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The game's // DialogueRunner entry is `Start` in Scenes/SC101.yarn. title: Entrance_Door diff --git a/NightclubArcadia/Assets/Dialogue/Scenes/SC101.yarn b/NightclubArcadia/Assets/Dialogue/Scenes/SC101.yarn index 4a43a62..10ae72d 100644 --- a/NightclubArcadia/Assets/Dialogue/Scenes/SC101.yarn +++ b/NightclubArcadia/Assets/Dialogue/Scenes/SC101.yarn @@ -40,8 +40,7 @@ Narrator: Someone left a card with your name on it at the registration desk thre <> <> Narrator: You're drawn toward a seat — toward a waiting conversation you didn't agree to have yet. -// TODO(SC101-EXIT): temporary. 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The reverse of DialogueTransitionController's + /// <> — this is the "step into dialogue" half of the loop. + /// + public class DialogueInteractable : MonoBehaviour + { + [SerializeField] private DialogueRunner dialogueRunner; + [SerializeField] private GameObject dialogueUI; + [SerializeField] private GameObject playerArmature; + [SerializeField] private string yarnNodeName = "Bartender_Chat"; + + private bool playerInRange = false; + + void OnTriggerEnter(Collider other) + { + if (other.CompareTag("Player")) + playerInRange = true; + } + + void OnTriggerExit(Collider other) + { + if (other.CompareTag("Player")) + playerInRange = false; + } + + void Update() + { + if (playerInRange && Input.GetKeyDown(KeyCode.E)) + { + StartConversation(); + } + } + + void StartConversation() + { + playerArmature.SetActive(false); + dialogueUI.SetActive(true); + dialogueRunner.StartDialogue(yarnNodeName); + } + } +} diff --git a/NightclubArcadia/Assets/Scripts/Dialogue/DialogueInteractable.cs.meta 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ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs + uploadId: 879174 diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities.meta b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities.meta new file mode 100644 index 0000000..1e4559b --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a499c73a35b488449a6f9e9db9e88120 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs new file mode 100644 index 0000000..4894ff9 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs @@ -0,0 +1,35 @@ +/* +The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices. +IE: Switching from Keyboard to Gamepad in-game. +When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc) +In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance. +This is fixed in Input System 1.1. +For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile. +*/ + +using UnityEngine; +#if ENABLE_INPUT_SYSTEM +using UnityEngine.InputSystem; +#endif + +public class MobileDisableAutoSwitchControls : MonoBehaviour +{ + +#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID) + + [Header("Target")] + public PlayerInput playerInput; + + void Start() + { + DisableAutoSwitchControls(); + } + + void DisableAutoSwitchControls() + { + playerInput.neverAutoSwitchControlSchemes = true; + } + +#endif + +} diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta new file mode 100644 index 0000000..a44980f --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 901182334643ba1438a25accc6bd0c79 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs + uploadId: 879174 diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta new file mode 100644 index 0000000..32e69ac --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bcc364c89270bab40a69cac58f5ae926 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs new file mode 100644 index 0000000..8090f02 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Events; + +public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler +{ + [System.Serializable] + public class BoolEvent : UnityEvent { } + [System.Serializable] + public class Event : UnityEvent { } + + [Header("Output")] + public BoolEvent buttonStateOutputEvent; + public Event buttonClickOutputEvent; + + public void OnPointerDown(PointerEventData eventData) + { + OutputButtonStateValue(true); + } + + public void OnPointerUp(PointerEventData eventData) + { + OutputButtonStateValue(false); + } + + public void OnPointerClick(PointerEventData eventData) + { + OutputButtonClickEvent(); + } + + void OutputButtonStateValue(bool buttonState) + { + buttonStateOutputEvent.Invoke(buttonState); + } + + void OutputButtonClickEvent() + { + buttonClickOutputEvent.Invoke(); + } + +} diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta new file mode 100644 index 0000000..9005782 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 448cd6d8e2f2cb04096e777d99974bc4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs + uploadId: 879174 diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs new file mode 100644 index 0000000..7e605b6 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs @@ -0,0 +1,113 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Events; + +public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler +{ + [System.Serializable] + public class Event : UnityEvent { } + + [Header("Rect References")] + public RectTransform containerRect; + public RectTransform handleRect; + + [Header("Settings")] + public float joystickRange = 50f; + public float magnitudeMultiplier = 1f; + public bool invertXOutputValue; + public bool invertYOutputValue; + + [Header("Output")] + public Event joystickOutputEvent; + + void Start() + { + SetupHandle(); + } + + private void SetupHandle() + { + if(handleRect) + { + UpdateHandleRectPosition(Vector2.zero); + } + } + + public void OnPointerDown(PointerEventData eventData) + { + OnDrag(eventData); + } + + public void OnDrag(PointerEventData eventData) + { + + RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position); + + position = ApplySizeDelta(position); + + Vector2 clampedPosition = ClampValuesToMagnitude(position); + + Vector2 outputPosition = ApplyInversionFilter(position); + + OutputPointerEventValue(outputPosition * magnitudeMultiplier); + + if(handleRect) + { + UpdateHandleRectPosition(clampedPosition * joystickRange); + } + + } + + public void OnPointerUp(PointerEventData eventData) + { + OutputPointerEventValue(Vector2.zero); + + if(handleRect) + { + UpdateHandleRectPosition(Vector2.zero); + } + } + + private void OutputPointerEventValue(Vector2 pointerPosition) + { + joystickOutputEvent.Invoke(pointerPosition); + } + + private void UpdateHandleRectPosition(Vector2 newPosition) + { + handleRect.anchoredPosition = newPosition; + } + + Vector2 ApplySizeDelta(Vector2 position) + { + float x = (position.x/containerRect.sizeDelta.x) * 2.5f; + float y = (position.y/containerRect.sizeDelta.y) * 2.5f; + return new Vector2(x, y); + } + + Vector2 ClampValuesToMagnitude(Vector2 position) + { + return Vector2.ClampMagnitude(position, 1); + } + + Vector2 ApplyInversionFilter(Vector2 position) + { + if(invertXOutputValue) + { + position.x = InvertValue(position.x); + } + + if(invertYOutputValue) + { + position.y = InvertValue(position.y); + } + + return position; + } + + float InvertValue(float value) + { + return -value; + } + +} \ No newline at end of file diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs.meta b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs.meta new file mode 100644 index 0000000..afc2cc2 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: f2cb8c4d669392748bb924209de33b85 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs + uploadId: 879174 diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs new file mode 100644 index 0000000..886e453 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Events; + +public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler +{ + [System.Serializable] + public class Event : UnityEvent { } + + [Header("Rect References")] + public RectTransform containerRect; + public RectTransform handleRect; + + [Header("Settings")] + public bool clampToMagnitude; + public float magnitudeMultiplier = 1f; + public bool invertXOutputValue; + public bool invertYOutputValue; + + //Stored Pointer Values + private Vector2 pointerDownPosition; + private Vector2 currentPointerPosition; + + [Header("Output")] + public Event touchZoneOutputEvent; + + void Start() + { + SetupHandle(); + } + + private void SetupHandle() + { + if(handleRect) + { + SetObjectActiveState(handleRect.gameObject, false); + } + } + + public void OnPointerDown(PointerEventData eventData) + { + + RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition); + + if(handleRect) + { + SetObjectActiveState(handleRect.gameObject, true); + UpdateHandleRectPosition(pointerDownPosition); + } + } + + public void OnDrag(PointerEventData eventData) + { + + RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition); + + Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition); + + Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta); + + Vector2 outputPosition = ApplyInversionFilter(clampedPosition); + + OutputPointerEventValue(outputPosition * magnitudeMultiplier); + } + + public void OnPointerUp(PointerEventData eventData) + { + pointerDownPosition = Vector2.zero; + currentPointerPosition = Vector2.zero; + + OutputPointerEventValue(Vector2.zero); + + if(handleRect) + { + SetObjectActiveState(handleRect.gameObject, false); + UpdateHandleRectPosition(Vector2.zero); + } + } + + void OutputPointerEventValue(Vector2 pointerPosition) + { + touchZoneOutputEvent.Invoke(pointerPosition); + } + + void UpdateHandleRectPosition(Vector2 newPosition) + { + handleRect.anchoredPosition = newPosition; + } + + void SetObjectActiveState(GameObject targetObject, bool newState) + { + targetObject.SetActive(newState); + } + + Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition) + { + return secondPosition - firstPosition; + } + + Vector2 ClampValuesToMagnitude(Vector2 position) + { + return Vector2.ClampMagnitude(position, 1); + } + + Vector2 ApplyInversionFilter(Vector2 position) + { + if(invertXOutputValue) + { + position.x = InvertValue(position.x); + } + + if(invertYOutputValue) + { + position.y = InvertValue(position.y); + } + + return position; + } + + float InvertValue(float value) + { + return -value; + } + +} diff --git a/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs.meta b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs.meta new file mode 100644 index 0000000..949850e --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 65870f34fef70aa44b0f562cfc810220 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - 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boneName: Left_Foot + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Toes + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbProximal + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbIntermediate + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbDistal + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexProximal + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexIntermediate + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexDistal + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleProximal + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleIntermediate + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleDistal + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingProximal + humanName: Left Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingIntermediate + humanName: