Esempio n. 1
0
        public static CSGMesh Combine(Vector3 offset, IDictionary<CSGNode, CSGMesh> brushMeshes)
        {
            var planeLookup = new Dictionary<Plane, short>();
            var vertexLookup = new Dictionary<Vector3, short>();

            var planes = new List<Plane>();
            var polygons = new List<Polygon>();
            var edges = new List<HalfEdge>();
            var vertices = new List<Vector3>();

            var bounds = new AABB();

            bounds.Clear();
            int edgeIndex = 0;
            int polygonIndex = 0;
            foreach (var item in brushMeshes)
            {
                var node = item.Key;
                var translation = Vector3.Subtract(node.Translation, offset);
                var mesh = item.Value;
                foreach (var edge in mesh.Edges)
                {
                    short vertexIndex;
                    var vertex = Vector3.Add(mesh.Vertices[edge.VertexIndex], translation);
                    if (!vertexLookup.TryGetValue(vertex, out vertexIndex))
                    {
                        vertexIndex = (short)vertices.Count;
                        vertices.Add(vertex);
                        vertexLookup.Add(vertex, vertexIndex);
                    }

                    var newEdge = new HalfEdge();
                    newEdge.VertexIndex = vertexIndex;
                    newEdge.NextIndex = (short)(edge.NextIndex + edgeIndex);
                    newEdge.TwinIndex = (short)(edge.TwinIndex + edgeIndex);
                    newEdge.PolygonIndex = (short)(edge.PolygonIndex + polygonIndex);

                    edges.Add(newEdge);
                }

                foreach (var polygon in mesh.Polygons)
                {
                    if (polygon.FirstIndex == -1)
                        continue;
                    short planeIndex;
                    var plane = mesh.Planes[polygon.PlaneIndex];
                    if (!planeLookup.TryGetValue(plane, out planeIndex))
                    {
                        planeIndex = (short)planes.Count;
                        planes.Add(plane);
                        planeLookup.Add(plane, planeIndex);
                    }

                    var newPolygon = new Polygon();
                    newPolygon.PlaneIndex = planeIndex;
                    newPolygon.FirstIndex = (short)(polygon.FirstIndex + edgeIndex);
                    newPolygon.Category = polygon.Category;
                    newPolygon.Visible = polygon.Visible;
                    newPolygon.Bounds.Set(polygon.Bounds, translation);

                    polygons.Add(newPolygon);

                    if (newPolygon.Visible)
                    {
                        var first = edges[newPolygon.FirstIndex];
                        var iterator = first;
                        do
                        {
                            bounds.Add(vertices[iterator.VertexIndex]);
                            iterator = edges[iterator.NextIndex];
                        } while (iterator != first);
                    }
                }
                edgeIndex = edges.Count;
                polygonIndex = polygons.Count;
            }
            return new CSGMesh(planes.ToArray(), polygons, edges, vertices, bounds);
        }
Esempio n. 2
0
        public static CSGMesh CreateFromPlanes(Plane[] brushPlanes)
        {
            var planes = new Plane[brushPlanes.Length];
            for (int i = 0; i < brushPlanes.Length; i++)
            {
                var plane = brushPlanes[i];
                planes[i] = new Plane(plane.A, plane.B, plane.C, plane.D);
            }

            var pointIntersections = new List<PointIntersection>(planes.Length * planes.Length);
            var intersectingPlanes = new List<short>();
            var vertices = new List<Vector3>();
            var edges = new List<HalfEdge>();

            // Find all point intersections where 3 (or more planes) intersect
            for (short planeIndex1 = 0; planeIndex1 < planes.Length - 2; planeIndex1++)
            {
                var plane1 = planes[planeIndex1];
                for (short planeIndex2 = (short)(planeIndex1 + 1); planeIndex2 < planes.Length - 1; planeIndex2++)
                {
                    var plane2 = planes[planeIndex2];
                    for (short planeIndex3 = (short)(planeIndex2 + 1); planeIndex3 < planes.Length; planeIndex3++)
                    {
                        var plane3 = planes[planeIndex3];

