75 lines
2.5 KiB
C#
75 lines
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using UnityEngine.ProBuilder;
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using UnityEngine.ProBuilder.MeshOperations;
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namespace UnityEditor.ProBuilder.Actions
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{
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sealed class SplitVertices : MenuAction
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{
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public override ToolbarGroup group
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{
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get { return ToolbarGroup.Geometry; }
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}
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public override Texture2D icon
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{
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get { return IconUtility.GetIcon("Toolbar/Vert_Split", IconSkin.Pro); }
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}
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public override TooltipContent tooltip
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{
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get { return s_Tooltip; }
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}
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static readonly TooltipContent s_Tooltip = new TooltipContent
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(
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"Split Vertices",
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@"Disconnects vertices that share the same position in space so that they may be moved independently of one another.",
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keyCommandAlt, 'X'
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);
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public override SelectMode validSelectModes
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{
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get { return SelectMode.Vertex; }
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}
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public override bool enabled
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{
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get
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{
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// This isn't completely accurate, because to check that each selected vertex has coincident vertices is
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// unnecessarily expensive for the purposes of this property. So here we handle the most common case,
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// where a single vertex is selected with no additional coincident vertices.
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return base.enabled
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&& MeshSelection.selectedVertexCountObjectMax > 0
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&& !(MeshSelection.selectedVertexCountObjectMax == 1 && MeshSelection.selectedCoincidentVertexCountMax == 1);
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}
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}
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protected override ActionResult PerformActionImplementation()
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{
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if (MeshSelection.selectedObjectCount < 1)
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return ActionResult.NoSelection;
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int splitCount = 0;
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UndoUtility.RecordSelection("Split Vertices");
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foreach (ProBuilderMesh mesh in MeshSelection.topInternal)
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{
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var coincident = mesh.selectedCoincidentVertices;
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splitCount += mesh.selectedSharedVerticesCount;
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mesh.SplitVertices(coincident);
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}
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ProBuilderEditor.Refresh();
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if (splitCount > 0)
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return new ActionResult(ActionResult.Status.Success, "Split " + splitCount + (splitCount > 1 ? " Vertices" : " Vertex"));
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return new ActionResult(ActionResult.Status.Failure, "Split Vertices\nInsuffient Vertices Selected");
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}
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}
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}
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