119 lines
4.0 KiB
C#
119 lines
4.0 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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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 SubdivideEdges : MenuAction
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{
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Pref<int> m_SubdivisionCount = new Pref<int>("SubdivideEdges.subdivisions", 1);
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Pref<int> m_SubdivisionUIMin = new Pref<int>("SubdivideEdges.subdivisionsUIMin", 1);
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Pref<int> m_SubdivisionUIMax = new Pref<int>("SubdivideEdges.subdivisionsUIMax", 32);
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Pref<bool> m_SubdivisionRangeExpanded = new Pref<bool>("SubdivideEdges.rangeExpanded", false);
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const int m_SubdivisionMin = 1;
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const int m_SubdivisionMax = 512;
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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/Edge_Subdivide", 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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protected override bool hasFileMenuEntry
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{
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get { return false; }
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}
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static readonly TooltipContent s_Tooltip = new TooltipContent
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(
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"Subdivide Edges",
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"Appends evenly spaced new vertices to the selected edges.",
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keyCommandAlt, 'S'
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);
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public override SelectMode validSelectModes
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{
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get { return SelectMode.Edge; }
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}
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public override bool enabled
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{
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get { return base.enabled && MeshSelection.selectedEdgeCount > 0; }
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}
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protected override MenuActionState optionsMenuState
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{
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get { return MenuActionState.VisibleAndEnabled; }
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}
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protected override void OnSettingsGUI()
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{
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GUILayout.Label("Subdivide Edge Settings", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.HelpBox("How many vertices to insert on each selected edge.\n\nVertices will be equally spaced between one another and the boundaries of the edge.", MessageType.Info);
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int minUIRange = m_SubdivisionUIMin.value;
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int maxUIRange = m_SubdivisionUIMax.value;
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bool expanded = m_SubdivisionRangeExpanded.value;
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m_SubdivisionCount.value = (int)UI.EditorGUIUtility.FreeSliderWithRange("Subdivisions", (int)m_SubdivisionCount.value, m_SubdivisionMin, m_SubdivisionMax, ref minUIRange, ref maxUIRange, ref expanded);
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m_SubdivisionUIMin.value = minUIRange;
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m_SubdivisionUIMax.value = maxUIRange;
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m_SubdivisionRangeExpanded.value = expanded;
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if (EditorGUI.EndChangeCheck())
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ProBuilderSettings.Save();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Subdivide Edges"))
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PerformAction();
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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 subdivisions = m_SubdivisionCount;
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UndoUtility.RecordSelection("Subdivide Edges");
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ActionResult result = ActionResult.NoSelection;
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foreach (ProBuilderMesh pb in MeshSelection.topInternal)
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{
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List<Edge> newEdgeSelection = AppendElements.AppendVerticesToEdge(pb, pb.selectedEdges, subdivisions);
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if (newEdgeSelection != null)
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{
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pb.SetSelectedEdges(newEdgeSelection);
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pb.ToMesh();
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pb.Refresh();
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pb.Optimize();
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result = new ActionResult(ActionResult.Status.Success, "Subdivide Edge");
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}
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else
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{
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result = new ActionResult(ActionResult.Status.Failure, "Failed Subdivide Edge");
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}
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}
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ProBuilderEditor.Refresh();
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return result;
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}
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}
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}
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