/// <summary>
        /// Grow faces to include any face touching the perimeter edges.
        /// </summary>
        /// <param name="mesh">The source mesh.</param>
        /// <param name="faces">The faces to grow out from.</param>
        /// <param name="maxAngleDiff">If provided, adjacent faces must have a normal that is within maxAngleDiff (in degrees) difference of the perimeter face.</param>
        /// <returns>The original faces selection, plus any new faces added as a result the grow operation.</returns>
        public static HashSet <Face> GrowSelection(ProBuilderMesh mesh, IEnumerable <Face> faces, float maxAngleDiff = -1f)
        {
            List <WingedEdge> wings       = WingedEdge.GetWingedEdges(mesh, true);
            HashSet <Face>    source      = new HashSet <Face>(faces);
            HashSet <Face>    neighboring = new HashSet <Face>();

            Vector3 srcNormal  = Vector3.zero;
            bool    checkAngle = maxAngleDiff > 0f;

            for (int i = 0; i < wings.Count; i++)
            {
                if (!source.Contains(wings[i].face))
                {
                    continue;
                }

                if (checkAngle)
                {
                    srcNormal = Math.Normal(mesh, wings[i].face);
                }

                using (var it = new WingedEdgeEnumerator(wings[i]))
                {
                    while (it.MoveNext())
                    {
                        var w = it.Current;

                        if (w.opposite != null && !source.Contains(w.opposite.face))
                        {
                            if (checkAngle)
                            {
                                Vector3 oppNormal = Math.Normal(mesh, w.opposite.face);

                                if (Vector3.Angle(srcNormal, oppNormal) < maxAngleDiff)
                                {
                                    neighboring.Add(w.opposite.face);
                                }
                            }
                            else
                            {
                                neighboring.Add(w.opposite.face);
                            }
                        }
                    }
                }
            }

            return(neighboring);
        }
        static void CollectAdjacentFaces(WingedEdge wing, HashSet <Face> filter, List <Face> group)
        {
            if (!filter.Add(wing.face))
            {
                return;
            }

            group.Add(wing.face);

            var enumerator = new WingedEdgeEnumerator(wing);

            while (enumerator.MoveNext())
            {
                var opposite = enumerator.Current.opposite;
                if (opposite == null)
                {
                    continue;
                }
                CollectAdjacentFaces(opposite, filter, group);
            }
        }
        static Face GetBestQuadConnection(WingedEdge wing, Dictionary <EdgeLookup, float> connections)
        {
            float score = 0f;
            Face  face  = null;

            using (var it = new WingedEdgeEnumerator(wing))
            {
                while (it.MoveNext())
                {
                    var border = it.Current;

                    float s = 0f;

                    if (connections.TryGetValue(border.edge, out s) && s > score)
                    {
                        score = connections[border.edge];
                        face  = border.opposite.face;
                    }
                }
            }

            return(face);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Apply a bevel to a set of edges.
        /// </summary>
        /// <param name="mesh">Target mesh.</param>
        /// <param name="edges">A set of edges to apply bevelling to.</param>
        /// <param name="amount">A value from 0 (bevel not at all) to 1 (bevel entire face).</param>
        /// <returns>The new faces created to form the bevel.</returns>
        public static List <Face> BevelEdges(ProBuilderMesh mesh, IList <Edge> edges, float amount)
        {
            if (mesh == null)
            {
                throw new ArgumentNullException("mesh");
            }

            Dictionary <int, int>  lookup      = mesh.sharedVertexLookup;
            List <Vertex>          vertices    = new List <Vertex>(mesh.GetVertices());
            List <EdgeLookup>      m_edges     = EdgeLookup.GetEdgeLookup(edges, lookup).Distinct().ToList();
            List <WingedEdge>      wings       = WingedEdge.GetWingedEdges(mesh);
            List <FaceRebuildData> appendFaces = new List <FaceRebuildData>();

            Dictionary <Face, List <int> > ignore = new Dictionary <Face, List <int> >();
            HashSet <int> slide   = new HashSet <int>();
            int           beveled = 0;