                        // Calculate the intersection
                        var vertex = Plane.Intersection(plane1, plane2, plane3);

                        // Check if the intersection is valid
                        if (float.IsNaN(vertex.X) || float.IsNaN(vertex.Y) || float.IsNaN(vertex.Z) ||
                            float.IsInfinity(vertex.X) || float.IsInfinity(vertex.Y) || float.IsInfinity(vertex.Z))
                            continue;

                        intersectingPlanes.Clear();
                        intersectingPlanes.Add(planeIndex1);
                        intersectingPlanes.Add(planeIndex2);
                        intersectingPlanes.Add(planeIndex3);

                        for (short planeIndex4 = 0; planeIndex4 < planes.Length; planeIndex4++)
                        {
                            if (planeIndex4 == planeIndex1 ||
                                planeIndex4 == planeIndex2 ||
                                planeIndex4 == planeIndex3)
                                continue;

                            var plane4 = planes[planeIndex4];
                            var side = plane4.OnSide(vertex);
                            if (side == PlaneSideResult.Intersects)
                            {
                                if (planeIndex4 < planeIndex3)
                                    // Already found this vertex
                                    goto SkipIntersection;

                                // We've found another plane which goes trough our found intersection point
                                intersectingPlanes.Add(planeIndex4);
                            }
                            else
                                if (side == PlaneSideResult.Outside)
                                    // Intersection is outside of brush
                                    goto SkipIntersection;
                        }

                        var vertexIndex = (short)vertices.Count;
                        vertices.Add(vertex);

                        // Add intersection point to our list
                        pointIntersections.Add(new PointIntersection(vertexIndex, intersectingPlanes));

                    SkipIntersection:
                        ;
                    }
                }
            }

            var foundPlanes = new short[2];
            // Find all our intersection edges which are formed by a pair of planes
            // (this could probably be done inside the previous loop)
            for (int i = 0; i < pointIntersections.Count; i++)
            {
                var pointIntersectionA = pointIntersections[i];
                for (int j = i + 1; j < pointIntersections.Count; j++)
                {
                    var pointIntersectionB = pointIntersections[j];
                    var planesIndicesA = pointIntersectionA.PlaneIndices;
                    var planesIndicesB = pointIntersectionB.PlaneIndices;

                    short foundPlaneIndex = 0;
                    foreach (var currentPlaneIndex in planesIndicesA)
                    {
                        if (!planesIndicesB.Contains(currentPlaneIndex))
                            continue;

                        foundPlanes[foundPlaneIndex] = currentPlaneIndex;
                        foundPlaneIndex++;

                        if (foundPlaneIndex == 2)
                            break;
                    }

                    // If foundPlaneIndex is 0 or 1 then either this combination does not exist,
                    // or only goes trough one point
                    if (foundPlaneIndex < 2)
                        continue;

                    // Create our found intersection edge
                    var halfEdgeA = new HalfEdge();
                    var halfEdgeAIndex = (short)edges.Count;
                    edges.Add(halfEdgeA);

                    var halfEdgeB = new HalfEdge();
                    var halfEdgeBIndex = (short)edges.Count;
                    edges.Add(halfEdgeB);

                    halfEdgeA.TwinIndex = halfEdgeBIndex;
                    halfEdgeB.TwinIndex = halfEdgeAIndex;

                    halfEdgeA.VertexIndex = pointIntersectionA.VertexIndex;
                    halfEdgeB.VertexIndex = pointIntersectionB.VertexIndex;

                    // Add it to our points
                    pointIntersectionA.Edges.Add(new EdgeIntersection(
                                                        halfEdgeA,
                                                        foundPlanes[0],
                                                        foundPlanes[1]));
                    pointIntersectionB.Edges.Add(new EdgeIntersection(
                                                        halfEdgeB,
                                                        foundPlanes[0],
                                                        foundPlanes[1]));
                }
            }

            var polygons = new List<Polygon>();
            for (short i = 0; i < (short)planes.Length; i++)
            {
                var polygon = new Polygon();
                polygon.PlaneIndex = i;
                polygons.Add(polygon);
            }

            var bounds = new AABB();
            var direction = new Vector3();
            for (int i = pointIntersections.Count - 1; i >= 0; i--)
            {
                var pointIntersection = pointIntersections[i];
                var pointEdges = pointIntersection.Edges;

