예제 #1
0
        /// <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;
 }