// Use this for initialization void Start() { GameObject button_clear = GameObject.Find("Button_clear"); button_clear.GetComponent <Button>().onClick.AddListener(reset_all); //button toggle is now button disable all GameObject button_toggle = GameObject.Find("Button_toggle"); button_toggle.GetComponent <Button>().onClick.AddListener(disable_all); canvas = GameObject.Find("Canvas"); meshdict = new Dictionary <string, Mesh> (); godict = new Dictionary <string, GameObject> (); buttondict = new Dictionary <string, GameObject>(); meshqueue = new Queue <UnityMesh> (); camsetqueue = new Queue <UnityCameraSettings>(); stringbuilderqueue = new Queue <StringBuilder>(); shaders = new Dictionary <string, Shader>(); shaders["transparent"] = shader_transparent; shaders["smooth"] = shader_smooth; shaders["flat"] = shader_flat; shaders["flat_wireframe"] = shader_flat_wireframe; shaders["point"] = shader_point; shaders["line"] = shader_line; // Start Server tcpListenerThread = new Thread(new ThreadStart(ListenForIncommingRequests)); tcpListenerThread.IsBackground = true; tcpListenerThread.Start(); cam = GameObject.Find("Main Camera"); modelCamera = cam.GetComponent <ModelCamera>(); }
public void process_command(GameObject cam, ModelCamera modelCamera) { //if (this.main_camera_position.Length > 0 && this.main_camera_position.Length < 2) //{ // cam.transform.localPosition = this.main_camera_position[0]; //} //if (this.main_camera_rotation.Length > 0 && this.main_camera_rotation.Length < 2) //{ // cam.transform.localEulerAngles = this.main_camera_rotation[0]; //} //if (this.main_camera_scale.Length > 0 && this.main_camera_scale.Length < 2) //{ // cam.transform.localScale = this.main_camera_scale[0]; //} if (this.lookAt.Length == 1 && this.sphereCoordinates.Length == 1 && this.distance.Length == 1 && this.viewAxisRotation.Length == 1) { modelCamera.SetView(lookAt[0], sphereCoordinates[0], viewAxisRotation[0], distance[0]); } if (this.background_color.Length > 0 && this.background_color.Length < 2) { cam.GetComponent <Camera>().backgroundColor = this.background_color[0]; } if (this.perspective.Length > 0 && this.perspective.Length < 2) { if (this.perspective[0]) { cam.GetComponent <Camera>().orthographic = false; } else { cam.GetComponent <Camera>().orthographic = true; } } }
public void Render(Camera targetCamera) { Vector3 targetRotation = targetCamera.transform.rotation.eulerAngles; ModelCamera modelCamera = ModelCamera.instance; if (modelCamera) { targetRotation = modelCamera.attachedCamera.transform.rotation.eulerAngles; } Vector3 localRotation = camera.gameObject.transform.parent.localRotation.eulerAngles; float xRot = targetRotation.x; if (xRot > 180f) { xRot -= 360f; } xRot /= 8f; localRotation.x = xRot; localRotation.y = targetRotation.y; localRotation.z = 0f; camera.gameObject.transform.parent.localRotation = Quaternion.Euler(localRotation); bool revertFogState = RenderSettings.fog; RenderSettings.fog = false; if (!Main.isDedicatedServer) { camera.Render(); } RenderSettings.fog = revertFogState; }