// creates a button with a floating primitive in front of the button shape
 public void Create(float fRadius, Material bgMaterial)
 {
     Shape        = new HUDShape(HUDShapeType.Disc, fRadius);
     tempMaterial = MaterialUtil.ToUnityMaterial(Material);
     base.Create(PrimitiveType.Sphere, tempMaterial, 1.2f);
     ((GameObject)button).transform.localRotation = Quaternion.identity;
 }
        public void Create(SOMaterial useMaterial, GameObject parent, float fMinDimension)
        {
            meshObject = GameObject.CreatePrimitive(PrimitiveType.Sphere);
            meshObject.GetComponent <MeshRenderer>().material = MaterialUtil.ToUnityMaterial(useMaterial);
            bUpdatePending = true;

            meshObject.transform.SetParent(parent.transform, false);

            Height = Width = Depth = fMinDimension;
        }
示例#3
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 virtual public void AssignSOMaterial(SOMaterial m)
 {
     sceneMaterial        = m;
     displaySceneMaterial = MaterialUtil.ToUnityMaterial(m);
     if (vMaterialStack.Count > 0)
     {
         // material 0 is always our base material, higher levels of stack are
         // temp materials that will be popped eventually
         vMaterialStack[0] = displaySceneMaterial;
     }
     else
     {
         displayMaterial = displaySceneMaterial;
         set_material_internal(displayMaterial);
     }
     increment_timestamp();
 }
示例#4
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        public FScene(FContext context)
        {
            this.context = context;

            history      = new ChangeHistory();
            TypeRegistry = new SORegistry();

            vObjects       = new List <SceneObject>();
            vSelected      = new List <SceneObject>();
            vUIElements    = new List <SceneUIElement>();
            vBoundsObjects = new List <fGameObject>();
            ObjectAnimator = new GenericAnimator();
            LinkManager    = new SOLinkManager(this);

            sceneRoot = GameObjectFactory.CreateParentGO("Scene");
            // for animation playbacks
            sceneRoot.AddComponent <SceneAnimator>().Scene = this;
            sceneRoot.AddComponent <UnityPerFrameAnimationBehavior>().Animator = ObjectAnimator;

            scene_objects = GameObjectFactory.CreateParentGO("scene_objects");
            sceneRoot.AddChild(scene_objects, false);

            deleted_objects = GameObjectFactory.CreateParentGO("deleted_objects");
            sceneRoot.AddChild(deleted_objects, false);
            vDeleted = new List <SceneObject>();

            // initialize materials
            DefaultSOMaterial = new SOMaterial()
            {
                Name = "DefaultSO",
                Type = SOMaterial.MaterialType.StandardRGBColor, RGBColor = ColorUtil.StandardBeige
            };
            DefaultCurveSOMaterial = new SOMaterial()
            {
                Name = "DefaultCurveSO",
                Type = SOMaterial.MaterialType.UnlitRGBColor, RGBColor = Colorf.DarkSlateGrey
            };
            DefaultMeshSOMaterial = new SOMaterial()
            {
                Name = "DefaultMeshSO",
                Type = SOMaterial.MaterialType.PerVertexColor, RGBColor = Colorf.White
            };
            NewSOMaterial = new SOMaterial()
            {
                Name = "NewSO",
                Type = SOMaterial.MaterialType.StandardRGBColor, RGBColor = Colorf.CornflowerBlue
            };
            TransparentNewSOMaterial = new SOMaterial()
            {
                Name = "NewSO",
                Type = SOMaterial.MaterialType.TransparentRGBColor, RGBColor = new Colorf(Colorf.CornflowerBlue, 0.5f)
            };
            PivotSOMaterial = new SOMaterial()
            {
                Name = "PivotSO",
                Type = SOMaterial.MaterialType.TransparentRGBColor, RGBColor = ColorUtil.PivotYellow.SetAlpha(0.75f)
            };
            FrameSOMaterial = new SOMaterial()
            {
                Name = "PivotFrame",
                Type = SOMaterial.MaterialType.StandardRGBColor, RGBColor = ColorUtil.DarkGrey
            };

            SelectedMaterial = MaterialUtil.CreateStandardMaterial(ColorUtil.SelectionGold);
            FrameMaterial    = MaterialUtil.CreateStandardMaterial(ColorUtil.DarkGrey);
            PivotMaterial    = MaterialUtil.ToUnityMaterial(PivotSOMaterial);

            defaultPrimitiveType = SOTypes.Cylinder;
        }
示例#5
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        public virtual PivotSO Create(SOMaterial shapeMaterial, SOMaterial frameMaterial = null, int nShapeLayer = -1)
        {
            // [TODO] replace frame geometry with line renderer ?
            // [TODO] still cast shadows  (semitransparent objects don't cast shadows, apparently)
            // [TODO] maybe render solid when not obscured by objects? use raycast in PreRender?

            AssignSOMaterial(shapeMaterial);       // need to do this to setup BaseSO material stack

            pivotGO = GameObjectFactory.CreateParentGO(UniqueNames.GetNext("Pivot"));

            shapeGO = create_pivot_shape();
            AppendNewGO(shapeGO, pivotGO, false);

            pivotGO.AddChild(shapeGO);

            if (frameMaterial != null)
            {
                this.frameMaterial = frameMaterial;

                frameGO = UnityUtil.CreateMeshGO("pivotFrame", "icon_meshes/axis_frame", 1.0f,
                                                 UnityUtil.MeshAlignOption.NoAlignment, MaterialUtil.ToUnityMaterial(frameMaterial), false);
                MaterialUtil.SetIgnoreMaterialChanges(frameGO);
                MaterialUtil.DisableShadows(frameGO);
                AppendNewGO(frameGO, pivotGO, false);
            }

            if (nShapeLayer >= 0)
            {
                shapeGO.SetLayer(nShapeLayer);
            }

            increment_timestamp();
            return(this);
        }