                // Make sure that we have at least 2 edges ...
                // This may happen when a plane only intersects at a single edge.
                if (pointEdges.Count <= 2)
                {
                    pointIntersections.RemoveAt(i);
                    continue;
                }

                var vertexIndex = pointIntersection.VertexIndex;
                var vertex = vertices[vertexIndex];

                for (int j = 0; j < pointEdges.Count - 1; j++)
                {
                    var edge1 = pointEdges[j];
                    for (int k = j + 1; k < pointEdges.Count; k++)
                    {
                        var edge2 = pointEdges[k];

                        int planeIndex1 = -1;
                        int planeIndex2 = -1;

                        // Determine if and which of our 2 planes are identical
                        if (edge1.PlaneIndices[0] == edge2.PlaneIndices[0]) { planeIndex1 = 0; planeIndex2 = 0; }
                        else
                            if (edge1.PlaneIndices[0] == edge2.PlaneIndices[1]) { planeIndex1 = 0; planeIndex2 = 1; }
                            else
                                if (edge1.PlaneIndices[1] == edge2.PlaneIndices[0]) { planeIndex1 = 1; planeIndex2 = 0; }
                                else
                                    if (edge1.PlaneIndices[1] == edge2.PlaneIndices[1]) { planeIndex1 = 1; planeIndex2 = 1; }
                                    else
                                        continue;

                        HalfEdge ingoing;
                        HalfEdge outgoing;
                        short outgoingIndex;

                        var shared_plane = planes[edge1.PlaneIndices[planeIndex1]];
                        var edge1_plane = planes[edge1.PlaneIndices[1 - planeIndex1]];
                        var edge2_plane = planes[edge2.PlaneIndices[1 - planeIndex2]];

                        direction = Vector3.CrossProduct(shared_plane.Normal, edge1_plane.Normal);

                        // Determine the orientation of our two edges to determine
                        // which edge is in-going, and which one is out-going
                        if (Vector3.DotProduct(direction, edge2_plane.Normal) < 0)
                        {
                            ingoing = edge2.Edge;
                            outgoingIndex = edge1.Edge.TwinIndex;
                            outgoing = edges[outgoingIndex];
                        }
                        else
                        {
                            ingoing = edge1.Edge;
                            outgoingIndex = edge2.Edge.TwinIndex;
                            outgoing = edges[outgoingIndex];
                        }

                        // Link the out-going half-edge to the in-going half-edge
                        ingoing.NextIndex = outgoingIndex;

                        // Add reference to polygon to half-edge, and make sure our
                        // polygon has a reference to a half-edge
                        // Since a half-edge, in this case, serves as a circular
                        // linked list this just works.
                        var polygonIndex = edge1.PlaneIndices[planeIndex1];

                        ingoing.PolygonIndex = polygonIndex;
                        outgoing.PolygonIndex = polygonIndex;

                        var polygon = polygons[polygonIndex];
                        polygon.FirstIndex = outgoingIndex;
                        polygon.Bounds.Add(vertex);
                    }
                }