            Dictionary <int, List <SimpleTuple <FaceRebuildData, List <int> > > > holes = new Dictionary <int, List <SimpleTuple <FaceRebuildData, List <int> > > >();

            // test every edge that will be moved along to make sure the bevel distance is appropriate.  if it's not, adjust the max bevel amount
            // to suit.
            Dictionary <int, List <WingedEdge> > spokes = WingedEdge.GetSpokes(wings);
            HashSet <int> tested_common = new HashSet <int>();

            foreach (EdgeLookup e in m_edges)
            {
                if (tested_common.Add(e.common.a))
                {
                    foreach (WingedEdge w in spokes[e.common.a])
                    {
                        Edge le = w.edge.local;
                        amount = Mathf.Min(Vector3.Distance(vertices[le.a].position, vertices[le.b].position) - .001f, amount);
                    }
                }

                if (tested_common.Add(e.common.b))
                {
                    foreach (WingedEdge w in spokes[e.common.b])
                    {
                        Edge le = w.edge.local;
                        amount = Mathf.Min(Vector3.Distance(vertices[le.a].position, vertices[le.b].position) - .001f, amount);
                    }
                }
            }

            if (amount < .001f)
            {
                Log.Info("Bevel Distance > Available Surface");
                return(null);
            }

            // iterate selected edges and move each leading edge back along it's direction
            // storing information about adjacent faces in the process
            foreach (EdgeLookup lup in m_edges)
            {
                WingedEdge we = wings.FirstOrDefault(x => x.edge.Equals(lup));

                if (we == null || we.opposite == null)
                {
                    continue;
                }

                beveled++;

                ignore.AddOrAppend(we.face, we.edge.common.a);
                ignore.AddOrAppend(we.face, we.edge.common.b);
                ignore.AddOrAppend(we.opposite.face, we.edge.common.a);
                ignore.AddOrAppend(we.opposite.face, we.edge.common.b);

                // after initial slides go back and split indirect triangles at the intersecting index into two vertices
                slide.Add(we.edge.common.a);
                slide.Add(we.edge.common.b);

                SlideEdge(vertices, we, amount);
                SlideEdge(vertices, we.opposite, amount);

                appendFaces.AddRange(GetBridgeFaces(vertices, we, we.opposite, holes));
            }

            if (beveled < 1)
            {
                Log.Info("Cannot Bevel Open Edges");
                return(null);
            }

            // grab the "createdFaces" array now so that the selection returned is just the bridged faces
            // then add holes later
            var createdFaces = new List <Face>(appendFaces.Select(x => x.face));

            Dictionary <Face, List <SimpleTuple <WingedEdge, int> > > sorted = new Dictionary <Face, List <SimpleTuple <WingedEdge, int> > >();

            // sort the adjacent but affected faces into winged edge groups where each group contains a set of
            // unique winged edges pointing to the same face
            foreach (int c in slide)
            {
                IEnumerable <WingedEdge> matches = wings.Where(x => x.edge.common.Contains(c) && !(ignore.ContainsKey(x.face) && ignore[x.face].Contains(c)));

                HashSet <Face> used = new HashSet <Face>();

                foreach (WingedEdge match in matches)
                {
                    if (!used.Add(match.face))
                    {
                        continue;
                    }

                    sorted.AddOrAppend(match.face, new SimpleTuple <WingedEdge, int>(match, c));
                }
            }

            // now go through those sorted faces and apply the vertex exploding, keeping track of any holes created
            foreach (KeyValuePair <Face, List <SimpleTuple <WingedEdge, int> > > kvp in sorted)
            {
                // common index & list of vertices it was split into
                Dictionary <int, List <int> > appended;

                FaceRebuildData f = VertexEditing.ExplodeVertex(vertices, kvp.Value, amount, out appended);

                if (f == null)
                {
                    continue;
                }

                appendFaces.Add(f);

                foreach (var apv in appended)
                {
                    // organize holes by new face so that later we can compare the winding of the new face to the hole face
                    // holes are sorted by key: common index value: face, vertex list
                    holes.AddOrAppend(apv.Key, new SimpleTuple <FaceRebuildData, List <int> >(f, apv.Value));
                }
            }

