/// <summary> /// Creates a brush under the CSG Model with the specified attributes. /// </summary> /// <returns>The created game object.</returns> /// <param name="brushType">Brush type.</param> /// <param name="localPosition">Local position of the brush's transform</param> /// <param name="localSize">Local bounds size of the brush (Optional, defaults to 2,2,2).</param> /// <param name="localRotation">Local rotation of the brush (Optional, defaults to identity quaternion).</param> /// <param name="material">Material to apply to all faces, (Optional, defaults to null for default material).</param> /// <param name="csgMode">Whether the brush is additive or subtractive (Optional, defaults to additive).</param> /// <param name="brushName">Name for the game object (Optional, defaults to "AppliedBrush").</param> public GameObject CreateBrush(PrimitiveBrushType brushType, Vector3 localPosition, Vector3 localSize = default(Vector3), Quaternion localRotation = default(Quaternion), Material material = null, CSGMode csgMode = CSGMode.Add, string brushName = null) { GameObject brushObject; if (!string.IsNullOrEmpty(brushName)) { brushObject = new GameObject(brushName); } else { brushObject = new GameObject(""); } brushObject.transform.localScale = this.transform.lossyScale; brushObject.transform.parent = this.transform; brushObject.transform.localPosition = localPosition; if (localRotation != default(Quaternion)) { brushObject.transform.localRotation = localRotation; } PrimitiveBrush primitiveBrush = brushObject.AddComponent <PrimitiveBrush>(); primitiveBrush.BrushType = brushType; primitiveBrush.Mode = csgMode; primitiveBrush.ResetPolygons(); if (localSize != default(Vector3) && localSize != new Vector3(2, 2, 2)) { BrushUtility.Resize(primitiveBrush, localSize); } else { // Resize automatically invalidates a brush with changed polygons set, if no resize took place we still need to make sure it happens primitiveBrush.Invalidate(true); } if (material != null) { SurfaceUtility.SetAllPolygonsMaterials(primitiveBrush, material); } return(brushObject); }
/// <summary> /// Creates a brush under the CSG Model with the specified attributes. /// </summary> /// <returns>The created game object.</returns> /// <param name="brushType">Brush type.</param> /// <param name="localPosition">Local position of the brush's transform</param> /// <param name="localSize">Local bounds size of the brush (Optional, defaults to 2,2,2).</param> /// <param name="localRotation">Local rotation of the brush (Optional, defaults to identity quaternion).</param> /// <param name="material">Material to apply to all faces, (Optional, defaults to null for default material).</param> /// <param name="csgMode">Whether the brush is additive or subtractive (Optional, defaults to additive).</param> /// <param name="brushName">Name for the game object (Optional, defaults to "AppliedBrush").</param> public GameObject CreateBrush(PrimitiveBrushType brushType, Vector3 localPosition, Vector3 localSize = default(Vector3), Quaternion localRotation = default(Quaternion), Material material = null, CSGMode csgMode = CSGMode.Add, string brushName = null) { GameObject brushObject; if (!string.IsNullOrEmpty(brushName)) { brushObject = new GameObject(brushName); } else { brushObject = new GameObject("AppliedBrush"); } brushObject.transform.parent = this.transform; brushObject.transform.localPosition = localPosition; if (localRotation != default(Quaternion)) { brushObject.transform.localRotation = localRotation; } PrimitiveBrush primitiveBrush = brushObject.AddComponent <PrimitiveBrush>(); primitiveBrush.BrushType = brushType; primitiveBrush.Mode = csgMode; primitiveBrush.ResetPolygons(); if (localSize != default(Vector3) && localSize != new Vector3(2, 2, 2)) { BrushUtility.Resize(primitiveBrush, localSize); // primitiveBrush.Invalidate(true); } if (material != null) { SurfaceUtility.SetAllPolygonsMaterials(primitiveBrush, material); } return(brushObject); }