# CubeGizmo

使用CubeGizmo,我们可以在游戏场景中绘制一个有基础光照的立方体

# 方法

函数 功能
center 立方体的初始坐标
size 立方体的缩放尺度
WorldMatrix 线段世界矩阵的访问器
setTintColor 设定立方体的颜色
resetGizmo 重置立方体的属性
addRenderCamera 明确指定某个相机需要绘制该Gizmo
deleRenderCamera 明确某个相机不需要绘制该Gizmo
clearRenderCameraSet 标记所有相机均不绘制该Gizmo

# 示例

import engine from "engine";
export default class ExampleClass extends engine.Script{
    
   public cubeGizmo;

    public onAwake(){
        var center = engine.Vector3.ZERO;
        var size = engine.Vector3.createFromNumber(2, 2, 2);
        this.cubeGizmo = engine.Gizmos.createCubeGizmo(center, size);
        
        // 基础色调整为蓝色
        this.cubeGizmo.setTintColor(0.0, 0, 1.0);

        // 将圆旋转之后平移
        var translate: engine.Vector3 =  Vector3.createFromNumber(1, 0, 0);
        var rotate: engine.Matrix4 = engine.Matrix4.xRotate(Math.PI * 0.5);
        var tempWorldMatrix = Matrix4.composeTRS(translate, rotate, scale);
        this.cubeGizmo.WorldMatrix = tempWorldMatrix;
    }

    public onDisable(){
        engine.Gizmos.removeGizmo(this.cubeGizmo);
    }

}