            FaceRebuildData.Apply(appendFaces, mesh, vertices);
            int removed = mesh.DeleteFaces(sorted.Keys).Length;

            mesh.sharedTextures = new SharedVertex[0];
            mesh.sharedVertices = SharedVertex.GetSharedVerticesWithPositions(mesh.positionsInternal);

            // @todo don't rebuild indexes, keep 'em cached
            SharedVertex[] sharedIndexes = mesh.sharedVerticesInternal;
            lookup = mesh.sharedVertexLookup;
            List <HashSet <int> > holesCommonIndexes = new List <HashSet <int> >();

            // offset the indexes of holes and cull any potential holes that are less than 3 indexes (not a hole :)
            foreach (KeyValuePair <int, List <SimpleTuple <FaceRebuildData, List <int> > > > hole in holes)
            {
                // less than 3 indexes in hole path; ain't a hole
                if (hole.Value.Sum(x => x.item2.Count) < 3)
                {
                    continue;
                }

                HashSet <int> holeCommon = new HashSet <int>();

                foreach (SimpleTuple <FaceRebuildData, List <int> > path in hole.Value)
                {
                    int offset = path.item1.Offset() - removed;

                    for (int i = 0; i < path.item2.Count; i++)
                    {
                        holeCommon.Add(lookup[path.item2[i] + offset]);
                    }
                }

                holesCommonIndexes.Add(holeCommon);
            }

            List <WingedEdge> modified = WingedEdge.GetWingedEdges(mesh, appendFaces.Select(x => x.face));

            // now go through the holes and create faces for them
            vertices = new List <Vertex>(mesh.GetVertices());

            List <FaceRebuildData> holeFaces = new List <FaceRebuildData>();

            foreach (HashSet <int> h in holesCommonIndexes)
            {
                // even if a set of hole indexes made it past the initial culling, the distinct part
                // may have reduced the index count
                if (h.Count < 3)
                {
                    continue;
                }
                // skip sorting the path if it's just a triangle
                if (h.Count < 4)
                {
                    List <Vertex> v = new List <Vertex>(mesh.GetVertices(h.Select(x => sharedIndexes[x][0]).ToList()));
                    holeFaces.Add(AppendElements.FaceWithVertices(v));
                }
                // if this hole has > 3 indexes, it needs a tent pole triangulation, which requires sorting into the perimeter order
                else
                {
                    List <int>    holePath = WingedEdge.SortCommonIndexesByAdjacency(modified, h);
                    List <Vertex> v        = new List <Vertex>(mesh.GetVertices(holePath.Select(x => sharedIndexes[x][0]).ToList()));
                    holeFaces.AddRange(AppendElements.TentCapWithVertices(v));
                }
            }

            FaceRebuildData.Apply(holeFaces, mesh, vertices);
            mesh.sharedVertices = SharedVertex.GetSharedVerticesWithPositions(mesh.positionsInternal);

            // go through new faces and conform hole normals
            // get a hash of just the adjacent and bridge faces
            // HashSet<pb_Face> adjacent = new HashSet<pb_Face>(appendFaces.Select(x => x.face));
            // and also just the filled holes
            HashSet <Face> newHoles = new HashSet <Face>(holeFaces.Select(x => x.face));

            // now append filled holes to the full list of added faces
            appendFaces.AddRange(holeFaces);

            List <WingedEdge> allNewFaceEdges = WingedEdge.GetWingedEdges(mesh, appendFaces.Select(x => x.face));

            for (int i = 0; i < allNewFaceEdges.Count && newHoles.Count > 0; i++)
            {
                WingedEdge wing = allNewFaceEdges[i];

                if (newHoles.Contains(wing.face))
                {
                    newHoles.Remove(wing.face);

