Esempio n. 1
0
        public void Update()
        {
            if (!Input.GetMouseButtonUp(0) || Input.GetKey(KeyCode.LeftAlt) || !FaceCheck(Input.mousePosition) || !currentSelection.IsValid())
            {
                return;
            }
            if (!currentSelection.Equals(previousSelection))
            {
                previousSelection = new pb_Selection(currentSelection.pb, currentSelection.face);
                RefreshSelectedFacePreview();
                return;
            }
            Vector3 vector = pb_Math.Normal(currentSelection.pb.vertices.ValuesWithIndices(currentSelection.face.distinctIndices));

            if (Input.GetKey(KeyCode.LeftShift))
            {
                currentSelection.pb.TranslateVertices(currentSelection.face.distinctIndices, vector.normalized * -0.5f);
            }
            else
            {
                currentSelection.pb.TranslateVertices(currentSelection.face.distinctIndices, vector.normalized * 0.5f);
            }
            currentSelection.pb.Refresh();
            RefreshSelectedFacePreview();
        }
Esempio n. 2
0
    /**
     *	\brief The 'meat' of the operation.  This listens for a click event, then checks for a positive
     *	face selection.  If the click has hit a pb_Object, select it.
     */
    public void Update()
    {
        if (Input.GetMouseButtonUp(0) && !Input.GetKey(KeyCode.LeftAlt))
        {
            if (FaceCheck(Input.mousePosition))
            {
                if (currentSelection.IsValid())
                {
                    // Check if this face has been previously selected, and if so, move the face.
                    // Otherwise, just accept this click as a selection.
                    if (!currentSelection.Equals(previousSelection))
                    {
                        previousSelection = new pb_Selection(currentSelection.pb, currentSelection.face);
                        RefreshSelectedFacePreview();
                        return;
                    }

                    Vector3 nrml = pb_Math.PlaneNormal(
                        currentSelection.pb.VerticesInWorldSpace(currentSelection.face));

                    if (Input.GetKey(KeyCode.LeftShift))
                    {
                        currentSelection.pb.TranslateVertices(
                            currentSelection.face.distinctIndices, nrml.normalized * -.5f);
                    }
                    else
                    {
                        currentSelection.pb.TranslateVertices(
                            currentSelection.face.distinctIndices, nrml.normalized * .5f);
                    }

                    // this create the selected face preview
                    RefreshSelectedFacePreview();
                }
            }
        }
    }
Esempio n. 3
0
    /**
     *	\brief The 'meat' of the operation.  This listens for a click event, then checks for a positive
     *	face selection.  If the click has hit a pb_Object, select it.
     */
    public void Update()
    {
        if (Input.GetMouseButtonUp(0) && !Input.GetKey(KeyCode.LeftAlt))
        {
            if (FaceCheck(Input.mousePosition))
            {
                if (currentSelection.IsValid())
                {
                    // Check if this face has been previously selected, and if so, move the face.
                    // Otherwise, just accept this click as a selection.
                    if (!currentSelection.Equals(previousSelection))
                    {
                        previousSelection = new pb_Selection(currentSelection.pb, currentSelection.face);
                        RefreshSelectedFacePreview();
                        return;
                    }

                    Vector3 localNormal = pb_Math.Normal(currentSelection.pb.GetVertices(currentSelection.face.distinctIndices));
                    Vector3 nrml        = currentSelection.pb.transform.TransformDirection(localNormal);

                    if (Input.GetKey(KeyCode.LeftShift))
                    {
                        currentSelection.pb.TranslateVertices(currentSelection.face.distinctIndices, nrml.normalized * -.5f);
                    }
                    else
                    {
                        currentSelection.pb.TranslateVertices(currentSelection.face.distinctIndices, nrml.normalized * .5f);
                    }

                    currentSelection.pb.Refresh();                      // Refresh will update the Collision mesh volume, face UVs as applicatble, and normal information.

                    // this create the selected face preview
                    RefreshSelectedFacePreview();
                }
            }
        }
    }