/// <summary> /// /// </summary> /// <param name="selection"></param> /// <param name="maxWidth"></param> /// <returns>Returns true on GUI change detected.</returns> public static bool OnGUI(ProBuilderMesh[] selection, float width) { UpdateDiffDictionary(selection); s_ScrollPosition = EditorGUILayout.BeginScrollView(s_ScrollPosition); float tempFloat = 0f; EditorGUI.BeginChangeCheck(); /** * Set Tile mode */ GUILayout.Label("Tiling & Alignment", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); EditorGUI.showMixedValue = s_AutoUVSettingsDiff["fill"]; GUILayout.Label("Fill Mode", GUILayout.MaxWidth(80), GUILayout.MinWidth(80)); EditorGUI.BeginChangeCheck(); s_AutoUVSettings.fill = (AutoUnwrapSettings.Fill)EditorGUILayout.EnumPopup(s_AutoUVSettings.fill); if (EditorGUI.EndChangeCheck()) { SetFill(s_AutoUVSettings.fill, selection); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); bool enabled = GUI.enabled; GUI.enabled = !s_AutoUVSettings.useWorldSpace; EditorGUI.showMixedValue = s_AutoUVSettingsDiff["anchor"]; EditorGUI.BeginChangeCheck(); GUILayout.Label("Anchor", GUILayout.MaxWidth(80), GUILayout.MinWidth(80)); s_AutoUVSettings.anchor = (AutoUnwrapSettings.Anchor)EditorGUILayout.EnumPopup(s_AutoUVSettings.anchor); if (EditorGUI.EndChangeCheck()) { SetAnchor(s_AutoUVSettings.anchor, selection); } GUI.enabled = enabled; GUILayout.EndHorizontal(); GUI.backgroundColor = PreferenceKeys.proBuilderLightGray; UI.EditorGUIUtility.DrawSeparator(1); GUI.backgroundColor = Color.white; GUILayout.Label("Transform", EditorStyles.boldLabel); /** * Offset */ EditorGUI.showMixedValue = s_AutoUVSettingsDiff["offsetx"] || s_AutoUVSettingsDiff["offsety"]; var tempVec2 = s_AutoUVSettings.offset; UnityEngine.GUI.SetNextControlName("offset"); s_AutoUVSettings.offset = EditorGUILayout.Vector2Field("Offset", s_AutoUVSettings.offset, GUILayout.MaxWidth(width)); if (tempVec2.x != s_AutoUVSettings.offset.x) { SetOffset(s_AutoUVSettings.offset, Axis2D.X, selection); } if (tempVec2.y != s_AutoUVSettings.offset.y) { SetOffset(s_AutoUVSettings.offset, Axis2D.Y, selection); } /** * Rotation */ tempFloat = s_AutoUVSettings.rotation; EditorGUI.showMixedValue = s_AutoUVSettingsDiff["rotation"]; GUILayout.Label(new GUIContent("Rotation", "Rotation around the center of face UV bounds."), GUILayout.MaxWidth(width - 64)); UnityEngine.GUI.SetNextControlName("rotation"); EditorGUI.BeginChangeCheck(); tempFloat = EditorGUILayout.Slider(tempFloat, 0f, 360f, GUILayout.MaxWidth(width)); if (EditorGUI.EndChangeCheck()) { SetRotation(tempFloat, selection); } /** * Scale */ EditorGUI.showMixedValue = s_AutoUVSettingsDiff["scalex"] || s_AutoUVSettingsDiff["scaley"]; tempVec2 = s_AutoUVSettings.scale; GUI.SetNextControlName("scale"); EditorGUI.BeginChangeCheck(); s_AutoUVSettings.scale = EditorGUILayout.Vector2Field("Tiling", s_AutoUVSettings.scale, GUILayout.MaxWidth(width)); if (EditorGUI.EndChangeCheck()) { if (tempVec2.x != s_AutoUVSettings.scale.x) { SetScale(s_AutoUVSettings.scale, Axis2D.X, selection); } if (tempVec2.y != s_AutoUVSettings.scale.y) { SetScale(s_AutoUVSettings.scale, Axis2D.Y, selection); } } // Draw tiling shortcuts GUILayout.BeginHorizontal(); if (GUILayout.Button(".5", EditorStyles.miniButtonLeft)) { SetScale(Vector2.one * 2f, Axis2D.XY, selection); } if (GUILayout.Button("1", EditorStyles.miniButtonMid)) { SetScale(Vector2.one, Axis2D.XY, selection); } if (GUILayout.Button("2", EditorStyles.miniButtonMid)) { SetScale(Vector2.one * .5f, Axis2D.XY, selection); } if (GUILayout.Button("4", EditorStyles.miniButtonMid)) { SetScale(Vector2.one * .25f, Axis2D.XY, selection); } if (GUILayout.Button("8", EditorStyles.miniButtonMid)) { SetScale(Vector2.one * .125f, Axis2D.XY, selection); } if (GUILayout.Button("16", EditorStyles.miniButtonRight)) { SetScale(Vector2.one * .0625f, Axis2D.XY, selection); } GUILayout.EndHorizontal(); GUILayout.Space(4); UnityEngine.GUI.backgroundColor = PreferenceKeys.proBuilderLightGray; UI.EditorGUIUtility.DrawSeparator(1); UnityEngine.GUI.backgroundColor = Color.white; /** * Special */ GUILayout.Label("Special", EditorStyles.boldLabel); EditorGUI.showMixedValue = s_AutoUVSettingsDiff["useWorldSpace"]; EditorGUI.BeginChangeCheck(); s_AutoUVSettings.useWorldSpace = EditorGUILayout.Toggle("World Space", s_AutoUVSettings.useWorldSpace); if (EditorGUI.EndChangeCheck()) { SetUseWorldSpace(s_AutoUVSettings.useWorldSpace, selection); } GUI.backgroundColor = PreferenceKeys.proBuilderLightGray; UI.EditorGUIUtility.DrawSeparator(1); GUI.backgroundColor = Color.white; // Flip U EditorGUI.showMixedValue = s_AutoUVSettingsDiff["flipU"]; EditorGUI.BeginChangeCheck(); s_AutoUVSettings.flipU = EditorGUILayout.Toggle("Flip U", s_AutoUVSettings.flipU); if (EditorGUI.EndChangeCheck()) { SetFlipU(s_AutoUVSettings.flipU, selection); } // Flip V EditorGUI.showMixedValue = s_AutoUVSettingsDiff["flipV"]; EditorGUI.BeginChangeCheck(); s_AutoUVSettings.flipV = EditorGUILayout.Toggle("Flip V", s_AutoUVSettings.flipV); if (EditorGUI.EndChangeCheck()) { SetFlipV(s_AutoUVSettings.flipV, selection); } EditorGUI.showMixedValue = s_AutoUVSettingsDiff["swapUV"]; EditorGUI.BeginChangeCheck(); s_AutoUVSettings.swapUV = EditorGUILayout.Toggle("Swap U/V", s_AutoUVSettings.swapUV); if (EditorGUI.EndChangeCheck()) { SetSwapUV(s_AutoUVSettings.swapUV, selection); } /** * Texture Groups */ GUILayout.Label("Texture Groups", EditorStyles.boldLabel); EditorGUI.BeginChangeCheck(); EditorGUI.showMixedValue = s_AutoUVSettingsDiff["textureGroup"]; GUI.SetNextControlName("textureGroup"); textureGroup = UI.EditorGUIUtility.IntFieldConstrained(new GUIContent("Texture Group", "Faces in a texture group will be UV mapped as a group, just as though you had selected these faces and used the \"Planar Project\" action"), textureGroup, (int)width); if (EditorGUI.EndChangeCheck()) { SetTextureGroup(selection, textureGroup); foreach (var kvp in MeshSelection.selectedFacesInEditZone) { kvp.Key.RefreshUV(kvp.Value); } SceneView.RepaintAll(); s_AutoUVSettingsDiff["textureGroup"] = false; } if (GUILayout.Button(new GUIContent("Group Selected Faces", "This sets all selected faces to share a texture group. What that means is that the UVs on these faces will all be projected as though they are a single plane. Ideal candidates for texture groups are floors with multiple faces, walls with edge loops, flat surfaces, etc."))) { for (int i = 0; i < selection.Length; i++) { TextureGroupSelectedFaces(selection[i]); } ProBuilderEditor.Refresh(); } if (GUILayout.Button(new GUIContent("Break Selected Groups", "This resets all the selected face Texture Groups."))) { SetTextureGroup(selection, -1); foreach (var kvp in MeshSelection.selectedFacesInEditZone) { kvp.Key.ToMesh(); kvp.Key.Refresh(); kvp.Key.Optimize(); } SceneView.RepaintAll(); s_AutoUVSettingsDiff["textureGroup"] = false; ProBuilderEditor.Refresh(); } /* Select all in current texture group */ if (GUILayout.Button(new GUIContent("Select Texture Group", "Selects all faces contained in this texture group."))) { for (int i = 0; i < selection.Length; i++) { selection[i].SetSelectedFaces(System.Array.FindAll(selection[i].facesInternal, x => x.textureGroup == textureGroup)); } ProBuilderEditor.Refresh(); } if (GUILayout.Button(new GUIContent("Reset UVs", "Reset UV projection parameters."))) { UndoUtility.RecordSelection(selection, "Reset UVs"); for (int i = 0; i < selection.Length; i++) { foreach (Face face in selection[i].GetSelectedFaces()) { face.uv = AutoUnwrapSettings.tile; } } ProBuilderEditor.Refresh(); } GUI.backgroundColor = PreferenceKeys.proBuilderLightGray; UI.EditorGUIUtility.DrawSeparator(1); GUI.backgroundColor = Color.white; /** * Clean up */ GUILayout.EndScrollView(); EditorGUI.showMixedValue = false; return(EditorGUI.EndChangeCheck()); }