                    // find first edge whose opposite face isn't a filled hole* then
                    // conform normal by that.
                    // *or is a filled hole but has already been conformed
                    using (var it = new WingedEdgeEnumerator(wing))
                    {
                        while (it.MoveNext())
                        {
                            var w = it.Current;

                            if (!newHoles.Contains(w.opposite.face))
                            {
                                w.face.submeshIndex = w.opposite.face.submeshIndex;
                                w.face.uv           = new AutoUnwrapSettings(w.opposite.face.uv);
                                SurfaceTopology.ConformOppositeNormal(w.opposite);
                                break;
                            }
                        }
                    }
                }
            }

            mesh.ToMesh();

            return(createdFaces);
        }
Ejemplo n.º 5
0
        public override void FillHoles()
        {
            int filled = 0;

            foreach (ProBuilderMesh mesh in m_edgeSelection.Meshes)
            {
                //MeshSelection selection = new MeshSelection();
                //selection.SelectedEdges.Add(mesh, m_edgeSelection.GetEdges(mesh));
                //selection.EdgesToVertices(false);

                HashSet <int> indexes = new HashSet <int>();
                for (int i = 0; i < mesh.vertexCount; ++i)
                {
                    indexes.Add(i);
                }
                List <List <Edge> > holes = PBElementSelection.FindHoles(mesh, indexes);

                mesh.ToMesh();

                List <WingedEdge> wings         = WingedEdge.GetWingedEdges(mesh);
                HashSet <Face>    appendedFaces = new HashSet <Face>();

                // const bool wholePath = false;

                foreach (List <Edge> hole in holes)
                {
                    List <int> holeIndexes;
                    Face       face;

                    if (!hole.All(e => m_edgeSelection.IsSelected(mesh, e)))
                    {
                        continue;
                    }

                    //if (wholePath)
                    //{
                    //    // if selecting whole path and in edge mode, make sure the path contains
                    //    // at least one complete edge from the selection.
                    //    if (!hole.Any(x => common.Contains(x.edge.common.a) &&
                    //            common.Contains(x.edge.common.b)))
                    //        continue;

                    //    holeIndexes = hole.Select(x => x.edge.local.a).ToList();
                    //    face = AppendElements.CreatePolygon(mesh, holeIndexes, false);
                    //}
                    //else
                    {
                        //IEnumerable<WingedEdge> selected = hole.Where(x => common.Contains(x.edge.common.a));
                        //holeIndexes = selected.Select(x => x.edge.local.a).ToList();

                        //holeIndexes = hole.Select(x => x.edge.local.a).ToList();
                        //face = AppendElements.CreatePolygon(mesh, holeIndexes, true);

                        holeIndexes = hole.Select(x => x.a).ToList();
                        face        = AppendElements.CreatePolygon(mesh, holeIndexes, true);
                    }

                    if (face != null)
                    {
                        filled++;
                        appendedFaces.Add(face);
                    }
                }

                mesh.SetSelectedFaces(appendedFaces);

                wings = WingedEdge.GetWingedEdges(mesh);

                // make sure the appended faces match the first adjacent face found
                // both in winding and face properties
                foreach (var appendedFace in appendedFaces)
                {
                    var wing = wings.FirstOrDefault(x => x.face == appendedFace);

                    if (wing == null)
                    {
                        continue;
                    }

                    using (var it = new WingedEdgeEnumerator(wing))
                    {
                        while (it.MoveNext())
                        {
                            if (it.Current == null)
                            {
                                continue;
                            }

                            var currentWing  = it.Current;
                            var oppositeFace = it.Current.opposite != null ? it.Current.opposite.face : null;

                            if (oppositeFace != null && !appendedFaces.Contains(oppositeFace))
                            {
                                currentWing.face.submeshIndex = oppositeFace.submeshIndex;
                                currentWing.face.uv           = new AutoUnwrapSettings(oppositeFace.uv);
                                PBSurfaceTopology.ConformOppositeNormal(currentWing.opposite);
                                break;
                            }
                        }
                    }
                }

                mesh.ToMesh();
                mesh.Refresh();
                //mesh.Optimize();
            }
        }
        public static List <Face> ToQuads(this ProBuilderMesh mesh, IList <Face> faces, bool smoothing = true)
        {
            HashSet <Face> processed = new HashSet <Face>();

