protected override void register_parameters() { unionButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "UnionButton", on_union); differenceButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DifferenceButton", on_difference); intersectButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "IntersectButton", on_intersection); simpleCellSize = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f)); simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true); gridCellCount = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048)); gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true); gridCellSize = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f)); gridCellSizeRow = this.gameObject.FindChildByName("GridCellSizeParam", true); meshCellCount = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048)); meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true); meshCellSize = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f)); meshCellSizeRow = this.gameObject.FindChildByName("MeshCellSizeParam", true); minComponentSize = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f)); minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true); replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input"); basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle); TabOrder.Add(basicButton.gameObject); // always starts w/ union? UnityUIUtil.SetColors(unionButton, Colorf.LightGreen, Colorf.DimGrey); }
protected override void register_parameters() { offsetDistance = base.RegisterFloatInput("DistanceInput", "distance", new Interval1d(-500, 500)); simpleCellSize = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f)); simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true); gridCellCount = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048)); gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true); gridCellSize = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f)); gridCellSizeRow = this.gameObject.FindChildByName("GridCellSizeParam", true); meshCellCount = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048)); meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true); meshCellSize = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f)); meshCellSizeRow = this.gameObject.FindChildByName("MeshCellSizeParam", true); minComponentSize = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f)); minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true); replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input"); basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle); TabOrder.Add(basicButton.gameObject); }
protected override void register_parameters() { wallthickness = base.RegisterFloatInput("WallThicknessInput", "wall_thickness", new Interval1d(0.0001f, 9999f)); simpleCellSize = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f)); simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true); gridCellCount = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048)); gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true); gridCellSize = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f)); gridCellSizeRow = this.gameObject.FindChildByName("GridCellSizeParam", true); meshCellCount = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048)); meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true); meshCellSize = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f)); meshCellSizeRow = this.gameObject.FindChildByName("MeshCellSizeParam", true); minComponentSize = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f)); minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true); enableInfill = base.RegisterToggle("EnableInfillToggle", "add_infill"); infillThickness = base.RegisterFloatInput("InfillThicknessInput", "infill_thickness", new Interval1d(1.0f, 500.0f)); infillThicknessRow = this.gameObject.FindChildByName("InfillThicknessParam", true); infillSpacing = base.RegisterFloatInput("InfillSpacingInput", "infill_spacing", new Interval1d(1.0f, 500.0f)); infillSpacingRow = this.gameObject.FindChildByName("InfillSpacingParam", true); showInputObjects = base.RegisterToggle("ShowOriginalToggle", "show_original"); replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input"); basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle); TabOrder.Add(basicButton.gameObject); update_basic_expert_visibility(); }
protected override void register_parameters() { shellType = base.RegisterDropDown("ShellTypeDropDown", "shell_type", new List <string>() { "Voxel", "Extrusion" }, new List <int>() { (int)MeshShellTool.ShellTypes.DistanceField, (int)MeshShellTool.ShellTypes.Extrusion }); directionType = base.RegisterDropDown("ShellDirectionDropDown", "shell_direction", new List <string>() { "Inset", "Outset", "Symmetric" }, new List <int>() { (int)MeshShellTool.ShellDirections.Inner, (int)MeshShellTool.ShellDirections.Outer, (int)MeshShellTool.ShellDirections.Symmetric, }); shellThickness = base.RegisterFloatInput("ShellThicknessInput", "shell_thickness", new Interval1d(0.0001f, 9999f)); simpleCellSize = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f)); simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true); gridCellCount = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048)); gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true); gridCellSize = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f)); gridCellSizeRow = this.gameObject.FindChildByName("GridCellSizeParam", true); meshCellCount = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048)); meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true); meshCellSize = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f)); meshCellSizeRow = this.gameObject.FindChildByName("MeshCellSizeParam", true); minComponentSize = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f)); minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true); showInputObjects = base.RegisterToggle("ShowOriginalToggle", "show_original"); replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input"); basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle); TabOrder.Add(basicButton.gameObject); update_basic_expert_visibility(); }
protected override void register_parameters() { closingMode = base.RegisterDropDown("ClosingTypeDropDown", "closing_type", new List <string>() { "Robust", "Precise", "Fast" }, new List <int>() { (int)GenerateClosedMeshTool.ClosingTypes.WindingNumberGrid, (int)GenerateClosedMeshTool.ClosingTypes.WindingNumberAnalytic, (int)GenerateClosedMeshTool.ClosingTypes.LevelSet }); simpleCellSize = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f)); simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true); gridCellCount = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048)); gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true); gridCellSize = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f)); gridCellSizeRow = this.gameObject.FindChildByName("GridCellSizeParam", true); meshCellCount = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048)); meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true); meshCellSize = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f)); meshCellSizeRow = this.gameObject.FindChildByName("MeshCellSizeParam", true); minComponentSize = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f)); minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true); offsetDistance = base.RegisterFloatInput("OffsetDistanceInput", "offset_distance", new Interval1d(-500, 500)); windingIso = base.RegisterFloatInput("WindingIsoInput", "winding_inflate", new Interval1d(0.01, 0.99)); replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input"); basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle); TabOrder.Add(basicButton.gameObject); }
protected override void register_parameters() { operationMode = base.RegisterDropDown("OpTypeDropDown", "op_type", new List <string>() { "Expand", "Contract", "Erode", "Fill" }, new List <int>() { (int)MeshMorphologyTool.OperationTypes.Dilate, (int)MeshMorphologyTool.OperationTypes.Contract, (int)MeshMorphologyTool.OperationTypes.Open, (int)MeshMorphologyTool.OperationTypes.Close }); offsetDistance = base.RegisterFloatInput("DistanceInput", "distance", new Interval1d(-500, 500)); simpleCellSize = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f)); simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true); gridCellCount = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048)); gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true); gridCellSize = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f)); gridCellSizeRow = this.gameObject.FindChildByName("GridCellSizeParam", true); meshCellCount = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048)); meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true); meshCellSize = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f)); meshCellSizeRow = this.gameObject.FindChildByName("MeshCellSizeParam", true); minComponentSize = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f)); minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true); replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input"); basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle); TabOrder.Add(basicButton.gameObject); }