/// <summary> /// Renders the 2D shape with the specified index using a wire representation. The function has /// no effect if 'Is2DVisible' returns false or if the shape is invisible. /// </summary> /// <param name="camera">The camera which renders the shape.</param> public void Render2DWire(Camera camera, int shapeIndex) { GizmoHandleShape2D shape = _2DShapes[shapeIndex]; if (Is2DVisible && shape.IsVisible) { shape.Shape.RenderBorder(camera); } }
/// <summary> /// Renders the 2D shape with the specified index using a wire representation. The function has /// no effect if 'Is2DVisible' returns false or if the shape is invisible. /// </summary> /// <param name="camera">The camera which renders the shape.</param> public void Render2DWire(Camera camera, int shapeIndex) { GizmoHandleShape2D shape = _2DShapes[shapeIndex]; if (Is2DVisible && shape.IsVisible && camera.IsPointInFrontNearPlane(Gizmo.Transform.Position3D)) { shape.Shape.RenderBorder(camera); } }
/// <summary> /// Adds the specified 2D shape to the handle. /// </summary> /// <returns> /// The index of the 2D shape inside the handle's 2D shape collection /// or -1 if the shape already exists. /// </returns> public int Add2DShape(Shape2D shape) { if (!Contains2DShape(shape)) { var gizmoHandleShape = new GizmoHandleShape2D(shape); _2DShapes.Add(gizmoHandleShape); return(_2DShapes.Count - 1); } return(-1); }
/// <summary> /// This function traverses the handle's 2D and 3D shapes and decides which one is hovered /// by the specified ray. It then returns the hover information inside an instance of the /// 'GizmoHandleHoverData' class. The ray should be created using the 'Camera.ScreenPointToRay' /// function and it represents the ray which is cast out from the screen into the 3D scene. /// The function will always give priority to 2D shapes. So for example, if the handle has /// a 2D and a 3D shape, and the ray hovers both of them, only the 2D shape will be taken into /// account. /// </summary> /// <param name="hoverRay"> /// The hover ray. This should be created using the 'Camera.ScreenPointToRay' function. The /// function will convert the origin of the ray in screen space to detect the 2D shapes which /// are hovered by the ray. /// </param> /// <returns> /// If a shape is hovered by the input ray, the function returns an instance of the /// 'GizmoHandleHoverData' class. Otherwise, it returns null. The function also returns /// null if there are any subscribers to the 'CanHover' event that don't allow the handle /// to be hovered. /// </returns> public GizmoHandleHoverData GetHoverData(Ray hoverRay) { float minDist = float.MaxValue; GizmoHandleHoverData handleHoverData = null; if (Is2DHoverable && Is2DVisible) { Vector2 screenRayOrigin = Gizmo.GetWorkCamera().WorldToScreenPoint(hoverRay.origin); GizmoHandleShape2D hovered2DShape = null; foreach (var shape in _2DShapes) { if (shape.IsVisible && shape.IsHoverable) { if (shape.Shape.ContainsPoint(screenRayOrigin)) { float dist = (shape.Shape.GetEncapsulatingRect().center - screenRayOrigin).magnitude; if (hovered2DShape == null || dist < minDist) { hovered2DShape = shape; minDist = dist; } } } } if (hovered2DShape != null) { handleHoverData = new GizmoHandleHoverData(hoverRay, this, screenRayOrigin); if (CanHover != null) { var answer = new YesNoAnswer(); CanHover(Id, Gizmo, handleHoverData, answer); if (answer.HasNo) { return(null); } } return(handleHoverData); } } if (Is3DHoverable && Is3DVisible) { minDist = float.MaxValue; GizmoHandleShape3D hovered3DShape = null; foreach (var shape in _3DShapes) { if (shape.IsVisible && shape.IsHoverable) { float t; if (shape.Shape.Raycast(hoverRay, out t)) { if (hovered3DShape == null || t < minDist) { hovered3DShape = shape; minDist = t; } } } } if (hovered3DShape != null) { handleHoverData = new GizmoHandleHoverData(hoverRay, this, minDist); if (CanHover != null) { var answer = new YesNoAnswer(); CanHover(Id, Gizmo, handleHoverData, answer); if (answer.HasNo) { return(null); } } return(handleHoverData); } } return(null); }