            List <WingedEdge> wings = WingedEdge.GetWingedEdges(mesh, faces, true);

            // build a lookup of the strength of edge connections between triangle faces
            Dictionary <EdgeLookup, float> connections = new Dictionary <EdgeLookup, float>();

            for (int i = 0; i < wings.Count; i++)
            {
                using (var it = new WingedEdgeEnumerator(wings[i]))
                {
                    while (it.MoveNext())
                    {
                        var border = it.Current;

                        if (border.opposite != null && !connections.ContainsKey(border.edge))
                        {
                            float score = mesh.GetQuadScore(border, border.opposite);
                            connections.Add(border.edge, score);
                        }
                    }
                }
            }

            List <SimpleTuple <Face, Face> > quads = new List <SimpleTuple <Face, Face> >();

            // move through each face and find it's best quad neighbor
            foreach (WingedEdge face in wings)
            {
                if (!processed.Add(face.face))
                {
                    continue;
                }

                float bestScore = 0f;
                Face  buddy     = null;

                using (var it = new WingedEdgeEnumerator(face))
                {
                    while (it.MoveNext())
                    {
                        var border = it.Current;

                        if (border.opposite != null && processed.Contains(border.opposite.face))
                        {
                            continue;
                        }

                        float borderScore;

                        // only add it if the opposite face's best score is also this face
                        if (connections.TryGetValue(border.edge, out borderScore) &&
                            borderScore > bestScore &&
                            face.face == GetBestQuadConnection(border.opposite, connections))
                        {
                            bestScore = borderScore;
                            buddy     = border.opposite.face;
                        }
                    }
                }

                if (buddy != null)
                {
                    processed.Add(buddy);
                    quads.Add(new SimpleTuple <Face, Face>(face.face, buddy));
                }
            }

            // don't collapse coincident vertices if smoothing is enabled, we need the original normals intact
            return(MergeElements.MergePairs(mesh, quads, smoothing));
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Import mesh data from a GameObject's MeshFilter.sharedMesh and MeshRenderer.sharedMaterials.
        /// </summary>
        /// <param name="originalMesh">The UnityEngine.Mesh to extract attributes from.</param>
        /// <param name="materials">The materials array corresponding to the originalMesh submeshes.</param>
        /// <param name="importSettings">Optional settings parameter defines import customization properties.</param>
        /// <exception cref="NotSupportedException">Import only supports triangle and quad mesh topologies.</exception>
        public void Import(MeshImportSettings importSettings = null)
        {
            if (importSettings == null)
            {
                importSettings = k_DefaultImportSettings;
            }

            // When importing the mesh is always split into triangles with no vertices shared
            // between faces. In a later step co-incident vertices are collapsed (eg, before
            // leaving the Import function).
            Vertex[]      sourceVertices = m_SourceMesh.GetVertices();
            List <Vertex> splitVertices  = new List <Vertex>();
            List <Face>   faces          = new List <Face>();

            // Fill in Faces array with just the position indexes. In the next step we'll
            // figure out smoothing groups & merging
            int vertexIndex   = 0;
            int materialCount = m_SourceMaterials != null ? m_SourceMaterials.Length : 0;

            for (int submeshIndex = 0; submeshIndex < m_SourceMesh.subMeshCount; submeshIndex++)
            {
                switch (m_SourceMesh.GetTopology(submeshIndex))
                {
                case MeshTopology.Triangles:
                {
                    int[] indexes = m_SourceMesh.GetIndices(submeshIndex);

                    for (int tri = 0; tri < indexes.Length; tri += 3)
                    {
                        faces.Add(new Face(
                                      new int[] { vertexIndex, vertexIndex + 1, vertexIndex + 2 },
                                      Math.Clamp(submeshIndex, 0, materialCount - 1),
                                      AutoUnwrapSettings.tile,
                                      Smoothing.smoothingGroupNone,
                                      -1,
                                      -1,
                                      true));