Left Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingDistal + humanName: Left Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyProximal + humanName: Left Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyIntermediate + humanName: Left Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyDistal + humanName: Left Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbProximal + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbIntermediate + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbDistal + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexProximal + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexIntermediate + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexDistal + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleProximal + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleIntermediate + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleDistal + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingProximal + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingIntermediate + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingDistal + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyProximal + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyIntermediate + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyDistal + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Mannequin(Clone) + parentName: + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Geometry + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mannequin_Mesh + parentName: Geometry + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Skeleton + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Hips + parentName: Skeleton + position: {x: -0, y: 0.9810986, z: -0.01590455} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - 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boneName: Right_ThumbIntermediate + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbDistal + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexProximal + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexIntermediate + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexDistal + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleProximal + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleIntermediate + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleDistal + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingProximal + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingIntermediate + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingDistal + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyProximal + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyIntermediate + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyDistal + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Mannequin(Clone) + parentName: + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Geometry + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mannequin_Mesh + parentName: Geometry + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Skeleton + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Hips + parentName: Skeleton + position: {x: -0, y: 0.9810986, z: -0.01590455} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_UpperLeg + parentName: Hips + position: {x: -0.08610317, y: -0.053458035, z: -0.011470641} + rotation: {x: 0.999839, y: -0.01775374, z: 0.000046300094, w: -0.0026074864} + scale: {x: 1, y: 1, z: 1} + - name: Left_LowerLeg + parentName: Left_UpperLeg + position: {x: -2.9864513e-16, y: 0.4133444, z: -5.4956034e-17} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Left_Foot + parentName: Left_LowerLeg + position: {x: 0.0000000017320426, y: 0.41403946, z: 7.141509e-16} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Left_Toes + parentName: Left_Foot + position: {x: 7.105427e-17, y: 0.07224803, z: -0.118065506} + rotation: {x: -0.7071068, y: 8.7157646e-33, z: -8.7157646e-33, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Left_ToesEnd + parentName: Left_Toes + position: {x: -0.0010026174, y: 0.06423476, z: 0.016843978} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperLeg + parentName: Hips + position: {x: 0.086103186, y: -0.053458147, z: -0.0114706475} + rotation: {x: 0.0026075041, y: 0.000046300407, z: 0.01775374, w: 0.999839} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerLeg + parentName: Right_UpperLeg + position: {x: 0.0000004514609, y: -0.41334414, z: 0.000000025994435} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Right_Foot + parentName: Right_LowerLeg + position: {x: -0.0000007472542, y: -0.41403967, z: -0.000000032847502} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Right_Toes + parentName: Right_Foot + position: {x: -0.00000015643121, y: -0.07224799, z: 0.11807} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_ToesEnd + parentName: Right_Toes + position: {x: 0.0010031584, y: -0.06423059, z: -0.016843898} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - 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name: Left_Hand + parentName: Left_LowerArm + position: {x: -2.4123817e-10, y: 0.24036221, z: -1.4210853e-16} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexProximal + parentName: Left_Hand + position: {x: 0.007815497, y: 0.0918443, z: 0.02657316} + rotation: {x: -0.0000789147, y: -0.7104809, z: -0.006305193, w: 0.70368826} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexIntermediate + parentName: Left_IndexProximal + position: {x: 9.079803e-16, y: 0.04209777, z: 3.2607592e-16} + rotation: {x: 0.030199163, y: 0.00000005960465, z: -0.00000038841978, w: 0.9995439} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistal + parentName: Left_IndexIntermediate + position: {x: -8.20111e-16, y: 0.02513925, z: -4.317065e-16} + rotation: {x: 0.03945603, y: 0.000000016383924, z: 0.0000000332638, w: 0.9992213} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistalEnd + parentName: Left_IndexDistal + position: {x: -1.1581012e-16, y: 0.024609203, z: -6.661337e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleProximal + parentName: Left_Hand + position: {x: 0.012847862, y: 0.08609763, z: 0.003435423} + rotation: {x: -0.004090429, y: -0.6610811, z: -0.004001968, w: 0.7502927} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleIntermediate + parentName: Left_MiddleProximal + position: {x: 2.7261607e-16, y: 0.051279362, z: 5.988264e-17} + rotation: {x: 0.026233751, y: -0.000000029802322, z: -0.0000007133931, w: 0.99965584} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistal + parentName: Left_MiddleIntermediate + position: {x: -7.199101e-17, y: 0.028284006, z: -4.93648e-17} + rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistalEnd + parentName: Left_MiddleDistal + position: {x: -1.7763565e-16, y: 0.023346113, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyProximal + parentName: Left_Hand + position: {x: 0.004436847, y: 0.07288173, z: -0.029359013} + rotation: {x: -0.02007038, y: -0.5504896, z: -0.008246153, w: 0.83456} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyIntermediate + parentName: Left_PinkyProximal + position: {x: 1.9539922e-16, y: 0.032272622, z: -1.4210853e-16} + rotation: {x: 0.028115956, y: -0.00000008940699, z: -0.0000005941839, w: 0.9996047} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistal + parentName: Left_PinkyIntermediate + position: {x: -3.5527133e-17, y: 0.020224448, z: -7.1054265e-17} + rotation: {x: 0.03643686, y: 0.00000014611446, z: 0.00000018696, w: 0.999336} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistalEnd + parentName: Left_PinkyDistal + position: {x: -1.2434495e-16, y: 0.018519057, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingProximal + parentName: Left_Hand + position: {x: 0.009525569, y: 0.08161553, z: -0.012242405} + rotation: {x: -0.017654313, y: -0.6026994, z: -0.0040520057, w: 0.79776275} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingIntermediate + parentName: Left_RingProximal + position: {x: 3.3750777e-16, y: 0.043630484, z: -1.4210853e-16} + rotation: {x: 0.023556013, y: 0.00000026822087, z: 0.0000007636844, w: 0.99972254} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistal + parentName: Left_RingIntermediate + position: {x: 1.7763566e-17, y: 0.027115494, z: -1.065814e-16} + rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistalEnd + parentName: Left_RingDistal + position: {x: -7.105426e-17, y: 0.02095726, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbProximal + parentName: Left_Hand + position: {x: -0.00080496486, y: 0.028816883, z: 0.023514476} + rotation: {x: 0.1796032, y: 0.8841741, z: 0.4239896, w: -0.07881452} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbIntermediate + parentName: Left_ThumbProximal + position: {x: 2.4357445e-15, y: 0.027578257, z: 0.0038183592} + rotation: {x: 0.1278054, y: -0, z: -0, w: 0.9917993} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistal + parentName: Left_ThumbIntermediate + position: {x: -2.2737365e-15, y: 0.044597257, z: -0.006869915} + rotation: {x: -0.045421924, y: -0.00000036741366, z: -0.0000008691409, w: 0.9989679} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistalEnd + parentName: Left_ThumbDistal + position: {x: -4.2632555e-16, y: 0.029458016, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Neck + parentName: UpperChest + position: {x: -0, y: 0.25104657, z: -0.015329581} + rotation: {x: 0.060688436, y: -0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Head + parentName: Neck + position: {x: -0, y: 0.12747401, z: 0} + rotation: {x: -0.060688436, y: 0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Jaw + parentName: Head + position: {x: -0, y: -0.00763539, z: 0.012895278} + rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485} + scale: {x: 1, y: 1, z: 1} + - name: Left_Eye + parentName: Head + position: {x: -0.03330326, y: 0.034598116, z: 0.0867403} + rotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_Eye + parentName: Head + position: {x: 0.033303294, y: 0.03459628, z: 0.0867403} + rotation: {x: 0.7071068, y: 4.3297806e-17, z: 0.7071068, w: -4.3297806e-17} + scale: {x: 1, y: 1, z: 1} + - name: Neck_Twist_A + parentName: Neck + position: {x: -0, y: 0.063737005, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Right_Shoulder + parentName: UpperChest + position: {x: 0.0009571358, y: 0.19149381, z: -0.008727803} + rotation: {x: 0.99258024, y: -0.04327539, z: -0.113521874, w: 0.004949396} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperArm + parentName: Right_Shoulder + position: {x: 0.16743432, y: -0.0000022099182, z: 0.00000012213746} + rotation: {x: 0.1267345, y: 0.033320885, z: 0.68096745, w: 0.720494} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerArm + parentName: Right_UpperArm + position: {x: 0.0000037273983, y: -0.285085, z: -0.00000035927226} + rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176} + scale: {x: 1, y: 1, z: 1} + - name: Right_Hand + parentName: Right_LowerArm + position: {x: 0.0000014923929, y: -0.24036367, z: 0.0000017856368} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - 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boneName: Left_Foot + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Toes + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbProximal + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbIntermediate + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbDistal + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexProximal + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexIntermediate + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexDistal + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleProximal + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleIntermediate + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleDistal + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingProximal + humanName: Left Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingIntermediate + humanName: Left Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingDistal + humanName: Left Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyProximal + humanName: Left Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyIntermediate + humanName: Left Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyDistal + humanName: Left Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbProximal + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbIntermediate + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbDistal + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexProximal + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexIntermediate + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexDistal + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleProximal + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleIntermediate + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleDistal + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingProximal + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingIntermediate + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingDistal + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyProximal + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyIntermediate + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyDistal + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Mannequin(Clone) + parentName: + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Geometry + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mannequin_Mesh + parentName: Geometry + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Skeleton + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Hips + parentName: Skeleton + position: {x: -0, y: 0.9810986, z: -0.01590455} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - 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boneName: Right_ThumbIntermediate + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbDistal + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexProximal + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexIntermediate + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexDistal + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleProximal + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleIntermediate + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleDistal + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingProximal + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingIntermediate + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingDistal + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyProximal + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyIntermediate + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyDistal + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Mannequin(Clone) + parentName: + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Geometry + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mannequin_Mesh + parentName: Geometry + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Skeleton + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Hips + parentName: Skeleton + position: {x: -0, y: 0.9810986, z: -0.01590455} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_UpperLeg + parentName: Hips + position: {x: -0.08610317, y: -0.053458035, z: -0.011470641} + rotation: {x: 0.999839, y: -0.01775374, z: 0.000046300094, w: -0.0026074864} + scale: {x: 1, y: 1, z: 1} + - name: Left_LowerLeg + parentName: Left_UpperLeg + position: {x: -2.9864513e-16, y: 0.4133444, z: -5.4956034e-17} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Left_Foot + parentName: Left_LowerLeg + position: {x: 0.0000000017320426, y: 0.41403946, z: 7.141509e-16} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Left_Toes + parentName: Left_Foot + position: {x: 7.105427e-17, y: 0.07224803, z: -0.118065506} + rotation: {x: -0.7071068, y: 8.7157646e-33, z: -8.7157646e-33, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Left_ToesEnd + parentName: Left_Toes + position: {x: -0.0010026174, y: 0.06423476, z: 0.016843978} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperLeg + parentName: Hips + position: {x: 0.086103186, y: -0.053458147, z: -0.0114706475} + rotation: {x: 0.0026075041, y: 0.000046300407, z: 0.01775374, w: 0.999839} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerLeg + parentName: Right_UpperLeg + position: {x: 0.0000004514609, y: -0.41334414, z: 0.000000025994435} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Right_Foot + parentName: Right_LowerLeg + position: {x: -0.0000007472542, y: -0.41403967, z: -0.000000032847502} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Right_Toes + parentName: Right_Foot + position: {x: -0.00000015643121, y: -0.07224799, z: 0.11807} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_ToesEnd + parentName: Right_Toes + position: {x: 0.0010031584, y: -0.06423059, z: -0.016843898} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - 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name: Left_Hand + parentName: Left_LowerArm + position: {x: -2.4123817e-10, y: 0.24036221, z: -1.4210853e-16} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexProximal + parentName: Left_Hand + position: {x: 0.007815497, y: 0.0918443, z: 0.02657316} + rotation: {x: -0.0000789147, y: -0.7104809, z: -0.006305193, w: 0.70368826} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexIntermediate + parentName: Left_IndexProximal + position: {x: 9.079803e-16, y: 0.04209777, z: 3.2607592e-16} + rotation: {x: 0.030199163, y: 0.00000005960465, z: -0.00000038841978, w: 0.9995439} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistal + parentName: Left_IndexIntermediate + position: {x: -8.20111e-16, y: 0.02513925, z: -4.317065e-16} + rotation: {x: 0.03945603, y: 0.000000016383924, z: 0.0000000332638, w: 0.9992213} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistalEnd + parentName: Left_IndexDistal + position: {x: -1.1581012e-16, y: 0.024609203, z: -6.661337e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleProximal + parentName: Left_Hand + position: {x: 0.012847862, y: 0.08609763, z: 0.003435423} + rotation: {x: -0.004090429, y: -0.6610811, z: -0.004001968, w: 0.7502927} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleIntermediate + parentName: Left_MiddleProximal + position: {x: 2.7261607e-16, y: 0.051279362, z: 5.988264e-17} + rotation: {x: 0.026233751, y: -0.000000029802322, z: -0.0000007133931, w: 0.99965584} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistal + parentName: Left_MiddleIntermediate + position: {x: -7.199101e-17, y: 0.028284006, z: -4.93648e-17} + rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistalEnd + parentName: Left_MiddleDistal + position: {x: -1.7763565e-16, y: 0.023346113, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyProximal + parentName: Left_Hand + position: {x: 0.004436847, y: 0.07288173, z: -0.029359013} + rotation: {x: -0.02007038, y: -0.5504896, z: -0.008246153, w: 0.83456} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyIntermediate + parentName: Left_PinkyProximal + position: {x: 1.9539922e-16, y: 0.032272622, z: -1.4210853e-16} + rotation: {x: 0.028115956, y: -0.00000008940699, z: -0.0000005941839, w: 0.9996047} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistal + parentName: Left_PinkyIntermediate + position: {x: -3.5527133e-17, y: 0.020224448, z: -7.1054265e-17} + rotation: {x: 0.03643686, y: 0.00000014611446, z: 0.00000018696, w: 0.999336} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistalEnd + parentName: Left_PinkyDistal + position: {x: -1.2434495e-16, y: 0.018519057, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingProximal + parentName: Left_Hand + position: {x: 0.009525569, y: 0.08161553, z: -0.012242405} + rotation: {x: -0.017654313, y: -0.6026994, z: -0.0040520057, w: 0.79776275} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingIntermediate + parentName: Left_RingProximal + position: {x: 3.3750777e-16, y: 0.043630484, z: -1.4210853e-16} + rotation: {x: 0.023556013, y: 0.00000026822087, z: 0.0000007636844, w: 0.99972254} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistal + parentName: Left_RingIntermediate + position: {x: 1.7763566e-17, y: 0.027115494, z: -1.065814e-16} + rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistalEnd + parentName: Left_RingDistal + position: {x: -7.105426e-17, y: 0.02095726, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbProximal + parentName: Left_Hand + position: {x: -0.00080496486, y: 0.028816883, z: 0.023514476} + rotation: {x: 0.1796032, y: 0.8841741, z: 0.4239896, w: -0.07881452} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbIntermediate + parentName: Left_ThumbProximal + position: {x: 2.4357445e-15, y: 0.027578257, z: 0.0038183592} + rotation: {x: 0.1278054, y: -0, z: -0, w: 0.9917993} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistal + parentName: Left_ThumbIntermediate + position: {x: -2.2737365e-15, y: 0.044597257, z: -0.006869915} + rotation: {x: -0.045421924, y: -0.00000036741366, z: -0.0000008691409, w: 0.9989679} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistalEnd + parentName: Left_ThumbDistal + position: {x: -4.2632555e-16, y: 0.029458016, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Neck + parentName: UpperChest + position: {x: -0, y: 0.25104657, z: -0.015329581} + rotation: {x: 0.060688436, y: -0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Head + parentName: Neck + position: {x: -0, y: 0.12747401, z: 0} + rotation: {x: -0.060688436, y: 0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Jaw + parentName: Head + position: {x: -0, y: -0.00763539, z: 0.012895278} + rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485} + scale: {x: 1, y: 1, z: 1} + - name: Left_Eye + parentName: Head + position: {x: -0.03330326, y: 0.034598116, z: 0.0867403} + rotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_Eye + parentName: Head + position: {x: 0.033303294, y: 0.03459628, z: 0.0867403} + rotation: {x: 0.7071068, y: 4.3297806e-17, z: 0.7071068, w: -4.3297806e-17} + scale: {x: 1, y: 1, z: 1} + - name: Neck_Twist_A + parentName: Neck + position: {x: -0, y: 0.063737005, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Right_Shoulder + parentName: UpperChest + position: {x: 0.0009571358, y: 0.19149381, z: -0.008727803} + rotation: {x: 0.99258024, y: -0.04327539, z: -0.113521874, w: 0.004949396} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperArm + parentName: Right_Shoulder + position: {x: 0.16743432, y: -0.0000022099182, z: 0.00000012213746} + rotation: {x: 0.1267345, y: 0.033320885, z: 0.68096745, w: 0.720494} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerArm + parentName: Right_UpperArm + position: {x: 0.0000037273983, y: -0.285085, z: -0.00000035927226} + rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176} + scale: {x: 1, y: 1, z: 1} + - name: Right_Hand + parentName: Right_LowerArm + position: {x: 0.0000014923929, y: -0.24036367, z: 0.0000017856368} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - 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ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/StarterAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs + uploadId: 879174 diff --git a/NightclubArcadia/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs b/NightclubArcadia/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs new file mode 100644 index 0000000..f551708 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs @@ -0,0 +1,397 @@ +using UnityEngine; +#if ENABLE_INPUT_SYSTEM +using UnityEngine.InputSystem; +#endif + +/* Note: animations are called via the controller for both the character and capsule using animator null checks + */ + +namespace StarterAssets +{ + [RequireComponent(typeof(CharacterController))] +#if ENABLE_INPUT_SYSTEM + [RequireComponent(typeof(PlayerInput))] +#endif + public class ThirdPersonController : MonoBehaviour + { + [Header("Player")] + [Tooltip("Move speed of the character in m/s")] + public float MoveSpeed = 2.0f; + + [Tooltip("Sprint speed of the character in m/s")] + public float SprintSpeed = 5.335f; + + [Tooltip("How fast the character turns to face movement direction")] + [Range(0.0f, 0.3f)] + public float RotationSmoothTime = 0.12f; + + [Tooltip("Acceleration and deceleration")] + public float SpeedChangeRate = 10.0f; + + public AudioSource AudioFootsteps; + public AudioSource LandingAudio; + public AudioSource AudioFoley; + public AudioClip LandingAudioClip; + public AudioClip[] FootstepAudioClips; + [Range(0, 1)] public float FootstepAudioVolume = 0.5f; + + [Space(10)] + [Tooltip("The height the player can jump")] + public float JumpHeight = 1.2f; + + [Tooltip("The character uses its own gravity value. The engine default is -9.81f")] + public float Gravity = -15.0f; + + [Space(10)] + [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] + public float JumpTimeout = 0.50f; + + [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] + public float FallTimeout = 0.15f; + + [Header("Player Grounded")] + [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] + public bool Grounded = true; + + [Tooltip("Useful for rough ground")] + public float GroundedOffset = -0.14f; + + [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] + public float GroundedRadius = 0.28f; + + [Tooltip("What layers the character uses as ground")] + public LayerMask GroundLayers; + + [Header("Cinemachine")] + [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] + public GameObject CinemachineCameraTarget; + + [Tooltip("How far in degrees can you move the camera up")] + public float TopClamp = 70.0f; + + [Tooltip("How far in degrees can you move the camera down")] + public float BottomClamp = -30.0f; + + [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")] + public float CameraAngleOverride = 0.0f; + + [Tooltip("For locking the camera position on all axis")] + public bool LockCameraPosition = false; + + // cinemachine + private float _cinemachineTargetYaw; + private float _cinemachineTargetPitch; + + // player + private float _speed; + private float _animationBlend; + private float _targetRotation = 0.0f; + private float _rotationVelocity; + private float _verticalVelocity; + private float _terminalVelocity = 53.0f; + + // timeout deltatime + private float _jumpTimeoutDelta; + private float _fallTimeoutDelta; + + // animation IDs + private int _animIDSpeed; + private int _animIDGrounded; + private int _animIDJump; + private int _animIDFreeFall; + private int _animIDMotionSpeed; + +#if ENABLE_INPUT_SYSTEM + private PlayerInput _playerInput; +#endif + private Animator _animator; + private CharacterController _controller; + private StarterAssetsInputs _input; + private GameObject _mainCamera; + + private const float _threshold = 0.01f; + + private bool _hasAnimator; + + private bool IsCurrentDeviceMouse + { + get + { +#if ENABLE_INPUT_SYSTEM + return _playerInput.currentControlScheme == "KeyboardMouse"; +#else + return false; +#endif + } + } + + + private void Awake() + { + // get a reference to our main camera + if (_mainCamera == null) + { + _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); + } + } + + private void Start() + { + _cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y; + + _hasAnimator = TryGetComponent(out _animator); + _controller = GetComponent(); + _input = GetComponent(); +#if ENABLE_INPUT_SYSTEM + _playerInput = GetComponent(); +#else + Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); +#endif + + AssignAnimationIDs(); + + // reset our timeouts on start + _jumpTimeoutDelta = JumpTimeout; + _fallTimeoutDelta = FallTimeout; + } + + private void Update() + { + _hasAnimator = TryGetComponent(out _animator); + + JumpAndGravity(); + GroundedCheck(); + Move(); + } + + private void LateUpdate() + { + CameraRotation(); + } + + private void AssignAnimationIDs() + { + _animIDSpeed = Animator.StringToHash("Speed"); + _animIDGrounded = Animator.StringToHash("Grounded"); + _animIDJump = Animator.StringToHash("Jump"); + _animIDFreeFall = Animator.StringToHash("FreeFall"); + _animIDMotionSpeed = Animator.StringToHash("MotionSpeed"); + } + + private void GroundedCheck() + { + // set sphere position, with offset + Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, + transform.position.z); + Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, + QueryTriggerInteraction.Ignore); + + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDGrounded, Grounded); + } + } + + private void CameraRotation() + { + // if there is an input and camera position is not fixed + if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition) + { + //Don't multiply mouse input by Time.deltaTime; + float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; + + _cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier; + _cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier; + } + + // clamp our rotations so our values are limited 360 degrees + _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue); + _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); + + // Cinemachine will follow this target + CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, + _cinemachineTargetYaw, 0.0f); + } + + private void Move() + { + // set target speed based on move speed, sprint speed and if sprint is pressed + float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; + + // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon + + // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is no input, set the target speed to 0 + if (_input.move == Vector2.zero) targetSpeed = 0.0f; + + // a reference to the players current horizontal velocity + float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; + + float speedOffset = 0.1f; + float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; + + // accelerate or decelerate to target speed + if (currentHorizontalSpeed < targetSpeed - speedOffset || + currentHorizontalSpeed > targetSpeed + speedOffset) + { + // creates curved result rather than a linear one giving a more organic speed change + // note T in Lerp is clamped, so we don't need to clamp our speed + _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, + Time.deltaTime * SpeedChangeRate); + + // round speed to 3 decimal places + _speed = Mathf.Round(_speed * 1000f) / 1000f; + } + else + { + _speed = targetSpeed; + } + + _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate); + if (_animationBlend < 0.01f) _animationBlend = 0f; + + // normalise input direction + Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; + + // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is a move input rotate player when the player is moving + if (_input.move != Vector2.zero) + { + _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + + _mainCamera.transform.eulerAngles.y; + float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, + RotationSmoothTime); + + // rotate to face input direction relative to camera position + transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f); + } + + + Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward; + + // move the player + _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); + + // update animator if using character + if (_hasAnimator) + { + _animator.SetFloat(_animIDSpeed, _animationBlend); + _animator.SetFloat(_animIDMotionSpeed, inputMagnitude); + } + } + + private void JumpAndGravity() + { + if (Grounded) + { + // reset the fall timeout timer + _fallTimeoutDelta = FallTimeout; + + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDJump, false); + _animator.SetBool(_animIDFreeFall, false); + } + + // stop our velocity dropping infinitely when grounded + if (_verticalVelocity < 0.0f) + { + _verticalVelocity = -2f; + } + + // Jump + if (_input.jump && _jumpTimeoutDelta <= 0.0f) + { + // the square root of H * -2 * G = how much velocity needed to reach desired height + _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); + + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDJump, true); + } + } + + // jump timeout + if (_jumpTimeoutDelta >= 0.0f) + { + _jumpTimeoutDelta -= Time.deltaTime; + } + } + else + { + // reset the jump timeout timer + _jumpTimeoutDelta = JumpTimeout; + + // fall timeout + if (_fallTimeoutDelta >= 0.0f) + { + _fallTimeoutDelta -= Time.deltaTime; + } + else + { + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDFreeFall, true); + } + } + + // if we are not grounded, do not jump + _input.jump = false; + } + + // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) + if (_verticalVelocity < _terminalVelocity) + { + _verticalVelocity += Gravity * Time.deltaTime; + } + } + + private static float ClampAngle(float lfAngle, float lfMin, float lfMax) + { + if (lfAngle < -360f) lfAngle += 360f; + if (lfAngle > 360f) lfAngle -= 360f; + return Mathf.Clamp(lfAngle, lfMin, lfMax); + } + + private void OnDrawGizmosSelected() + { + Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f); + Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f); + + if (Grounded) Gizmos.color = transparentGreen; + else Gizmos.color = transparentRed; + + // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider + Gizmos.DrawSphere( + new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), + GroundedRadius); + } + + private void OnFootstep(AnimationEvent animationEvent) + { + if (animationEvent.animatorClipInfo.weight > 0.5f) + { + + if (AudioFootsteps != null) + AudioFootsteps.Play(); + if (AudioFoley != null) + AudioFoley.Play(); + } + } + + private void OnLand(AnimationEvent animationEvent) + { + if (animationEvent.animatorClipInfo.weight > 0.5f) + { + if (LandingAudio != null) + LandingAudio.Play(); + + } + } + } +} \ No newline at end of file diff --git a/NightclubArcadia/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta b/NightclubArcadia/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta new file mode 100644 index 0000000..87f6c58 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 26e54e5a728a9234ab24fcf1460ed8a2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs + uploadId: 879174 diff --git a/NightclubArcadia/Assets/StarterAssets/TutorialInfo.meta b/NightclubArcadia/Assets/StarterAssets/TutorialInfo.meta new file mode 100644 index 0000000..86e8424 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/TutorialInfo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d9b1ba53f81715d4a8405a40b0a1e2c1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/StarterAssets/license.txt b/NightclubArcadia/Assets/StarterAssets/license.txt new file mode 100644 index 0000000..3f19c88 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/license.txt @@ -0,0 +1,2 @@ +This package is licensed under the Unity Companion License. +For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License \ No newline at end of file diff --git a/NightclubArcadia/Assets/StarterAssets/license.txt.meta b/NightclubArcadia/Assets/StarterAssets/license.txt.meta new file mode 100644 index 0000000..a777687 --- /dev/null +++ b/NightclubArcadia/Assets/StarterAssets/license.txt.