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@@ -34,7 +34,7 @@ namespace BansheeEditor
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yAxis = new HandleSliderLine(this, Vector3.yAxis, 1.0f);
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zAxis = new HandleSliderLine(this, Vector3.zAxis, 1.0f);
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- freeAxis = new HandleSliderPlane(this, Vector3.xAxis, Vector3.yAxis, 0.6f);
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+ freeAxis = new HandleSliderPlane(this, Vector3.xAxis, Vector3.yAxis, 0.4f);
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}
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protected override void PreInput()
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@@ -48,7 +48,7 @@ namespace BansheeEditor
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zAxis.Rotation = rotation;
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float handleSize = Handles.GetHandleSize(EditorApplication.SceneViewCamera, position);
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- Vector3 freeAxisOffset = (Vector3.xAxis * -0.3f + Vector3.yAxis * -0.3f) * handleSize;
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+ Vector3 freeAxisOffset = (Vector3.xAxis * -0.2f + Vector3.yAxis * -0.2f) * handleSize;
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freeAxis.Rotation = EditorApplication.SceneViewCamera.SceneObject.Rotation;
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freeAxis.Position = position + freeAxis.Rotation.Rotate(freeAxisOffset);
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}
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@@ -57,10 +57,10 @@ namespace BansheeEditor
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{
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delta = Vector3.zero;
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- delta += xAxis.Delta * GetXDir() * 0.01f;
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- delta += yAxis.Delta * GetYDir() * 0.01f;
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- delta += zAxis.Delta * GetZDir() * 0.01f;
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- delta += (freeAxis.Delta.x + freeAxis.Delta.y) * Vector3.one * 0.01f;
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+ delta += xAxis.Delta * GetXDir() * 0.1f;
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+ delta += yAxis.Delta * GetYDir() * 0.1f;
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+ delta += zAxis.Delta * GetZDir() * 0.1f;
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+ delta += (freeAxis.Delta.x + freeAxis.Delta.y) * Vector3.one * 0.1f;
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}
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protected override void Draw()
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@@ -119,10 +119,10 @@ namespace BansheeEditor
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HandleDrawing.SetColor(Color.White);
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//// Rotate it so it always faces the camera, and move it forward a bit to always render in front
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- Vector3 bottomLeft = -Vector3.xAxis * 0.3f - Vector3.yAxis * 0.3f;
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- Vector3 topLeft = -Vector3.xAxis * 0.3f + Vector3.yAxis * 0.3f;
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- Vector3 topRight = Vector3.xAxis * 0.3f + Vector3.yAxis * 0.3f;
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- Vector3 bottomRight = Vector3.xAxis * 0.3f - Vector3.yAxis * 0.3f;
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+ Vector3 bottomLeft = -Vector3.xAxis * 0.2f - Vector3.yAxis * 0.2f;
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+ Vector3 topLeft = -Vector3.xAxis * 0.2f + Vector3.yAxis * 0.2f;
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+ Vector3 topRight = Vector3.xAxis * 0.2f + Vector3.yAxis * 0.2f;
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+ Vector3 bottomRight = Vector3.xAxis * 0.2f - Vector3.yAxis * 0.2f;
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Vector3 offset = Vector3.zAxis*0.1f;
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