                // Add the intersection point to the area of our bounding box
                bounds.Add(vertex);
            }

            return new CSGMesh(planes, polygons, edges, vertices, bounds);
        }
Esempio n. 3
0
        // Combines multiple meshes into one
        #region Combine
        public static CSGMesh Combine(Vector3 offset, IDictionary <CSGNode, CSGMesh> brushMeshes)
        {
            var planeLookup  = new Dictionary <Plane, short>();
            var vertexLookup = new Dictionary <Vector3, short>();

            var planes   = new List <Plane>();
            var polygons = new List <Polygon>();
            var edges    = new List <HalfEdge>();
            var vertices = new List <Vector3>();

            var bounds = new AABB();

            bounds.Clear();
            int edgeIndex    = 0;
            int polygonIndex = 0;

            foreach (var item in brushMeshes)
            {
                var node        = item.Key;
                var translation = Vector3.Subtract(node.Translation, offset);
                var mesh        = item.Value;
                foreach (var edge in mesh.Edges)
                {
                    short vertexIndex;
                    var   vertex = Vector3.Add(mesh.Vertices[edge.VertexIndex], translation);
                    if (!vertexLookup.TryGetValue(vertex, out vertexIndex))
                    {
                        vertexIndex = (short)vertices.Count;
                        vertices.Add(vertex);
                        vertexLookup.Add(vertex, vertexIndex);
                    }

                    var newEdge = new HalfEdge();
                    newEdge.VertexIndex  = vertexIndex;
                    newEdge.NextIndex    = (short)(edge.NextIndex + edgeIndex);
                    newEdge.TwinIndex    = (short)(edge.TwinIndex + edgeIndex);
                    newEdge.PolygonIndex = (short)(edge.PolygonIndex + polygonIndex);

                    edges.Add(newEdge);
                }

                foreach (var polygon in mesh.Polygons)
                {
                    if (polygon.FirstIndex == -1)
                    {
                        continue;
                    }
                    short planeIndex;
                    var   plane = mesh.Planes[polygon.PlaneIndex];
                    if (!planeLookup.TryGetValue(plane, out planeIndex))
                    {
                        planeIndex = (short)planes.Count;
                        planes.Add(plane);
                        planeLookup.Add(plane, planeIndex);
                    }

                    var newPolygon = new Polygon();
                    newPolygon.PlaneIndex = planeIndex;
                    newPolygon.FirstIndex = (short)(polygon.FirstIndex + edgeIndex);
                    newPolygon.Category   = polygon.Category;
                    newPolygon.Visible    = polygon.Visible;
                    newPolygon.Bounds.Set(polygon.Bounds, translation);

                    polygons.Add(newPolygon);

                    if (newPolygon.Visible)
                    {
                        var first    = edges[newPolygon.FirstIndex];
                        var iterator = first;
                        do
                        {
                            bounds.Add(vertices[iterator.VertexIndex]);
                            iterator = edges[iterator.NextIndex];
                        } while (iterator != first);
                    }
                }
                edgeIndex    = edges.Count;
                polygonIndex = polygons.Count;
            }
            return(new CSGMesh(planes.ToArray(), polygons, edges, vertices, bounds));
        }
Esempio n. 4
0
        public static CSGMesh CreateFromPlanes(Plane[] brushPlanes)
        {
            var planes = new Plane[brushPlanes.Length];

            for (int i = 0; i < brushPlanes.Length; i++)
            {
                var plane = brushPlanes[i];
                planes[i] = new Plane(plane.A, plane.B, plane.C, plane.D);
            }

            var pointIntersections = new List <PointIntersection>(planes.Length * planes.Length);
            var intersectingPlanes = new List <short>();
            var vertices           = new List <Vector3>();
            var edges = new List <HalfEdge>();

            // Find all point intersections where 3 (or more planes) intersect
            for (short planeIndex1 = 0; planeIndex1 < planes.Length - 2; planeIndex1++)
            {
                var plane1 = planes[planeIndex1];
                for (short planeIndex2 = (short)(planeIndex1 + 1); planeIndex2 < planes.Length - 1; planeIndex2++)
                {
                    var plane2 = planes[planeIndex2];
                    for (short planeIndex3 = (short)(planeIndex2 + 1); planeIndex3 < planes.Length; planeIndex3++)
                    {
                        var plane3 = planes[planeIndex3];

                        // Calculate the intersection
                        var vertex = Plane.Intersection(plane1, plane2, plane3);