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: b846ecad8a98bd34dba8a5daf996d86e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/StarterAssets/license.txt + uploadId: 879174 diff --git a/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs index ad55eca..a89eb2c 100644 --- a/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs +++ b/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs @@ -1,242 +1,158 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using System; -using System.IO; -using System.Reflection; - -[CustomEditor(typeof(Readme))] -[InitializeOnLoad] -public class ReadmeEditor : Editor -{ - static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; - - static string s_ReadmeSourceDirectory = "Assets/TutorialInfo"; - - const float k_Space = 16f; - - static ReadmeEditor() - { - EditorApplication.delayCall += SelectReadmeAutomatically; - } - - static void RemoveTutorial() - { - if (EditorUtility.DisplayDialog("Remove Readme Assets", - - $"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?", - "Proceed", - "Cancel")) - { - if (Directory.Exists(s_ReadmeSourceDirectory)) - { - FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory); - FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta"); - } - else - { - Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}"); - } - - var readmeAsset = SelectReadme(); - if (readmeAsset != null) - { - var path = AssetDatabase.GetAssetPath(readmeAsset); - FileUtil.DeleteFileOrDirectory(path + ".meta"); - FileUtil.DeleteFileOrDirectory(path); - } - - AssetDatabase.Refresh(); - } - } - - static void SelectReadmeAutomatically() - { - if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false)) - { - var readme = SelectReadme(); - SessionState.SetBool(s_ShowedReadmeSessionStateName, true); - - if (readme && !readme.loadedLayout) - { - LoadLayout(); - readme.loadedLayout = true; - } - } - } - - static void LoadLayout() - { - var assembly = typeof(EditorApplication).Assembly; - var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); - var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); - method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false }); - } - - static Readme SelectReadme() - { - var ids = AssetDatabase.FindAssets("Readme t:Readme"); - if (ids.Length == 1) - { - var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); - - Selection.objects = new UnityEngine.Object[] { readmeObject }; - - return (Readme)readmeObject; - } - else - { - Debug.Log("Couldn't find a readme"); - return null; - } - } - - protected override void OnHeaderGUI() - { - var readme = (Readme)target; - Init(); - - var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f); - - GUILayout.BeginHorizontal("In BigTitle"); - { - if (readme.icon != null) - { - GUILayout.Space(k_Space); - GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); - } - GUILayout.Space(k_Space); - GUILayout.BeginVertical(); - { - - GUILayout.FlexibleSpace(); - GUILayout.Label(readme.title, TitleStyle); - GUILayout.FlexibleSpace(); - } - GUILayout.EndVertical(); - GUILayout.FlexibleSpace(); - } - GUILayout.EndHorizontal(); - } - - public override void OnInspectorGUI() - { - var readme = (Readme)target; - Init(); - - foreach (var section in readme.sections) - { - if (!string.IsNullOrEmpty(section.heading)) - { - GUILayout.Label(section.heading, HeadingStyle); - } - - if (!string.IsNullOrEmpty(section.text)) - { - GUILayout.Label(section.text, BodyStyle); - } - - if (!string.IsNullOrEmpty(section.linkText)) - { - if (LinkLabel(new GUIContent(section.linkText))) - { - Application.OpenURL(section.url); - } - } - - GUILayout.Space(k_Space); - } - - if (GUILayout.Button("Remove Readme Assets", ButtonStyle)) - { - RemoveTutorial(); - } - } - - bool m_Initialized; - - GUIStyle LinkStyle - { - get { return m_LinkStyle; } - } - - [SerializeField] - GUIStyle m_LinkStyle; - - GUIStyle TitleStyle - { - get { return m_TitleStyle; } - } - - [SerializeField] - GUIStyle m_TitleStyle; - - GUIStyle HeadingStyle - { - get { return m_HeadingStyle; } - } - - [SerializeField] - GUIStyle m_HeadingStyle; - - GUIStyle BodyStyle - { - get { return m_BodyStyle; } - } - - [SerializeField] - GUIStyle m_BodyStyle; - - GUIStyle ButtonStyle - { - get { return m_ButtonStyle; } - } - - [SerializeField] - GUIStyle m_ButtonStyle; - - void Init() - { - if (m_Initialized) - return; - m_BodyStyle = new GUIStyle(EditorStyles.label); - m_BodyStyle.wordWrap = true; - m_BodyStyle.fontSize = 14; - m_BodyStyle.richText = true; - - m_TitleStyle = new GUIStyle(m_BodyStyle); - m_TitleStyle.fontSize = 26; - - m_HeadingStyle = new GUIStyle(m_BodyStyle); - m_HeadingStyle.fontStyle = FontStyle.Bold; - m_HeadingStyle.fontSize = 18; - - m_LinkStyle = new GUIStyle(m_BodyStyle); - m_LinkStyle.wordWrap = false; - - // Match selection color which works nicely for both light and dark skins - m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); - m_LinkStyle.stretchWidth = false; - - m_ButtonStyle = new GUIStyle(EditorStyles.miniButton); - m_ButtonStyle.fontStyle = FontStyle.Bold; - - m_Initialized = true; - } - - bool LinkLabel(GUIContent label, params GUILayoutOption[] options) - { - var position = GUILayoutUtility.GetRect(label, LinkStyle, options); - - Handles.BeginGUI(); - Handles.color = LinkStyle.normal.textColor; - Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); - Handles.color = Color.white; - Handles.EndGUI(); - - EditorGUIUtility.AddCursorRect(position, MouseCursor.Link); - - return GUI.Button(position, label, LinkStyle); - } -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +[CustomEditor(typeof(Readme))] +[InitializeOnLoad] +public class ReadmeEditor : Editor { + + static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + static float kSpace = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) + { + var readme = SelectReadme(); + SessionState.SetBool(kShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); + } + + [MenuItem("Tutorial/Show Tutorial Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[]{readmeObject}; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + GUILayout.Space(kSpace); + } + } + + + bool m_Initialized; + + GUIStyle LinkStyle { get { return m_LinkStyle; } } + [SerializeField] GUIStyle m_LinkStyle; + + GUIStyle TitleStyle { get { return m_TitleStyle; } } + [SerializeField] GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle { get { return m_HeadingStyle; } } + [SerializeField] GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle { get { return m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI (); + + EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); + + return GUI.Button (position, label, LinkStyle); + } +} + diff --git a/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta index f038618..b7d9196 100644 --- a/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta +++ b/NightclubArcadia/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -10,3 +10,11 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs + uploadId: 879174 diff --git a/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs b/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs index 95f6269..f17c0cb 100644 --- a/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs +++ b/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs @@ -1,16 +1,14 @@ -using System; -using UnityEngine; - -public class Readme : ScriptableObject -{ - public Texture2D icon; - public string title; - public Section[] sections; - public bool loadedLayout; - - [Serializable] - public class Section - { - public string heading, text, linkText, url; - } -} +using System; +using UnityEngine; + +public class Readme : ScriptableObject { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section { + public string heading, text, linkText, url; + } +} diff --git a/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs.meta b/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs.meta index 935153f..7d1a9df 100644 --- a/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs.meta +++ b/NightclubArcadia/Assets/TutorialInfo/Scripts/Readme.cs.meta @@ -4,9 +4,17 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: - - icon: {instanceID: 0} + - icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3} executionOrder: 0 icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.7 + assetPath: Assets/TutorialInfo/Scripts/Readme.cs + uploadId: 879174 diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Addons.meta b/NightclubArcadia/Packages/com.unity.probuilder/Addons.meta new file mode 100644 index 0000000..7664a08 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Addons.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1db26a9bb354d42cda31cf8b83b7fed4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Addons/Fbx.cs b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Fbx.cs new file mode 100644 index 0000000..0c30e65 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Fbx.cs @@ -0,0 +1,73 @@ +#if FBX_EXPORTER + +using UnityEditor; +using System.Reflection; +using System.Linq; +using UnityEditor.Formats.Fbx.Exporter; +using UnityEditor.ProBuilder; +using UnityEditor.ProBuilder.Actions; + +namespace UnityEngine.ProBuilder.Addons.FBX +{ + /// + /// ProBuilder-specific options when exporting FBX files with the Unity FBX Exporter. + /// + class FbxOptions + { + /// + /// Export mesh topology as quads if possible. + /// +#pragma warning disable 649 + public bool quads; +#pragma warning restore 649 + } + + /// + /// Provides some additional functionality when the FbxSdk and FbxExporter packages are available in the project. + /// + [InitializeOnLoad] + static class Fbx + { + static FbxOptions s_FbxOptions = new FbxOptions() { + quads = true + }; + + static Fbx() + { + TryLoadFbxSupport(); + } + + static void TryLoadFbxSupport() + { + ModelExporter.RegisterMeshCallback(GetMeshForPBComponent, true); + s_FbxOptions.quads = ProBuilderSettings.Get("Export::m_FbxQuads", SettingsScope.User, true); + } + + static bool GetMeshForPBComponent(ModelExporter exporter, ProBuilderMesh pmesh, Autodesk.Fbx.FbxNode node) + { + Mesh mesh = new Mesh(); + MeshUtility.Compile(pmesh, mesh, s_FbxOptions.quads ? MeshTopology.Quads : MeshTopology.Triangles); + + var pMeshRenderer = pmesh.GetComponent(); + var sharedMaterials = pMeshRenderer ? pMeshRenderer.sharedMaterials : null; + + exporter.ExportMesh(mesh, node, sharedMaterials); + + Object.DestroyImmediate(mesh); + + //Need to have ExportOptions accessible to remove this reflection + var exporterType = exporter.GetType().GetMethods(BindingFlags.NonPublic | BindingFlags.Instance) + .First(x => x.Name == "get_ExportOptions").Invoke(exporter, null).GetType(); + + if(exporterType == typeof(ConvertToPrefabSettingsSerialize)) + { + // probuilder can't handle mesh assets that may be externally reloaded, just strip pb stuff for now. + StripProBuilderScripts.DoStrip(pmesh); + } + + return true; + } + } +} + +#endif diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Addons/Fbx.