjects.Count - 1]);
            }
        }
示例#6
0
        /// <summary>
        /// This function is called to change the type of work gizmo. This is
        /// used in the 'Update' function in response to the user pressing the
        /// W,E,R,T keys to switch between different gizmo types.
        /// </summary>
        private void SetWorkGizmoId(GizmoId gizmoId)
        {
            // If the specified gizmo id is the same as the current id, there is nothing left to do
            if (gizmoId == _workGizmoId)
            {
                return;
            }

            // Start with a clean slate and disable all gizmos
            _objectMoveGizmo.Gizmo.SetEnabled(false);
            _objectRotationGizmo.Gizmo.SetEnabled(false);
            _objectScaleGizmo.Gizmo.SetEnabled(false);
            _objectUniversalGizmo.Gizmo.SetEnabled(false);

            // At this point all gizmos are disabled. Now we need to check the gizmo id
            // and adjust the '_workGizmo' variable.
            _workGizmoId = gizmoId;
            if (gizmoId == GizmoId.Move)
            {
                _workGizmo = _objectMoveGizmo;
            }
            else if (gizmoId == GizmoId.Rotate)
            {
                _workGizmo = _objectRotationGizmo;
            }
            else if (gizmoId == GizmoId.Scale)
            {
                _workGizmo = _objectScaleGizmo;
            }
            else if (gizmoId == GizmoId.Universal)
            {
                _workGizmo = _objectUniversalGizmo;
            }

            // If we have any selected objects, we need to make sure the work gizmo is enabled
            if (_selectedObjects.Count != 0)
            {
                // Make sure the work gizmo is enabled. There is no need to check if the gizmo is already
                // enabled. The 'SetEnabled' call will simply be ignored if that is the case.
                _workGizmo.Gizmo.SetEnabled(true);

                // The last step we need to perform is to make sure that the work gizmo is positioned
                // and rotated correctly. This is because the gizmos (as will become more clear in
                // later tutorials) have 2 properties such as transform space and transform pivot and
                // when the selected objects change, these 2 properties will dictate how the gizmo should
                // be positioned and rotated. In order to ensure that the correct position and rotation
                // are used, we need to call 'RefreshPositionAndRotation'.
                _workGizmo.RefreshPositionAndRotation();
            }
        }
示例#7
0
        /// <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>
        }
示例#8
0
        /// <summary>
        /// This function is called to change the type of work gizmo. This is
        /// used in the 'Update' function in response to the user pressing the
        /// W,E,R,T keys to switch between different gizmo types.
        /// </summary>
        private void SetWorkGizmoId(GizmoId gizmoId)
        {
            // If the specified gizmo id is the same as the current id, there is nothing left to do
            if (gizmoId == _workGizmoId)
            {
                return;
            }

            // Start with a clean slate and disable all gizmos
            _objectMoveGizmo.Gizmo.SetEnabled(false);
            _objectRotationGizmo.Gizmo.SetEnabled(false);
            _objectScaleGizmo.Gizmo.SetEnabled(false);
            _objectUniversalGizmo.Gizmo.SetEnabled(false);

            // At this point all gizmos are disabled. Now we need to check the gizmo id
            // and adjust the '_workGizmo' variable.
            _workGizmoId = gizmoId;
            if (gizmoId == GizmoId.Move)
            {
                _workGizmo = _objectMoveGizmo;
            }
            else if (gizmoId == GizmoId.Rotate)
            {
                _workGizmo = _objectRotationGizmo;
            }
            else if (gizmoId == GizmoId.Scale)
            {
                _workGizmo = _objectScaleGizmo;
            }
            else if (gizmoId == GizmoId.Universal)
            {
                _workGizmo = _objectUniversalGizmo;
            }

            // At this point, the work gizmo points to the correct gizmo based on the
            // specified gizmo id. All that's left to do is to activate the gizmo.
            // Note: We only activate the gizmo if we have a target object available.
            //       If no target object is available, we don't do anything because we
            //       only want to show a gizmo when a target is available for use.
            if (_targetObject != null)
            {
                _workGizmo.Gizmo.SetEnabled(true);
            }
        }
示例#9
0
        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;
        }
示例#10
0
    private void SetWorkGizmoId(GizmoId gizmoId)
    {
        // Start with a clean slate and disable all gizmos
        _objectMoveGizmo.Gizmo.SetEnabled(false);
        _objectRotationGizmo.Gizmo.SetEnabled(false);

        _workGizmoId = gizmoId;
        if (gizmoId == GizmoId.Move)
        {
            _workGizmo = _objectMoveGizmo;
        }
        else if (gizmoId == GizmoId.Rotate)
        {
            _workGizmo = _objectRotationGizmo;
        }

        if (_targetObject != null)
        {
            _workGizmo.Gizmo.SetEnabled(true);
            _workGizmo.RefreshPositionAndRotation();
        }
    }
示例#11
0
        void SetWorkGizmoId(GizmoId gizmoId)
        {
            if (gizmoId == _workGizmoId)
            {
                return;
            }

            _objectMoveGizmo.Gizmo.SetEnabled(false);
            _objectRotateionGizmo.Gizmo.SetEnabled(false);
            _objectScaleGizmo.Gizmo.SetEnabled(false);
            _objectUniversalGizmo.Gizmo.SetEnabled(false);

            _workGizmoId = gizmoId;
            if (gizmoId == GizmoId.move)
            {
                _workGizmo = _objectMoveGizmo;
            }
            else if (gizmoId == GizmoId.Rotate)
            {
                _workGizmo = _objectRotateionGizmo;
            }
            else if (gizmoId == GizmoId.Scale)
            {
                _workGizmo = _objectScaleGizmo;
            }
            else if (gizmoId == GizmoId.Universal)
            {
                _workGizmo = _objectUniversalGizmo;
            }

            if (_selectObjects.Count != 0)
            {
                _workGizmo.Gizmo.SetEnabled(true);
                _workGizmo.RefreshPositionAndRotation();
            }
        }