示例#1
0
        public override void OnSceneGUI(SceneView sceneView, Rect dragArea)
        {
            var defaultID = GUIUtility.GetControlID(kSurfaceEditModeHash, FocusType.Passive, dragArea);

            HandleUtility.AddDefaultControl(defaultID);

            var selectionType = ChiselRectSelectionManager.GetCurrentSelectionType();
            var repaint       = ChiselUVToolCommon.SurfaceSelection(dragArea, selectionType);

            repaint = SurfaceRotateTool(selectionType, dragArea) || repaint;

            // Set cursor depending on selection type and/or active tool
            {
                MouseCursor cursor;
                switch (selectionType)
                {
                default: cursor = MouseCursor.RotateArrow; break;

                case SelectionType.Additive:    cursor = MouseCursor.ArrowPlus; break;

                case SelectionType.Subtractive: cursor = MouseCursor.ArrowMinus; break;
                }
                EditorGUIUtility.AddCursorRect(dragArea, cursor);
            }

            // Repaint the scene-views if we need to
            if (repaint &&
                // avoid infinite loop
                Event.current.type != EventType.Layout &&
                Event.current.type != EventType.Repaint)
            {
                SceneView.RepaintAll();
            }
        }
        public void OnSceneGUI(SceneView sceneView)
        {
            if (selectedNode.Count > 0)
            {
                for (int i = 0; i < selectedNode.Count; i++)
                {
                    if (!selectedNode[i].transform)
                    {
                        UpdateSelection();
                        break;
                    }
                }
                modifiedNodes.Clear();
                for (int i = 0; i < selectedNode.Count; i++)
                {
                    var transform             = selectedNode[i].transform;
                    var node                  = selectedNode[i].node;
                    var curLocalToWorldMatrix = transform.localToWorldMatrix;
                    var oldLocalToWorldMatrix = node.hierarchyItem.LocalToWorldMatrix;
                    if (curLocalToWorldMatrix.m00 != oldLocalToWorldMatrix.m00 ||
                        curLocalToWorldMatrix.m01 != oldLocalToWorldMatrix.m01 ||
                        curLocalToWorldMatrix.m02 != oldLocalToWorldMatrix.m02 ||
                        curLocalToWorldMatrix.m03 != oldLocalToWorldMatrix.m03 ||

                        curLocalToWorldMatrix.m10 != oldLocalToWorldMatrix.m10 ||
                        curLocalToWorldMatrix.m11 != oldLocalToWorldMatrix.m11 ||
                        curLocalToWorldMatrix.m12 != oldLocalToWorldMatrix.m12 ||
                        curLocalToWorldMatrix.m13 != oldLocalToWorldMatrix.m13 ||

                        curLocalToWorldMatrix.m20 != oldLocalToWorldMatrix.m20 ||
                        curLocalToWorldMatrix.m21 != oldLocalToWorldMatrix.m21 ||
                        curLocalToWorldMatrix.m22 != oldLocalToWorldMatrix.m22 ||
                        curLocalToWorldMatrix.m23 != oldLocalToWorldMatrix.m23 //||

                        //curLocalToWorldMatrix.m30 != oldLocalToWorldMatrix.m30 ||
                        //curLocalToWorldMatrix.m31 != oldLocalToWorldMatrix.m31 ||
                        //curLocalToWorldMatrix.m32 != oldLocalToWorldMatrix.m32 ||
                        //curLocalToWorldMatrix.m33 != oldLocalToWorldMatrix.m33
                        )
                    {
                        node.hierarchyItem.LocalToWorldMatrix = curLocalToWorldMatrix;
                        node.hierarchyItem.WorldToLocalMatrix = transform.worldToLocalMatrix;
                        modifiedNodes.Add(node);
                    }
                }
                if (modifiedNodes.Count > 0)
                {
                    CSGNodeHierarchyManager.NotifyTransformationChanged(modifiedNodes);
                }
            }

            // Handle selection clicks / marquee selection
            ChiselRectSelectionManager.Update(sceneView);
        }