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Fbx.cs.meta new file mode 100644 index 0000000..fef225d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Fbx.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 561f179dea8740f41a4a539592427f2b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Addons/Unity.ProBuilder.AddOns.Editor.asmdef b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Unity.ProBuilder.AddOns.Editor.asmdef new file mode 100644 index 0000000..68b428d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Unity.ProBuilder.AddOns.Editor.asmdef @@ -0,0 +1,27 @@ +{ + "name": "Unity.ProBuilder.AddOns.Editor", + "rootNamespace": "", + "references": [ + "Unity.ProBuilder", + "Unity.ProBuilder.Editor", + "Unity.Formats.Fbx.Editor", + "Autodesk.Fbx" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [ + { + "name": "com.unity.formats.fbx", + "expression": "4.0.0", + "define": "FBX_EXPORTER" + } + ], + "noEngineReferences": false +} \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Addons/Unity.ProBuilder.AddOns.Editor.asmdef.meta b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Unity.ProBuilder.AddOns.Editor.asmdef.meta new file mode 100644 index 0000000..4392e50 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Addons/Unity.ProBuilder.AddOns.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2cfd637d8bffa4f3ebad425f3bdd33a2 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Addons/readme.md b/NightclubArcadia/Packages/com.unity.probuilder/Addons/readme.md new file mode 100644 index 0000000..39574d5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Addons/readme.md @@ -0,0 +1,7 @@ +# Enabling FBX Integration + +- Install *FBX Exporter* 2.0.1 or newer via Package Manager. +- Add the following dependencies to `Unity.ProBuilder.AddOns.Editor.asmdef` in the "references" array: + - "Autodesk.Fbx" + - "Unity.Formats.Fbx.Editor" +- Open *Project Settings* and add `PROBUILDER_FBX_2_0_1_OR_NEWER` to the *Scripting Define Symbols* field. diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Addons/readme.md.meta b/NightclubArcadia/Packages/com.unity.probuilder/Addons/readme.md.meta new file mode 100644 index 0000000..6279be0 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Addons/readme.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 775c13f8a03a14fcf9021cd73ff0377e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility.meta new file mode 100644 index 0000000..6d54df8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9e50e13f5457645a89d6c209eac9242a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor.meta new file mode 100644 index 0000000..5863d91 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 274744740648f42a19d3e77602101b06 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssemblyInfo.cs b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssemblyInfo.cs new file mode 100644 index 0000000..c5148cf --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssemblyInfo.cs @@ -0,0 +1,4 @@ +using System.Runtime.CompilerServices; + +[assembly: InternalsVisibleTo("Unity.ProBuilder.Editor")] +[assembly: InternalsVisibleTo("Unity.ProBuilder.Debug.Editor")] diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssemblyInfo.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssemblyInfo.cs.meta new file mode 100644 index 0000000..5671d4c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssemblyInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a84ca2d947f34a09bd44bc592e22d49c +timeCreated: 1516811154 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetId.cs b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetId.cs new file mode 100644 index 0000000..b5f2366 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetId.cs @@ -0,0 +1,379 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEditor; +using UObject = UnityEngine.Object; + +namespace UnityEngine.ProBuilder.AssetIdRemapUtility +{ + [Serializable] + sealed class AssetIdentifierTuple + { + public AssetId source; + public AssetId destination; + + public AssetIdentifierTuple() + { + source = null; + destination = null; + } + + public AssetIdentifierTuple(AssetId src, AssetId dest) + { + source = src ?? new AssetId(); + destination = dest ?? new AssetId(); + } + + public bool AssetEquals(AssetIdentifierTuple other) + { + return AssetId.IsValid(source) == AssetId.IsValid(other.source) && + source.AssetEquals(other.source) && + AssetId.IsValid(destination) == AssetId.IsValid(other.destination) && + destination.AssetEquals(other.destination); + } + } + + [Serializable] + class StringTuple + { + public string key; + public string value; + + public StringTuple(string k, string v) + { + key = k; + value = v; + } + } + + enum Origin + { + Source, + Destination + } + + [Serializable] + class AssetIdRemapObject + { + public List sourceDirectory = new List(); + public string destinationDirectory = null; + public List map = new List(); + + public AssetIdentifierTuple this[int i] + { + get { return map[i]; } + set { map[i] = value; } + } + + public void Clear(Origin origin) + { + switch (origin) + { + case Origin.Source: + sourceDirectory.Clear(); + for (int i = 0, c = map.Count; i < c; i++) + map[i].source.Clear(); + break; + + case Origin.Destination: + destinationDirectory = ""; + for (int i = 0, c = map.Count; i < c; i++) + map[i].destination.Clear(); + break; + } + + map = map.Where(x => AssetId.IsValid(x.source) || AssetId.IsValid(x.destination)).ToList(); + } + + public void Delete(IEnumerable entries) + { + map.RemoveAll(entries.Contains); + } + + public void Merge(IEnumerable entries) + { + var types = entries.SelectMany(x => new[] { x.source.assetType, x.destination.assetType }); + + if (types.Where(x => !string.IsNullOrEmpty(x)).Distinct().Count() > 1) + { + Debug.LogError("Attempting to map entries of multiple types! This is not allowed."); + return; + } + + var arr = entries as AssetIdentifierTuple[] ?? entries.ToArray(); + var src = arr.Where(x => AssetId.IsValid(x.source) && !AssetId.IsValid(x.destination)).ToArray(); + var dst = arr.Where(x => AssetId.IsValid(x.destination)).ToArray(); + + if (dst.Length != 1) + { + Debug.LogError("Merging AssetId entries requires only one valid destination entry be selected."); + return; + } + + var d = dst.First().destination; + + foreach (var s in src) + map.Add(new AssetIdentifierTuple(new AssetId(s.source), new AssetId(d))); + + map.RemoveAll(src.Contains); + map.RemoveAll(x => dst.Contains(x) && !AssetId.IsValid(x.source)); + } + } + + [Serializable] + class AssetId : IEquatable + { + const string k_MonoScriptTypeString = "UnityEditor.MonoScript"; + + static readonly string[] k_MonoScriptTypeSplit = new string[1] {"::"}; + + enum AssetType + { + Unknown = 0, + Default = 1, + MonoScript = 2, + // add more as special cases require + } + + /// + /// A path relative to the root asset directory (ex, ProBuilder/About/Hello.cs). + /// Stored per-asset because the path may change between upgrades. A single file name is stored at the tuple + /// level. + /// + public string localPath + { + get { return m_LocalPath; } + } + + public string name + { + get { return m_Name; } + } + + /// + /// Return the backing type of this asset. If the asset is a MonoScript, the associated mono class will be + /// returned. To get the Unity asset type use assetType. + /// + public string type + { + get { return IsMonoScript() ? m_MonoScriptClass : m_Type; } + } + + public string assetType + { + get { return IsMonoScript() ? k_MonoScriptTypeString : m_Type; } + } + + /// + /// File Ids associated with this asset. + /// + public string fileId + { + get { return m_FileId; } + } + + /// + /// Asset GUID. + /// + public string guid + { + get { return m_Guid; } + } + + [SerializeField] + string m_Guid; + + [SerializeField] + string m_FileId; + + [SerializeField] + string m_LocalPath; + + [SerializeField] + string m_Name; + + [SerializeField] + string m_Type; + + // the remaining properties are only relevant to monoscript files + AssetType m_InternalType = AssetType.Unknown; + string m_MonoScriptClass = null; + #pragma warning disable 414 + bool m_IsEditorScript = false; + #pragma warning restore 414 + + public AssetId() + { + Clear(); + } + + public AssetId(AssetId other) + { + m_Guid = other.m_Guid; + m_FileId = other.m_FileId; + m_LocalPath = other.m_LocalPath; + m_Name = other.m_Name; + m_Type = other.m_Type; + } + + public AssetId(UObject obj, string file, string guid, string localPath = null) + { + if (obj == null) + throw new SystemException("Cannot initialize an AssetIdentifier with a null object"); + + if (string.IsNullOrEmpty(guid)) + throw new SystemException("Cannot initialize an AssetIdentifier without a GUID"); + + if (string.IsNullOrEmpty(file)) + throw new SystemException("Cannot initialize an AssetIdentifier without a FileId"); + + m_FileId = file; + m_Guid = guid; + m_Name = obj.name; + m_LocalPath = localPath; + m_Type = GetUObjectTypeString(obj); + } + + static string GetUObjectTypeString(UObject obj) + { + MonoScript ms = obj as MonoScript; + + if (ms != null) + return string.Format("{0}{1}{2}", obj.GetType().ToString(), k_MonoScriptTypeSplit[0], ms.GetClass()); + + return obj.GetType().ToString(); + } + + public bool Equals(AssetId other) + { + if (ReferenceEquals(null, other)) return false; + if (ReferenceEquals(this, other)) return true; + + return string.Equals(m_Guid, other.m_Guid) && + string.Equals(m_FileId, other.m_FileId) && + string.Equals(m_LocalPath, other.m_LocalPath); + } + + public override bool Equals(object obj) + { + if (ReferenceEquals(null, obj)) return false; + if (ReferenceEquals(this, obj)) return true; + var id = obj as AssetId; + if (id != null) return Equals(id); + return false; + } + + public override int GetHashCode() + { + int hash = 0; + + unchecked + { + hash = (hash * 7) + (string.IsNullOrEmpty(m_Guid) ? 0 : m_Guid.GetHashCode()); + hash = (hash * 7) + (string.IsNullOrEmpty(m_FileId) ? 0 : m_FileId.GetHashCode()); + hash = (hash * 7) + (string.IsNullOrEmpty(m_LocalPath) ? 