示例#1
0
        protected void build_geometry(SceneObject so, List <ISnapSegment> segments)
        {
            int nNoClipLayer = FPlatform.WidgetOverlayLayer;

            // we re-use this class to generate snap points for non-SnapSet use, and in
            // those cases we don't want to build gameobjects/etc
            if (EnableGeometry)
            {
                foreach (var p in segments)
                {
                    StandardSnapSegment pg = p as StandardSnapSegment;

                    Frame3f centerW = so.GetScene().ToWorldFrame(pg.center);
                    float   extentW = so.GetScene().ToWorldDimension(pg.extent);

                    // only add always-hidden points to overlay layer (other points are z-clipped)
                    //pg.Build(worldFrame, parent, (pg.IsSurface) ? visibleMaterial : hiddenMaterial);
                    //if (pg.IsSurface == false)
                    //    pg.primGO.SetLayer(nNoClipLayer);

                    // always add all points to overlay layer
                    pg.Build(centerW, extentW, parent, visibleMaterial, nNoClipLayer);
                }

                // have to attach our root object to Scene, otherwise it won't move
                UnityUtil.AddChild(so.GetScene().RootGameObject, parent, true);
            }
        }
示例#2
0
 public void Build(Frame3f worldFrame, GameObject parent, Material mat, int nLayer = -1)
 {
     primGO = UnityUtil.CreatePrimitiveGO("generated_point", PrimitiveType.Sphere, mat, true);
     UnityUtil.SetGameObjectFrame(primGO, worldFrame, CoordSpace.WorldCoords);
     MaterialUtil.DisableShadows(primGO);
     UnityUtil.AddChild(parent, primGO, true);
     if (nLayer > 0)
     {
         primGO.SetLayer(nLayer);
     }
 }
示例#3
0
        public void Build(Frame3f centerW, float extentW, GameObject parent, Material mat, int nLayer = -1)
        {
            lineGO = new GameObject("snap_line");
            LineRenderer ren = lineGO.AddComponent <LineRenderer>();

            ren.startWidth    = ren.endWidth = 0.05f;
            ren.material      = mat;
            ren.useWorldSpace = false;
            ren.positionCount = 2;
            ren.SetPosition(0, centerW.Origin - extentW * centerW.Z);
            ren.SetPosition(1, centerW.Origin + extentW * centerW.Z);

            MaterialUtil.DisableShadows(lineGO);
            UnityUtil.AddChild(parent, lineGO, false);
            if (nLayer > 0)
            {
                lineGO.SetLayer(nLayer);
            }
        }