public override void OnWillBeDeactivated() { base.OnWillBeDeactivated(); EditorApplication.delayCall += () => ProBuilderEditor.ResetToLastSelectMode(); }
public static void DoMouseDrag(Rect mouseDragRect, SelectMode selectionMode, ScenePickerPreferences scenePickerPreferences) { var pickingOptions = new PickerOptions() { depthTest = scenePickerPreferences.cullMode == CullingMode.Back, rectSelectMode = scenePickerPreferences.rectSelectMode }; UndoUtility.RecordSelection("Drag Select"); bool isAppendModifier = EditorHandleUtility.IsAppendModifier(Event.current.modifiers); if (!isAppendModifier) { MeshSelection.ClearElementSelection(); } bool elementsInDragRect = false; switch (selectionMode) { case SelectMode.Vertex: case SelectMode.TextureVertex: { Dictionary <ProBuilderMesh, HashSet <int> > selected = SelectionPicker.PickVerticesInRect( SceneView.lastActiveSceneView.camera, mouseDragRect, MeshSelection.topInternal, pickingOptions, EditorGUIUtility.pixelsPerPoint); foreach (var kvp in selected) { var mesh = kvp.Key; SharedVertex[] sharedIndexes = mesh.sharedVerticesInternal; HashSet <int> common; if (isAppendModifier) { common = mesh.GetSharedVertexHandles(mesh.selectedIndexesInternal); if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Add) { common.UnionWith(kvp.Value); } else if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Subtract) { common.RemoveWhere(x => kvp.Value.Contains(x)); } else if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Difference) { common.SymmetricExceptWith(kvp.Value); } } else { common = kvp.Value; } elementsInDragRect |= kvp.Value.Any(); mesh.SetSelectedVertices(common.SelectMany(x => sharedIndexes[x])); } break; } case SelectMode.Face: case SelectMode.TextureFace: { Dictionary <ProBuilderMesh, HashSet <Face> > selected = SelectionPicker.PickFacesInRect( SceneView.lastActiveSceneView.camera, mouseDragRect, MeshSelection.topInternal, pickingOptions, EditorGUIUtility.pixelsPerPoint); foreach (var kvp in selected) { HashSet <Face> current; if (isAppendModifier) { current = new HashSet <Face>(kvp.Key.selectedFacesInternal); if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Add) { current.UnionWith(kvp.Value); } else if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Subtract) { current.RemoveWhere(x => kvp.Value.Contains(x)); } else if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Difference) { current.SymmetricExceptWith(kvp.Value); } } else { current = kvp.Value; } elementsInDragRect |= kvp.Value.Any(); kvp.Key.SetSelectedFaces(current); } break; } case SelectMode.Edge: case SelectMode.TextureEdge: { var selected = SelectionPicker.PickEdgesInRect( SceneView.lastActiveSceneView.camera, mouseDragRect, MeshSelection.topInternal, pickingOptions, EditorGUIUtility.pixelsPerPoint); foreach (var kvp in selected) { ProBuilderMesh mesh = kvp.Key; Dictionary <int, int> common = mesh.sharedVertexLookup; HashSet <EdgeLookup> selectedEdges = EdgeLookup.GetEdgeLookupHashSet(kvp.Value, common); HashSet <EdgeLookup> current; if (isAppendModifier) { current = EdgeLookup.GetEdgeLookupHashSet(mesh.selectedEdges, common); if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Add) { current.UnionWith(selectedEdges); } else if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Subtract) { current.RemoveWhere(x => selectedEdges.Contains(x)); } else if (scenePickerPreferences.selectionModifierBehavior == SelectionModifierBehavior.Difference) { current.SymmetricExceptWith(selectedEdges); } } else { current = selectedEdges; } elementsInDragRect |= kvp.Value.Any(); mesh.SetSelectedEdges(current.Select(x => x.local)); } break; } } // if nothing was selected in the drag rect, clear the object selection too if (!elementsInDragRect && !isAppendModifier) { MeshSelection.ClearElementAndObjectSelection(); } ProBuilderEditor.Refresh(); SceneView.RepaintAll(); }