                        splitVertices.Add(sourceVertices[indexes[tri]]);
                        splitVertices.Add(sourceVertices[indexes[tri + 1]]);
                        splitVertices.Add(sourceVertices[indexes[tri + 2]]);

                        vertexIndex += 3;
                    }
                }
                break;

                case MeshTopology.Quads:
                {
                    int[] indexes = m_SourceMesh.GetIndices(submeshIndex);

                    for (int quad = 0; quad < indexes.Length; quad += 4)
                    {
                        faces.Add(new Face(new int[]
                            {
                                vertexIndex, vertexIndex + 1, vertexIndex + 2,
                                vertexIndex + 2, vertexIndex + 3, vertexIndex + 0
                            },
                                           Math.Clamp(submeshIndex, 0, materialCount - 1),
                                           AutoUnwrapSettings.tile,
                                           Smoothing.smoothingGroupNone,
                                           -1,
                                           -1,
                                           true));

                        splitVertices.Add(sourceVertices[indexes[quad]]);
                        splitVertices.Add(sourceVertices[indexes[quad + 1]]);
                        splitVertices.Add(sourceVertices[indexes[quad + 2]]);
                        splitVertices.Add(sourceVertices[indexes[quad + 3]]);

                        vertexIndex += 4;
                    }
                }
                break;

                default:
                    throw new NotSupportedException("ProBuilder only supports importing triangle and quad meshes.");
                }
            }

            m_Vertices = splitVertices.ToArray();

            m_Destination.Clear();
            m_Destination.SetVertices(m_Vertices);
            m_Destination.faces          = faces;
            m_Destination.sharedVertices = SharedVertex.GetSharedVerticesWithPositions(m_Destination.positionsInternal);
            m_Destination.sharedTextures = new SharedVertex[0];

            HashSet <Face> processed = new HashSet <Face>();

            if (importSettings.quads)
            {
                List <WingedEdge> wings = WingedEdge.GetWingedEdges(m_Destination, m_Destination.facesInternal, true);

                // build a lookup of the strength of edge connections between triangle faces
                Dictionary <EdgeLookup, float> connections = new Dictionary <EdgeLookup, float>();

                for (int i = 0; i < wings.Count; i++)
                {
                    using (var it = new WingedEdgeEnumerator(wings[i]))
                    {
                        while (it.MoveNext())
                        {
                            var border = it.Current;

                            if (border.opposite != null && !connections.ContainsKey(border.edge))
                            {
                                float score = GetQuadScore(border, border.opposite);
                                connections.Add(border.edge, score);
                            }
                        }
                    }
                }

                List <SimpleTuple <Face, Face> > quads = new List <SimpleTuple <Face, Face> >();

                // move through each face and find it's best quad neighbor
                foreach (WingedEdge face in wings)
                {
                    if (!processed.Add(face.face))
                    {
                        continue;
                    }

                    float bestScore = 0f;
                    Face  buddy     = null;

                    using (var it = new WingedEdgeEnumerator(face))
                    {
                        while (it.MoveNext())
                        {
                            var border = it.Current;

                            if (border.opposite != null && processed.Contains(border.opposite.face))
                            {
                                continue;
                            }

                            float borderScore;

                            // only add it if the opposite face's best score is also this face
                            if (connections.TryGetValue(border.edge, out borderScore) &&
                                borderScore > bestScore &&
                                face.face == GetBestQuadConnection(border.opposite, connections))
                            {
                                bestScore = borderScore;
                                buddy     = border.opposite.face;
                            }
                        }
                    }

                    if (buddy != null)
                    {
                        processed.Add(buddy);
                        quads.Add(new SimpleTuple <Face, Face>(face.face, buddy));
                    }
                }

