static void FacesToMesh() { for (int i = 0; i < Selection.gameObjects.Length; ++i) { GameObject go = Selection.gameObjects[i]; CSGObject obj = go.GetComponent <CSGObject>(); if (obj) { obj.TransferFacesToMesh(); } } }
// Use this for initialization public override void OnInspectorGUI() { CSGObject obj = (CSGObject)target; GUILayout.BeginHorizontal(); if (GUILayout.Button("Intersect")) { // find game objects (TODO: check if they are touching us) Object[] others = FindObjectsOfType(typeof(GameObject)); GameObject[] gos = new GameObject[others.Length]; int i = 0; foreach (GameObject gameObj in others) { gos[i] = gameObj; ++i; } var gosCSG = gos.Select(Boolean.FromGameObjectToCSGObject).ToArray(); obj.PerformCSG(CsgOperation.ECsgOperation.CsgOper_Intersect, gosCSG); } if (GUILayout.Button("DeIntersect")) { // find game objects (TODO: check if they are touching us) Object[] others = FindObjectsOfType(typeof(GameObject)); GameObject[] gos = new GameObject[others.Length]; int i = 0; foreach (GameObject gameObj in others) { gos[i] = gameObj; ++i; } var gosCSG = gos.Select(Boolean.FromGameObjectToCSGObject).ToArray(); obj.PerformCSG(CsgOperation.ECsgOperation.CsgOper_DeIntersect, gosCSG); } GUILayout.Button("..."); GUILayout.EndHorizontal(); EditorGUILayout.BeginVertical(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Texturing"); obj.texMode = EditorGUILayout.Popup(obj.texMode, new string[] { "Original", "Planar Mapping" }); EditorGUILayout.EndHorizontal(); // add if (obj.texMode == CSGObject.TexMode_Planar) { // offset u EditorGUILayout.BeginHorizontal(); float newTexOffsetU = EditorGUILayout.FloatField("OffsetU", obj.globalTexOffsetU); if (obj.globalTexOffsetU != newTexOffsetU) { obj.globalTexOffsetU = newTexOffsetU; obj.TransferFacesToMesh(); } EditorGUILayout.EndHorizontal(); // offset v EditorGUILayout.BeginHorizontal(); float newTexOffsetV = EditorGUILayout.FloatField("OffsetV", obj.globalTexOffsetV); if (obj.globalTexOffsetV != newTexOffsetV) { obj.globalTexOffsetV = newTexOffsetV; obj.TransferFacesToMesh(); } EditorGUILayout.EndHorizontal(); // scale u EditorGUILayout.BeginHorizontal(); float newTexScaleU = EditorGUILayout.FloatField("ScaleU", obj.globalTexScaleU); newTexScaleU = Mathf.Clamp(newTexScaleU, 0.001f, 16.0f); if (obj.globalTexScaleU != newTexScaleU) { obj.globalTexScaleU = newTexScaleU; obj.TransferFacesToMesh(); } EditorGUILayout.EndHorizontal(); // scale v EditorGUILayout.BeginHorizontal(); float newTexScaleV = EditorGUILayout.FloatField("ScaleV", obj.globalTexScaleV); newTexScaleV = Mathf.Clamp(newTexScaleV, 0.001f, 16.0f); if (obj.globalTexScaleV != newTexScaleV) { obj.globalTexScaleV = newTexScaleV; obj.TransferFacesToMesh(); } EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndVertical(); }