public override void Render(object opaqueContext, ViewControl vc) { Matrix4F normWorld = GetManipulatorMatrix(); if (normWorld == null) { return; } var context = opaqueContext as GUILayer.SimpleRenderingContext; if (context == null) { return; } Vec3F pos = normWorld.Translation; float s = Util.CalcAxisScale(vc.Camera, pos, AxisLength, vc.Height); bool highlight = m_hitRegion == HitRegion.XYSquare; Color centerCubeColor = highlight ? Color.Gold : Color.White; Vec3F sv = new Vec3F(s, s, s); Vec3F centerCubeScale = sv * CenterCubeSize; Matrix4F scale = new Matrix4F(); scale.Scale(centerCubeScale); Matrix4F centerCubeXform = scale * normWorld; Util3D.DrawCube(context, centerCubeXform, centerCubeColor); Matrix4F arrowScale = new Matrix4F(); arrowScale.Scale(0.75f); Util3D.DrawArrowCap( context, arrowScale * Matrix4F.CreateTranslation(new Vec3F(1.0f, 0.0f, -0.5f)) * centerCubeXform, highlight ? Color.Gold : Color.Red); Util3D.DrawArrowCap( context, arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, Math.PI) * Matrix4F.CreateTranslation(new Vec3F(-1.0f, 0.0f, -0.5f)) * centerCubeXform, highlight ? Color.Gold : Color.Red); Util3D.DrawArrowCap( context, arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, .5 * Math.PI) * Matrix4F.CreateTranslation(new Vec3F(0.0f, 1.0f, -0.5f)) * centerCubeXform, highlight ? Color.Gold : Color.Green); Util3D.DrawArrowCap( context, arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, 1.5f * Math.PI) * Matrix4F.CreateTranslation(new Vec3F(0.0f, -1.0f, -0.5f)) * centerCubeXform, highlight ? Color.Gold : Color.Green); }