示例#1
0
        /**
         * Clear the queue of line segments to render.
         */
        public void Clear()
        {
            for (int i = 0; i < gizmos.Count; i++)
            {
                pool.Put(gizmos[i]);
            }

            gizmos.Clear();
        }
示例#2
0
        /**
         * Update the highlight and wireframe graphics.
         */
        public void RebuildGraphics(pb_Object[] selection, pb_Edge[][] universalEdgesDistinct, EditLevel editLevel, SelectMode selectionMode)
        {
            // in the event that the editor starts calling UpdateGraphics before the object has run OnEnable() (which happens on script reloads)
            if (pool == null)
            {
                return;
            }

            // clear t he current renderables
            foreach (pb_Renderable ren in pbRenderer.renderables)
            {
                pool.Put(ren);
            }

            pbRenderer.renderables.Clear();

            // update wireframe
            wireframeMaterial.SetColor("_Color", (selectionMode == SelectMode.Edge && editLevel == EditLevel.Geometry) ? edgeSelectionColor : wireframeColor);

            for (int i = 0; i < selection.Length; i++)
            {
                pbRenderer.renderables.Add(BuildEdgeMesh(selection[i], universalEdgesDistinct[i]));
            }

            if (editLevel == EditLevel.Geometry)
            {
                // update vert / edge / face
                switch (selectionMode)
                {
                case SelectMode.Face:
                    foreach (pb_Object pb in selection)
                    {
                        pbRenderer.renderables.Add(BuildFaceMesh(pb));
                    }
                    break;

                case SelectMode.Vertex:
                    foreach (pb_Object pb in selection)
                    {
                        pbRenderer.renderables.Add(BuildVertexMesh(pb));
                    }
                    break;

                default:
                    break;
                }
            }
        }