                        // Check if the intersection is valid
                        if (float.IsNaN(vertex.X) || float.IsNaN(vertex.Y) || float.IsNaN(vertex.Z) ||
                            float.IsInfinity(vertex.X) || float.IsInfinity(vertex.Y) || float.IsInfinity(vertex.Z))
                        {
                            continue;
                        }

                        intersectingPlanes.Clear();
                        intersectingPlanes.Add(planeIndex1);
                        intersectingPlanes.Add(planeIndex2);
                        intersectingPlanes.Add(planeIndex3);

                        for (short planeIndex4 = 0; planeIndex4 < planes.Length; planeIndex4++)
                        {
                            if (planeIndex4 == planeIndex1 ||
                                planeIndex4 == planeIndex2 ||
                                planeIndex4 == planeIndex3)
                            {
                                continue;
                            }

                            var plane4 = planes[planeIndex4];
                            var side   = plane4.OnSide(vertex);
                            if (side == PlaneSideResult.Intersects)
                            {
                                if (planeIndex4 < planeIndex3)
                                {
                                    // Already found this vertex
                                    goto SkipIntersection;
                                }

                                // We've found another plane which goes trough our found intersection point
                                intersectingPlanes.Add(planeIndex4);
                            }
                            else
                            if (side == PlaneSideResult.Outside)
                            {
                                // Intersection is outside of brush
                                goto SkipIntersection;
                            }
                        }

                        var vertexIndex = (short)vertices.Count;
                        vertices.Add(vertex);

                        // Add intersection point to our list
                        pointIntersections.Add(new PointIntersection(vertexIndex, intersectingPlanes));

SkipIntersection:
                        ;
                    }
                }
            }

            var foundPlanes = new short[2];

            // Find all our intersection edges which are formed by a pair of planes
            // (this could probably be done inside the previous loop)
            for (int i = 0; i < pointIntersections.Count; i++)
            {
                var pointIntersectionA = pointIntersections[i];
                for (int j = i + 1; j < pointIntersections.Count; j++)
                {
                    var pointIntersectionB = pointIntersections[j];
                    var planesIndicesA     = pointIntersectionA.PlaneIndices;
                    var planesIndicesB     = pointIntersectionB.PlaneIndices;

                    short foundPlaneIndex = 0;
                    foreach (var currentPlaneIndex in planesIndicesA)
                    {
                        if (!planesIndicesB.Contains(currentPlaneIndex))
                        {
                            continue;
                        }

                        foundPlanes[foundPlaneIndex] = currentPlaneIndex;
                        foundPlaneIndex++;

                        if (foundPlaneIndex == 2)
                        {
                            break;
                        }
                    }

                    // If foundPlaneIndex is 0 or 1 then either this combination does not exist,
                    // or only goes trough one point
                    if (foundPlaneIndex < 2)
                    {
                        continue;
                    }

                    // Create our found intersection edge
                    var halfEdgeA      = new HalfEdge();
                    var halfEdgeAIndex = (short)edges.Count;
                    edges.Add(halfEdgeA);

                    var halfEdgeB      = new HalfEdge();
                    var halfEdgeBIndex = (short)edges.Count;
                    edges.Add(halfEdgeB);

                    halfEdgeA.TwinIndex = halfEdgeBIndex;
                    halfEdgeB.TwinIndex = halfEdgeAIndex;

                    halfEdgeA.VertexIndex = pointIntersectionA.VertexIndex;
                    halfEdgeB.VertexIndex = pointIntersectionB.VertexIndex;

                    // Add it to our points
                    pointIntersectionA.Edges.Add(new EdgeIntersection(
                                                     halfEdgeA,
                                                     foundPlanes[0],
                                                     foundPlanes[1]));
                    pointIntersectionB.Edges.Add(new EdgeIntersection(
                                                     halfEdgeB,
                                                     foundPlanes[0],
                                                     foundPlanes[1]));
                }
            }


            var polygons = new List <Polygon>();

            for (short i = 0; i < (short)planes.Length; i++)
            {
                var polygon = new Polygon();
                polygon.PlaneIndex = i;
                polygons.Add(polygon);
            }

            var bounds    = new AABB();
            var direction = new Vector3();

            for (int i = pointIntersections.Count - 1; i >= 0; i--)
            {
                var pointIntersection = pointIntersections[i];
                var pointEdges        = pointIntersection.Edges;

