Esempio n. 1
0
 public void RebuildSelectedVertexIndexByVertexIndex()
 {
     selectedVertexIndexByVertexIndex.Clear();
     for (int i = 0; i < selectedVertices.Count; i++)
     {
         SelectedVertex selectedVertex = selectedVertices[i];
         selectedVertexIndexByVertexIndex.Add(selectedVertex.index, i);
     }
 }
Esempio n. 2
0
        public string SelectedVerticesString()
        {
            List <string> result = new List <string>();

            for (int i = 0; i < selectedVertices.Count; i++)
            {
                SelectedVertex x = selectedVertices[i];
                result.Add("(i=" + i + ",index:" + x.index + ",ID:" + x.vertex.instance.GetInstanceID().ToString() + ")");
            }
            return(string.Join(",", result.ToArray()));
        }
Esempio n. 3
0
 public void DeleteSelectedVertices()
 {
     //Debug.Log("DeleteSelectedVertices before selectedVertices.Count=" + selectedVertices.Count + ",selectedVertices="+ SelectedVerticesString());
     while (selectedVertices.Count > 0)
     {
         SelectedVertex selectedVertex = selectedVertices[0];
         //Debug.Log("DeleteSelectedVertices index="+selectedVertex.index+",ID=" + selectedVertex.vertex.instance.GetInstanceID());
         selectedVertex.vertex.instance.GetComponent <VertexController>().RemoveVertex();
     }
     //Debug.Log("DeleteSelectedVertices after selectedVertices.Count=" + selectedVertices.Count);
     selectedVertexIndexByVertexIndex.Clear();
 }
Esempio n. 4
0
 public void RemovedVerticesManagerVertexAtIndex(int index)
 {
     selectedVertexIndexByVertexIndex.Clear();
     for (int i = 0; i < selectedVertices.Count; i++)
     {
         SelectedVertex selectedVertex = selectedVertices[i];
         if (selectedVertex.index > index)
         {
             //Debug.Log("RemovedVerticesManagerVertexAtIndex minus minus index=" + index + ",i="+i+",selectedVertex.index=" + selectedVertex.index);
             selectedVertex.index--;
         }
         //Debug.Log("RemovedVerticesManagerVertexAtIndex Adding index=" + index + ",i=" + i + ",selectedVertex.index=" + selectedVertex.index);
         selectedVertexIndexByVertexIndex.Add(selectedVertex.index, i);
     }
 }
Esempio n. 5
0
        public void DeselectVertex(GameObject vertexInstance)
        {
            SelectedVertex selectedVertex = SelectedVertexByInstance(vertexInstance);

            if (selectedVertex == null)
            {
                return;                         // not selected
            }
            //Debug.Log("UnSelectVertex selectVertex.index=" + selectedVertex.index + ",selectedVertexIndexByVertexIndex[selectedVertex.index]=" + selectedVertexIndexByVertexIndex[selectedVertex.index]);
            int  selectedVertexIndex = selectedVertexIndexByVertexIndex[selectedVertex.index];
            bool isLastItem          = selectedVertexIndex == selectedVertices.Count - 1;

            selectedVertices.Remove(selectedVertex);
            selectedVertexIndexByVertexIndex.Remove(selectedVertex.index);
            if (!isLastItem)
            {
                RebuildSelectedVertexIndexByVertexIndex();
            }
            vertexInstance.GetComponent <VertexController>().SetStickySelected(false);
            ClearSelectedTriangles();
            StickySelectTriangles();
        }
Esempio n. 6
0
        public void SelectVertex(GameObject vertexInstance)
        {
            SelectedVertex selectedVertex = SelectedVertexByInstance(vertexInstance);

            if (selectedVertex != null)
            {
                return;                         // already selected
            }
            selectedVertex       = new SelectedVertex();
            selectedVertex.index = mesh.vertices.IndexOfInstance(vertexInstance);
            if (selectedVertex.index == -1)
            {
                Debug.Log("SelectVertex index=-1, vertexInstance.GetInstanceID=" + vertexInstance.GetInstanceID() + ",position=" + vertexInstance.GetComponent <VertexController>().lastPosition);
                return;
            }
            selectedVertex.vertex = mesh.vertices.vertices[selectedVertex.index];
            selectedVertices.Add(selectedVertex);
            selectedVertexIndexByVertexIndex.Add(selectedVertex.index, selectedVertices.Count - 1);
            //Debug.Log("SelectVertex selectedVertex.index=" + selectedVertex.index + ",selectedVertices.Count-1=" + (selectedVertices.Count - 1));
            vertexInstance.GetComponent <VertexController>().SetStickySelected(true);
            selectedTriangles.Clear();
            StickySelectTriangles();
        }