                // don't collapse coincident vertices if smoothing is enabled, we need the original normals intact
                MergeElements.MergePairs(m_Destination, quads, !importSettings.smoothing);
            }

            if (importSettings.smoothing)
            {
                Smoothing.ApplySmoothingGroups(m_Destination, m_Destination.facesInternal, importSettings.smoothingAngle, m_Vertices.Select(x => x.normal).ToArray());
                // After smoothing has been applied go back and weld coincident vertices created by MergePairs.
                MergeElements.CollapseCoincidentVertices(m_Destination, m_Destination.facesInternal);
            }
        }
Ejemplo n.º 8
0
        protected override ActionResult PerformActionImplementation()
        {
            if (MeshSelection.selectedObjectCount < 1)
            {
                return(ActionResult.NoSelection);
            }

            UndoUtility.RecordSelection("Fill Hole");

            ActionResult res       = new ActionResult(ActionResult.Status.NoChange, "No Holes Found");
            int          filled    = 0;
            bool         wholePath = m_SelectEntirePath;

            foreach (ProBuilderMesh mesh in MeshSelection.topInternal)
            {
                bool selectAll            = mesh.selectedIndexesInternal == null || mesh.selectedIndexesInternal.Length < 1;
                IEnumerable <int> indexes = selectAll ? mesh.facesInternal.SelectMany(x => x.indexes) : mesh.selectedIndexesInternal;

                mesh.ToMesh();

                List <WingedEdge>         wings  = WingedEdge.GetWingedEdges(mesh);
                HashSet <int>             common = mesh.GetSharedVertexHandles(indexes);
                List <List <WingedEdge> > holes  = ElementSelection.FindHoles(wings, common);

                HashSet <Face> appendedFaces = new HashSet <Face>();

                foreach (List <WingedEdge> hole in holes)
                {
                    List <int> holeIndexes;
                    Face       face;

                    if (wholePath)
                    {
                        // if selecting whole path and in edge mode, make sure the path contains
                        // at least one complete edge from the selection.
                        if (ProBuilderEditor.selectMode == SelectMode.Edge &&
                            !hole.Any(x => common.Contains(x.edge.common.a) &&
                                      common.Contains(x.edge.common.b)))
                        {
                            continue;
                        }

                        holeIndexes = hole.Select(x => x.edge.local.a).ToList();
                        face        = AppendElements.CreatePolygon(mesh, holeIndexes, false);
                    }
                    else
                    {
                        IEnumerable <WingedEdge> selected = hole.Where(x => common.Contains(x.edge.common.a));
                        holeIndexes = selected.Select(x => x.edge.local.a).ToList();
                        face        = AppendElements.CreatePolygon(mesh, holeIndexes, true);
                    }

                    if (face != null)
                    {
                        filled++;
                        appendedFaces.Add(face);
                    }
                }

                mesh.SetSelectedFaces(appendedFaces);

                wings = WingedEdge.GetWingedEdges(mesh);

                // make sure the appended faces match the first adjacent face found
                // both in winding and face properties
                foreach (var appendedFace in appendedFaces)
                {
                    var wing = wings.FirstOrDefault(x => x.face == appendedFace);

                    if (wing == null)
                    {
                        continue;
                    }

                    using (var it = new WingedEdgeEnumerator(wing))
                    {
                        while (it.MoveNext())
                        {
                            if (it.Current == null)
                            {
                                continue;
                            }

                            var currentWing  = it.Current;
                            var oppositeFace = it.Current.opposite != null ? it.Current.opposite.face : null;

                            if (oppositeFace != null && !appendedFaces.Contains(oppositeFace))
                            {
                                currentWing.face.submeshIndex = oppositeFace.submeshIndex;
                                currentWing.face.uv           = new AutoUnwrapSettings(oppositeFace.uv);
                                SurfaceTopology.ConformOppositeNormal(currentWing.opposite);
                                break;
                            }
                        }
                    }
                }

                mesh.ToMesh();
                mesh.Refresh();
                mesh.Optimize();
            }

            ProBuilderEditor.Refresh();

            if (filled > 0)
            {
                res = new ActionResult(ActionResult.Status.Success, filled > 1 ? string.Format("Filled {0} Holes", filled) : "Fill Hole");
            }
            return(res);
        }