                // Make sure that we have at least 2 edges ...
                // This may happen when a plane only intersects at a single edge.
                if (pointEdges.Count <= 2)
                {
                    pointIntersections.RemoveAt(i);
                    continue;
                }

                var vertexIndex = pointIntersection.VertexIndex;
                var vertex      = vertices[vertexIndex];

                for (int j = 0; j < pointEdges.Count - 1; j++)
                {
                    var edge1 = pointEdges[j];
                    for (int k = j + 1; k < pointEdges.Count; k++)
                    {
                        var edge2 = pointEdges[k];

                        int planeIndex1 = -1;
                        int planeIndex2 = -1;

                        // Determine if and which of our 2 planes are identical
                        if (edge1.PlaneIndices[0] == edge2.PlaneIndices[0])
                        {
                            planeIndex1 = 0; planeIndex2 = 0;
                        }
                        else
                        if (edge1.PlaneIndices[0] == edge2.PlaneIndices[1])
                        {
                            planeIndex1 = 0; planeIndex2 = 1;
                        }
                        else
                        if (edge1.PlaneIndices[1] == edge2.PlaneIndices[0])
                        {
                            planeIndex1 = 1; planeIndex2 = 0;
                        }
                        else
                        if (edge1.PlaneIndices[1] == edge2.PlaneIndices[1])
                        {
                            planeIndex1 = 1; planeIndex2 = 1;
                        }
                        else
                        {
                            continue;
                        }

                        HalfEdge ingoing;
                        HalfEdge outgoing;
                        short    outgoingIndex;

                        var shared_plane = planes[edge1.PlaneIndices[planeIndex1]];
                        var edge1_plane  = planes[edge1.PlaneIndices[1 - planeIndex1]];
                        var edge2_plane  = planes[edge2.PlaneIndices[1 - planeIndex2]];

                        direction = Vector3.CrossProduct(shared_plane.Normal, edge1_plane.Normal);

                        // Determine the orientation of our two edges to determine
                        // which edge is in-going, and which one is out-going
                        if (Vector3.DotProduct(direction, edge2_plane.Normal) < 0)
                        {
                            ingoing       = edge2.Edge;
                            outgoingIndex = edge1.Edge.TwinIndex;
                            outgoing      = edges[outgoingIndex];
                        }
                        else
                        {
                            ingoing       = edge1.Edge;
                            outgoingIndex = edge2.Edge.TwinIndex;
                            outgoing      = edges[outgoingIndex];
                        }


                        // Link the out-going half-edge to the in-going half-edge
                        ingoing.NextIndex = outgoingIndex;


                        // Add reference to polygon to half-edge, and make sure our
                        // polygon has a reference to a half-edge
                        // Since a half-edge, in this case, serves as a circular
                        // linked list this just works.
                        var polygonIndex = edge1.PlaneIndices[planeIndex1];

                        ingoing.PolygonIndex  = polygonIndex;
                        outgoing.PolygonIndex = polygonIndex;

                        var polygon = polygons[polygonIndex];
                        polygon.FirstIndex = outgoingIndex;
                        polygon.Bounds.Add(vertex);
                    }
                }

                // Add the intersection point to the area of our bounding box
                bounds.Add(vertex);
            }

            return(new CSGMesh(planes, polygons, edges, vertices, bounds));
        }
Esempio n. 5
0
        public bool ValidateDrop(SceneView sceneView)
        {
            if (!sceneView)
            {
                return(false);
            }