void ApplyTranslation(Vector3 translation) { var translationMagnitude = translation.magnitude; foreach (var key in elementSelection) { if (!(key is MeshAndPositions)) { continue; } var kvp = (MeshAndPositions)key; var mesh = kvp.mesh; var worldToLocal = mesh.transform.worldToLocalMatrix; var origins = kvp.positions; var positions = mesh.positionsInternal; foreach (var group in kvp.elementGroups) { var postApplyMatrix = GetPostApplyMatrix(group); var preApplyMatrix = postApplyMatrix.inverse; foreach (var index in group.indices) { // res = Group pre-apply matrix * world vertex position // res += translation // res = Group post-apply matrix * res // positions[i] = mesh.worldToLocal * res if (EditorSnapping.snapMode == SnapMode.World && !m_SnapAsGroup) { if (snapAxisConstraint && m_ActiveAxesWorld.active == 1) { var wp = postApplyMatrix.MultiplyPoint3x4(preApplyMatrix.MultiplyPoint3x4(origins[index])); var snap = ProBuilderSnapping.SnapValueOnRay( new Ray(wp, m_RawHandleDelta), translationMagnitude, GetSnapValueForAxis(m_ActiveAxesWorld), m_ActiveAxesWorld); positions[index] = worldToLocal.MultiplyPoint3x4(snap); } else { var wp = postApplyMatrix.MultiplyPoint3x4(translation + preApplyMatrix.MultiplyPoint3x4(origins[index])); var snap = ProBuilderSnapping.Snap(wp, snapValue); positions[index] = worldToLocal.MultiplyPoint3x4(snap); } } else { positions[index] = worldToLocal.MultiplyPoint3x4( postApplyMatrix.MultiplyPoint3x4( translation + preApplyMatrix.MultiplyPoint3x4(origins[index]))); } } } mesh.mesh.vertices = positions; mesh.RefreshUV(MeshSelection.selectedFacesInEditZone[mesh]); mesh.Refresh(RefreshMask.Normals); } ProBuilderEditor.Refresh(false); }
void OnGUI() { DoContextMenu(); GUILayout.BeginHorizontal(EditorStyles.toolbar); GUILayout.FlexibleSpace(); GUIStyle style = m_WorldSpace ? EditorStyles.toolbarButton : UI.EditorGUIUtility.GetOnStyle(EditorStyles.toolbarButton); if (GUILayout.Button(m_WorldSpace ? "World Space" : "Model Space", style)) { m_WorldSpace = !m_WorldSpace; } GUILayout.EndHorizontal(); if (m_Selection == null || m_Selection.Count < 1 || !m_Selection.Any(x => x.Key.selectedVertexCount > 0)) { GUILayout.FlexibleSpace(); GUILayout.Label("Select a ProBuilder Mesh", UI.EditorGUIUtility.CenteredGreyMiniLabel); GUILayout.FlexibleSpace(); return; } Event e = Event.current; if (m_IsActive) { if (e.type == EventType.Ignore || e.type == EventType.MouseUp) { OnVertexMovementFinish(); } } m_Scroll = EditorGUILayout.BeginScrollView(m_Scroll); foreach (var kvp in m_Selection) { ProBuilderMesh mesh = kvp.Key; VertexEditorSelection sel = kvp.Value; bool open = sel.isVisible; EditorGUI.BeginChangeCheck(); open = EditorGUILayout.Foldout(open, mesh.name); if (EditorGUI.EndChangeCheck()) { sel.isVisible = open; } if (open) { int index = 0; bool wasWideMode = EditorGUIUtility.wideMode; EditorGUIUtility.wideMode = true; Color background = GUI.backgroundColor; Transform transform = mesh.transform; foreach (int u in sel.common) { GUI.backgroundColor = index % 2 == 0 ? s_EvenColor : s_OddColor; GUILayout.BeginHorizontal(UI.EditorGUIUtility.solidBackgroundStyle); GUI.backgroundColor = background; GUILayout.Label(u.ToString(), GUILayout.MinWidth(32), GUILayout.MaxWidth(32)); Vector3 v = mesh.positionsInternal[mesh.sharedVerticesInternal[u][0]]; if (m_WorldSpace) { v = transform.TransformPoint(v); } EditorGUI.BeginChangeCheck(); v = EditorGUILayout.Vector3Field("", v); if (EditorGUI.EndChangeCheck()) { if (!m_IsActive) { OnVertexMovementBegin(mesh); } UndoUtility.RecordObject(mesh, "Set Vertex Postion"); mesh.SetSharedVertexPosition(u, m_WorldSpace ? transform.InverseTransformPoint(v) : v); if (ProBuilderEditor.instance != null) { mesh.RefreshUV(MeshSelection.selectedFacesInEditZone[mesh]); mesh.Refresh(RefreshMask.Normals); mesh.mesh.RecalculateBounds(); ProBuilderEditor.Refresh(); } } index++; GUILayout.EndHorizontal(); } GUI.backgroundColor = background; EditorGUIUtility.wideMode = wasWideMode; } } EditorGUILayout.EndScrollView(); }
void OnBecameVisible() { // fixes maximizing/unmaximizing s_Instance = this; }