            Reset();
            if (DragAndDrop.objectReferences == null ||
                DragAndDrop.objectReferences.Length == 0)
            {
                dragGameObjects = null;
                return(false);
            }

            dragGameObjects = new List <GameObject>();
            containsModel   = false;
            foreach (var obj in DragAndDrop.objectReferences)
            {
                var gameObject = obj as GameObject;
                if (gameObject == null)
                {
                    continue;
                }

                if (gameObject.GetComponent <CSGNode>() == null)
                {
                    continue;
                }

                if (gameObject.GetComponentsInChildren <CSGBrush>() == null)
                {
                    continue;
                }

                if (!CSGPrefabUtility.IsPrefabAsset(gameObject))
                {
                    continue;
                }

                dragGameObjects.Add(gameObject);
                containsModel = containsModel || (gameObject.GetComponent <CSGModel>() != null);
            }
            if (dragGameObjects.Count != 1)
            {
                dragGameObjects = null;
                return(false);
            }

            var dragGameObjectBounds = new AABB();

            dragGameObjectBounds.Reset();
            foreach (var gameObject in dragGameObjects)
            {
                var brushes = gameObject.GetComponentsInChildren <CSGBrush>();
                if (brushes.Length == 0)
                {
                    continue;
                }
                dragGameObjectBounds.Add(BoundsUtilities.GetLocalBounds(brushes, gameObject.transform.worldToLocalMatrix));
            }

            if (!dragGameObjectBounds.Valid)
            {
                dragGameObjectBounds.Extend(MathConstants.zeroVector3);
            }

            projectedBounds = new Vector3[8];
            BoundsUtilities.GetBoundsCornerPoints(dragGameObjectBounds, projectedBounds);
            haveNoParent = false;
            return(true);
        }
        public override bool ValidateDrop(bool inSceneView)
        {
            if (!inSceneView)
            {
                return(false);
            }

            Reset();
            if (DragAndDrop.objectReferences == null ||
                DragAndDrop.objectReferences.Length == 0)
            {
                dragGameObjects = null;
                return(false);
            }

            dragGameObjects = new List <GameObject>();
            containsModel   = false;
            foreach (var obj in DragAndDrop.objectReferences)
            {
                var gameObject = obj as GameObject;
                if (gameObject == null)
                {
                    continue;
                }

                if (gameObject.GetComponentInChildren <CSGBrush>() == null)
                {
                    continue;
                }

                if (PrefabUtility.GetPrefabType(gameObject) == PrefabType.None)
                {
                    continue;
                }

                if (PrefabUtility.GetPrefabParent(gameObject) == null &&
                    PrefabUtility.GetPrefabObject(gameObject) != null)
                {
                    dragGameObjects.Add(gameObject);
                }

                containsModel = containsModel || (gameObject.GetComponent <CSGModel>() != null);
            }
            if (dragGameObjects.Count != 1)
            {
                dragGameObjects = null;
                return(false);
            }

            var dragGameObjectBounds = new AABB();

            dragGameObjectBounds.Reset();
            foreach (var gameObject in dragGameObjects)
            {
                var brushes = gameObject.GetComponentsInChildren <CSGBrush>();
                if (brushes.Length == 0)
                {
                    continue;
                }
                dragGameObjectBounds.Add(BoundsUtilities.GetLocalBounds(brushes, gameObject.transform.worldToLocalMatrix));
            }

            if (!dragGameObjectBounds.Valid)
            {
                dragGameObjectBounds.Extend(MathConstants.zeroVector3);
            }

            projectedBounds = new Vector3[8];
            BoundsUtilities.GetBoundsCornerPoints(dragGameObjectBounds, projectedBounds);

            /*
             * var upPlane = new Plane(MathConstants.upVector3, MathConstants.zeroVector3);
             * for (int i = 7; i >= 0; i--)
             * {
             *      projectedBounds[i] = upPlane.Project(projectedBounds[i]);
             *      for (int j = i+1; j < projectedBounds.Length; j++)
             *      {
             *              if (projectedBounds[i] == projectedBounds[j])
             *              {
             *                      ArrayUtility.RemoveAt(ref projectedBounds, j);
             *                      break;
             *              }
             *      }
             * }*/

            haveNoParent = false;
            return(true);
        }