0 : m_LocalPath.GetHashCode()); + } + + return hash; + } + + public void Clear() + { + m_Guid = ""; + m_FileId = ""; + m_LocalPath = ""; + m_Name = ""; + m_Type = ""; + m_InternalType = AssetType.Unknown; + m_MonoScriptClass = null; + m_IsEditorScript = false; + } + + public void SetPathRelativeTo(string dir) + { + m_LocalPath = m_LocalPath.Replace(dir, ""); + } + + public static bool IsValid(AssetId id) + { + return !string.IsNullOrEmpty(id == null ? null : id.m_Guid); + } + + public bool IsMonoScript() + { + if (m_InternalType == AssetType.Unknown) + { + if (m_Type.StartsWith(k_MonoScriptTypeString)) + { + m_InternalType = AssetType.MonoScript; + + try + { + m_MonoScriptClass = m_Type.Split(k_MonoScriptTypeSplit, StringSplitOptions.RemoveEmptyEntries)[1]; + if (m_LocalPath.EndsWith(".dll", StringComparison.InvariantCultureIgnoreCase)) + m_IsEditorScript = m_LocalPath.StartsWith("Editor/") || m_LocalPath.Contains("/Editor/") || PackageImporter.IsEditorPluginEnabled(guid); + else + m_IsEditorScript = m_LocalPath.StartsWith("Editor/") || m_LocalPath.Contains("/Editor/"); + } + catch + { + m_MonoScriptClass = "null"; +// pb_Log.Debug("Failed parsing type from monoscript \"" + m_Name + "\" (" + m_Type + ")"); + } + } + else + { + m_InternalType = AssetType.Default; + } + } + + return m_InternalType == AssetType.MonoScript; + } + + bool GetNamespaceAndType(string classType, out string namespaceString, out string typeString) + { + namespaceString = null; + typeString = null; + + if (string.IsNullOrEmpty(classType)) + return false; + + int last = classType.LastIndexOf('.'); + + if (last < 0) + { + typeString = classType; + return true; + } + + namespaceString = classType.Substring(0, last); + typeString = classType.Substring(last + 1, (classType.Length - last) - 1); + + return true; + } + + public bool AssetEquals(AssetId other) + { + if (!assetType.Equals(other.assetType)) + return false; + + return localPath.Equals(other.localPath); + } + + /// + /// Does the object this id reference exist in the project? + /// + /// + public bool ExistsInProject() + { + string assetPath = AssetDatabase.GUIDToAssetPath(m_Guid); + if (string.IsNullOrEmpty(assetPath)) + return false; + var assetObj = AssetDatabase.LoadAssetAtPath(assetPath); + if (assetObj == null) + return false; + return m_Type.Equals(GetUObjectTypeString(assetObj)); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetId.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetId.cs.meta new file mode 100644 index 0000000..939df8b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetId.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ce1c67454d65d14eb3eae2f44b0ffa7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderEditor.cs new file mode 100644 index 0000000..fece275 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderEditor.cs @@ -0,0 +1,487 @@ +#if PROBUILDER_DEBUG + +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using UnityEditor; +using UObject = UnityEngine.Object; +using UnityEditor.IMGUI.Controls; +#if UNITY_6000_3_OR_NEWER +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#else +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + +namespace UnityEngine.ProBuilder.AssetIdRemapUtility +{ + /// + /// Utility class for creating GUID remap files. + /// + sealed class AssetIdRemapBuilderEditor : EditorWindow + { + const string k_RemapFilePath = "AssetIdRemap.json"; + const string k_NamespaceRemapFilePath = "NamespaceRemap.json"; + + static string remapFilePath + { + get { return "Assets/" + k_RemapFilePath; } + } + + static string namespaceRemapFilePath + { + get { return "Assets/" + k_NamespaceRemapFilePath; } + } + + static readonly string[] k_DirectoryExcludeFilter = new string[] + { + "ProBuilder/About", + "ProBuilder/AssetIdRemapUtility", + "ProBuilder/API Examples", + "ProBuilder/Data", + "ProBuilder/Icons", + "ProBuilder/Upgrade", + }; + + static GUIContent m_SourceGuiContent = new GUIContent("Source", "The old GUID and FileId."); + static GUIContent m_DestinationGuiContent = new GUIContent("Destination", "The new GUID and FileId."); + + [SerializeField] TextAsset m_RemapTextAsset = null; + [SerializeField] TextAsset m_NamespaceRemapTextAsset = null; + [SerializeField] string m_SourceDirectory; + [SerializeField] string m_DestinationDirectory; + + [SerializeField] BaseTreeViewState m_TreeViewState; + [SerializeField] MultiColumnHeaderState m_MultiColumnHeaderState; + [SerializeField] bool m_DetailsExpanded; + + MultiColumnHeader m_MultiColumnHeader; + AssetIdRemapBuilderTreeView m_TreeView; + SearchField m_SearchField; + + [MenuItem("Tools/GUID Remap Editor")] + static void MenuOpenGuidEditor() + { + var win = GetWindow(true, "GUID Remap Editor", true); + win.m_DetailsExpanded = true; + } + + static class Styles + { + static GUIStyle m_Container = null; + + public static GUIStyle container + { + get + { + if (m_Container == null) + { + m_Container = new GUIStyle(EditorStyles.helpBox); + m_Container.padding = new RectOffset(4, 4, 4, 4); + } + return m_Container; + } + } + } + + void OnEnable() + { + // Check whether there is already a serialized view state (state + // that survived assembly reloading) + if (m_TreeViewState == null) + m_TreeViewState = new BaseTreeViewState(); + + if (m_MultiColumnHeaderState == null) + m_MultiColumnHeaderState = new MultiColumnHeaderState(new MultiColumnHeaderState.Column[] + { + new MultiColumnHeaderState.Column() { + headerContent = m_SourceGuiContent, + autoResize = true + }, + new MultiColumnHeaderState.Column() { + headerContent = m_DestinationGuiContent, + autoResize = true + }, + }); + + m_MultiColumnHeader = new MultiColumnHeader(m_MultiColumnHeaderState); + m_MultiColumnHeader.ResizeToFit(); + m_TreeView = new AssetIdRemapBuilderTreeView(m_TreeViewState, m_MultiColumnHeader); + m_TreeView.remapObject = GetGuidRemapObject(); + m_TreeView.Reload(); + + m_SearchField = new SearchField(); + } + + void OnDestroy() + { + if (m_TreeView.isDirty) + { + if (EditorUtility.DisplayDialog("Unsaved Changes", "There are unsaved changes to the remap file. Save these changes?", "Save", "Discard")) + Save(); + } + } + + string GetRemapFilePath() + { + if (m_RemapTextAsset != null) + return AssetDatabase.GetAssetPath(m_RemapTextAsset); + return remapFilePath; + } + + void Save() + { + File.WriteAllText(GetRemapFilePath(), JsonUtility.ToJson(m_TreeView.remapObject, true)); + AssetDatabase.ImportAsset(GetRemapFilePath()); + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(GetRemapFilePath())); + m_TreeView.isDirty = false; + } + + void OnGUI() + { + GUILayout.BeginHorizontal(EditorStyles.toolbar); + + if (GUILayout.Button(m_DetailsExpanded ? "Hide" : "Show", EditorStyles.toolbarButton)) + m_DetailsExpanded = !m_DetailsExpanded; + + GUILayout.FlexibleSpace(); + + GUI.enabled = m_TreeView.isDirty; + + if (GUILayout.Button("Revert", EditorStyles.toolbarButton)) + { + m_TreeView.remapObject = null; + m_TreeView.remapObject = GetGuidRemapObject(); + m_TreeView.Reload(); + m_TreeView.isDirty = false; + } + + if (GUILayout.Button("Save", EditorStyles.toolbarButton)) + Save(); + + GUI.enabled = true; + + GUILayout.EndHorizontal(); + + if (m_DetailsExpanded) + { + EditorGUI.BeginChangeCheck(); + + m_RemapTextAsset = (TextAsset)EditorGUILayout.ObjectField("Remap", m_RemapTextAsset, typeof(TextAsset), false); + m_NamespaceRemapTextAsset = (TextAsset)EditorGUILayout.ObjectField("Namespace", m_NamespaceRemapTextAsset, typeof(TextAsset), false); + + if (EditorGUI.EndChangeCheck()) + { + m_TreeView.remapObject = null; + m_TreeView.remapObject = GetGuidRemapObject(); + m_TreeView.Reload(); + Repaint(); + } + + EditorGUILayout.BeginVertical(Styles.container); + GUILayout.Label("Package Directories", EditorStyles.boldLabel); + EditorGUILayout.BeginVertical(Styles.container); + m_SourceDirectory = DoDirectoryField("Source", m_SourceDirectory); + + EditorGUI.BeginChangeCheck(); + if (GUILayout.Button("Collect Source (Old) Asset Identifiers")) + GetRemapSource(m_SourceDirectory); + + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(Styles.container); + m_DestinationDirectory = DoDirectoryField("Destination", m_DestinationDirectory); + + if (GUILayout.Button("Collect Destination (New) Asset Identifiers")) + GetRemapDestination(m_DestinationDirectory); + + if (EditorGUI.EndChangeCheck()) + m_TreeView.Reload(); + + EditorGUILayout.EndVertical(); + EditorGUILayout.EndVertical(); + } + + GUILayout.BeginHorizontal(); + GUILayout.Label("Asset Id Mapping", EditorStyles.boldLabel); + GUILayout.FlexibleSpace(); + if (GUILayout.Button("...")) + { + var menu = new GenericMenu(); + + menu.AddItem(new GUIContent("Clear Source", ""), false, () => + { + GetGuidRemapObject().Clear(Origin.Source); + m_TreeView.Reload(); + m_TreeView.isDirty = true; + }); + + menu.AddItem(new GUIContent("Clear Destination", ""), false, () => + { + GetGuidRemapObject().Clear(Origin.Destination); + m_TreeView.Reload(); + m_TreeView.isDirty = true; + }); + + menu.ShowAsContext(); + } + + GUILayout.EndHorizontal(); + + Rect last = GUILayoutUtility.GetLastRect(); + + m_TreeView.searchString = m_SearchField.OnGUI(new Rect(last.x, last.y + last.height + 4, position.width - last.x * 2f, 20f), + m_TreeView.searchString); + + Vector2 treeStart = new Vector2(last.x, last.y + last.height + 4 + 20f + 4f); + + m_TreeView.SetRowHeight(); + + m_TreeView.OnGUI(new Rect(treeStart.x, treeStart.y, position.width - treeStart.x * 2, position.height - treeStart.y)); + } + + static string DoDirectoryField(string title, string value) + { + GUILayout.BeginHorizontal(); + EditorGUI.BeginChangeCheck(); + + value = EditorGUILayout.TextField(title, value); + + if (GUILayout.Button("Select", GUILayout.MaxWidth(60))) + value = GetSelectedDirectory(); + + bool didChange = EditorGUI.EndChangeCheck(); + bool doOpenFolderPanel = GUILayout.Button("...", GUILayout.MaxWidth(32)); + + GUILayout.EndHorizontal(); + + if (doOpenFolderPanel) + { + value = EditorUtility.OpenFolderPanel(title, value, ""); + didChange = true; + } + + return didChange ? value = value.Replace("\\", "/").Replace(Application.dataPath, "Assets") : value; + } + + void GetRemapSource(string directory) + { + if (string.IsNullOrEmpty(directory) || !Directory.Exists(directory)) + { + Debug.LogWarning("No source directory selected."); + return; + } + + var remapObject = GetGuidRemapObject(); + + string localDirectory = directory.Replace("\\", "/").Replace(Application.dataPath, "Assets") + "/"; + + if (!remapObject.sourceDirectory.Contains(localDirectory)) + remapObject.sourceDirectory.Add(localDirectory); + + List map = remapObject.map; + + foreach (var id in GetAssetIdentifiersInDirectory(localDirectory, k_DirectoryExcludeFilter)) + { + id.SetPathRelativeTo(localDirectory); + + if (map.Any(x => x.source != null && x.source.Equals(id))) + continue; + + // the only time where a destination can exist with a null source is when a single destination is in the + // map, so it's okay to grab the first and not bother searching for more dangling destination entries + AssetIdentifierTuple matchingDestination = + map.FirstOrDefault(x => + { + return x.destination != null && + x.destination.AssetEquals(id); + }); + + if (matchingDestination != null) + { + if (AssetId.IsValid(matchingDestination.source)) + map.Add(new AssetIdentifierTuple(id, matchingDestination.destination)); + else + matchingDestination.source = id; + } + else + { + map.Add(new AssetIdentifierTuple(id, null)); + } + } + + m_TreeView.isDirty = true; + } + + void GetRemapDestination(string directory) + { + if (string.IsNullOrEmpty(directory) || !Directory.Exists(directory)) + { + Debug.LogWarning("No destination directory selected."); + return; + } + + var remapObject = GetGuidRemapObject(); + + if (!string.IsNullOrEmpty(remapObject.destinationDirectory)) + { + if (!EditorUtility.DisplayDialog("Destination Directory Already Mapped", + "The destination directory has already been mapped. Continuing will overwrite the existing data. Are you sure you wish to continue?", + "Continue", "Cancel")) + return; + } + + string localDirectory = directory.Replace("\\", "/").Replace(Application.dataPath, "Assets") + "/"; + remapObject.destinationDirectory = localDirectory; + List map = remapObject.map; + + foreach (var id in GetAssetIdentifiersInDirectory(localDirectory, k_DirectoryExcludeFilter)) + { + if (map.Any(x => x.destination.Equals(id))) + continue; + + id.SetPathRelativeTo(localDirectory); + + IEnumerable matchingSources = + map.Where(x => x.source != null && x.source.AssetEquals(id)); + + if (matchingSources.Any()) + { + foreach (var tup in matchingSources) + tup.destination = id; + } + else + { + map.Add(new AssetIdentifierTuple(null, id)); + } + } + + m_TreeView.isDirty = true; + } + + /// + /// Collect asset identifier information from all files in a directory. + /// + /// + /// + static List GetAssetIdentifiersInDirectory(string directory, string[] directoryIgnoreFilter) + { + List ids = new List(); + string unixPath = directory.Replace("\\", "/"); + string packageAbsolutePath = null; + string packageRelativePath = null; + + if (directory.StartsWith("Packages/")) + { + // +1 because we want the trailing "/" to be with the packageRelativePath + var en = unixPath.IndexOf("/", "Packages/".Length, StringComparison.InvariantCulture) + 1; + packageRelativePath = unixPath.Substring(0, en); + var targetPathRelative = unixPath.Substring(en, unixPath.Length - en); + packageAbsolutePath = Path.GetFullPath(unixPath).Replace("\\", "/"); + if (!string.IsNullOrEmpty(targetPathRelative)) + packageAbsolutePath = packageAbsolutePath.Replace(targetPathRelative, ""); + } + + if (directoryIgnoreFilter != null && directoryIgnoreFilter.Any(x => unixPath.Contains(x))) + return ids; + + foreach (string file in Directory.GetFiles(Path.GetFullPath(directory), "*", SearchOption.TopDirectoryOnly)) + { + if (file.EndsWith(".meta") || Path.GetFileName(file).StartsWith(".")) + continue; + + string localPath = file.Replace("\\", "/").Replace(Application.dataPath, "Assets"); + + if (!string.IsNullOrEmpty(packageAbsolutePath)) + localPath = localPath.Replace(packageAbsolutePath, packageRelativePath); + + ids.AddRange(GetAssetIdentifiers(localPath)); + } + + foreach (string dir in Directory.GetDirectories(directory, "*", SearchOption.TopDirectoryOnly)) + { + if (Path.GetDirectoryName(dir).StartsWith(".")) + continue; + + string path = !string.IsNullOrEmpty(packageAbsolutePath) + ? dir.Replace("\\", "/").Replace(packageAbsolutePath, packageRelativePath) + : dir; + + ids.AddRange(GetAssetIdentifiersInDirectory(path, directoryIgnoreFilter)); + } + + return ids; + } + + static List GetAssetIdentifiers(string assetPath) + { + List ids = new List(); + + if (assetPath.EndsWith(".unity")) + return ids; + + foreach (UnityEngine.Object o in AssetDatabase.LoadAllAssetsAtPath(assetPath)) + { + string g; + long file; + + if (o != null && AssetDatabase.TryGetGUIDAndLocalFileIdentifier(o, out g, out file)) + ids.Add(new AssetId(o, file.ToString(), g.ToString(), assetPath)); + } + + return ids; + } + + /// + /// Load a remap json file from a relative path (Assets/MyRemapFile.json). + /// + /// A GuidRemapObject from the path, or if not found, a new GuidRemapObject + AssetIdRemapObject GetGuidRemapObject() + { + var remapObject = m_TreeView.remapObject; + + if (remapObject != null) + return remapObject; + + if (m_RemapTextAsset == null) + m_RemapTextAsset = AssetDatabase.LoadAssetAtPath(remapFilePath); + + remapObject = new AssetIdRemapObject(); + + if (m_RemapTextAsset != null) + JsonUtility.FromJsonOverwrite(m_RemapTextAsset.text, remapObject); + + return remapObject; + } + + static string GetSelectedDirectory() + { + UObject o = Selection.activeObject; + + if (o != null) + { +#if UNITY_6000_4_OR_NEWER + string path = AssetDatabase.GetAssetPath(o.GetEntityId()); +#else +#pragma warning disable 0618 + string path = AssetDatabase.GetAssetPath(o.GetInstanceID()); +#pragma warning restore 0618 +#endif + + if (!string.IsNullOrEmpty(path)) + { + if (Directory.Exists(path)) + return Path.GetFullPath(path); + + string res = Path.GetDirectoryName(path); + + if (!string.IsNullOrEmpty(res) && System.IO.Directory.Exists(res)) + return Path.GetFullPath(res); + } + } + + return Path.GetFullPath("Assets"); + } + } +} + +#endif diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderEditor.cs.meta new file mode 100644 index 0000000..b85dc27 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 20257f54bb007a547b7cb64d633a1664 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderTreeView.cs b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderTreeView.cs new file mode 100644 index 0000000..dc0beae --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderTreeView.cs @@ -0,0 +1,228 @@ +#if PROBUILDER_DEBUG + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text.RegularExpressions; +using UnityEditor; +using UnityEditor.IMGUI.Controls; + +#if UNITY_6000_3_OR_NEWER +using BaseTreeView = UnityEditor.IMGUI.Controls.TreeView; +using BaseTreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#else +using BaseTreeView = UnityEditor.IMGUI.Controls.TreeView; +using BaseTreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + +namespace UnityEngine.ProBuilder.AssetIdRemapUtility +{ + sealed class AssetIdRemapBuilderTreeView : BaseTreeView + { + AssetIdRemapObject m_RemapObject = null; + const float k_RowHeight = 20f; + const float k_RowHeightSearching = 76f; + + public bool isDirty = false; + + public AssetIdRemapObject remapObject + { + get { return m_RemapObject; } + set { m_RemapObject = value; } + } + + public AssetIdRemapBuilderTreeView(BaseTreeViewState state, MultiColumnHeader header) + : base(state, header) + { + rowHeight = 20f; + showAlternatingRowBackgrounds = true; + showBorder = true; + extraSpaceBeforeIconAndLabel = 18f; + } + + protected override BaseTreeViewItem BuildRoot() + { + StringTupleTreeElement root = new StringTupleTreeElement(0, -1, -1, "Root", "", ""); + + var all = new List(); + + int index = 1; + + for (int i = 0, c = remapObject.map.Count; i < c; i++) + { + all.Add(new StringTupleTreeElement(index++, 0, i, "Remap Entry", remapObject[i].source.name, remapObject[i].destination.name)); + all.Add(new StringTupleTreeElement(index++, 1, i, "Local Path", remapObject[i].source.localPath, remapObject[i].destination.localPath)); + all.Add(new StringTupleTreeElement(index++, 1, i, "GUID", remapObject[i].source.guid, remapObject[i].destination.guid)); + all.Add(new StringTupleTreeElement(index++, 1, i, "File ID", remapObject[i].source.fileId, remapObject[i].destination.fileId)); + all.Add(new StringTupleTreeElement(index++, 1, i, "Type", remapObject[i].source.type, remapObject[i].destination.type)); + } + + SetupParentsAndChildrenFromDepths(root, all); + return root; + } + + public void SetRowHeight() + { + rowHeight = hasSearch ? k_RowHeightSearching : k_RowHeight; + } + + protected override void RowGUI(RowGUIArgs args) + { + StringTupleTreeElement item = args.item as StringTupleTreeElement; + + for (int i = 0; i < args.GetNumVisibleColumns(); ++i) + { + CellGUI(args.GetCellRect(i), item, i, ref args); + } + } + + GUIContent m_CellContents = new GUIContent(); + + void CellGUI(Rect rect, StringTupleTreeElement item, int visibleColumn, ref RowGUIArgs args) + { + if (hasSearch) + { + AssetId id = visibleColumn == 0 ? m_RemapObject[item.index].source : m_RemapObject[item.index].destination; + + m_CellContents.text = "Name: " + id.name + + "\nPath: " + id.localPath + + "\nGuid: " + id.guid + + "\nFileId: " + id.fileId + + "\nType: " + id.type + (string.IsNullOrEmpty(id.assetType) ? "" : " (" + id.assetType + ")"); + } + else + { + m_CellContents.text = item.GetLabel(visibleColumn); + } + + rect.x += foldoutWidth + 4; + rect.width -= (foldoutWidth + 4); + + if (hasSearch) + { + float textHeight = GUI.skin.label.CalcHeight(m_CellContents, rect.width); + rect.y += (rect.height - textHeight) * .5f; + rect.height = textHeight; + } + else + { + CenterRectUsingSingleLineHeight(ref rect); + } + + GUI.skin.label.richText = true; + GUI.Label(rect, m_CellContents); + } + + protected override bool DoesItemMatchSearch(BaseTreeViewItem element, string search) + { + StringTupleTreeElement tup = element as StringTupleTreeElement; + + if (tup == null || tup.depth > 0) + return false; + + var o = m_RemapObject[tup.index]; + + try + { + var patterns = search.Split(new[] { "\\&" }, StringSplitOptions.None).Select(x => new Regex(x)); + + foreach (var pattern in patterns) + { + if (!(pattern.IsMatch(o.source.localPath) || + pattern.IsMatch(o.source.guid) || + pattern.IsMatch(o.source.fileId) || + pattern.IsMatch(o.source.type) || + pattern.IsMatch(o.destination.localPath) || + pattern.IsMatch(o.destination.guid) || + pattern.IsMatch(o.destination.fileId) || + pattern.IsMatch(o.destination.type))) + return false; + } + + return true; + } + catch + { + return o.source.localPath.Contains(search) || + o.source.guid.Contains(search) || + o.source.fileId.Contains(search) || + o.source.type.Contains(search) || + o.destination.localPath.Contains(search) || + o.destination.guid.Contains(search) || + o.destination.fileId.Contains(search) || + o.destination.type.Contains(search); + } + } + + protected override void ContextClicked() + { + GenericMenu menu = new GenericMenu(); + + menu.AddItem(new GUIContent("Combine", ""), false, () => + { + m_RemapObject.Merge(GetAssetIdSelection()); + isDirty = true; + Reload(); + SetSelection(new int[] {}); + }); + menu.ShowAsContext(); + } + + IEnumerable GetAssetIdSelection() + { + return GetSelection().Select(x => m_RemapObject[((StringTupleTreeElement)FindItem(x, rootItem)).index]); + } + + protected override void CommandEventHandling() + { + var evt = Event.current; + + var selected = GetSelection(); + + if (selected.Count > 0) + { + if (evt.type == EventType.ValidateCommand) + { + if (evt.commandName.Equals("SoftDelete")) + evt.Use(); + } + else if (evt.type == EventType.ExecuteCommand) + { + if (evt.commandName.Equals("SoftDelete") + && EditorUtility.DisplayDialog("Delete", "Delete Selected Entries?", "Delete", "Cancel")) + { + m_RemapObject.Delete(GetAssetIdSelection()); + evt.Use(); + Reload(); + isDirty = true; + SetSelection(new int[] {}); + } + } + } + + base.CommandEventHandling(); + } + } + + class StringTupleTreeElement : BaseTreeViewItem + { + public string item1; + public string item2; + public int index; + + public StringTupleTreeElement(int id, int depth, int sourceIndex, string displayName, string key, string value) : base(id, depth, displayName) + { + item1 = key; + item2 = value; + index = sourceIndex; + } + + public string GetLabel(int column) + { + return column < 1 ? item1 : item2; + } + } +} +#endif diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderTreeView.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderTreeView.cs.meta new file mode 100644 index 0000000..a60f8ff --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapBuilderTreeView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: daa26ef7aa9c82a47a06ddb6eefc0674 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapEditor.cs new file mode 100644 index 0000000..44d44c5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapEditor.cs @@ -0,0 +1,727 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEditor.IMGUI.Controls; + +#if UNITY_6000_3_OR_NEWER +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +using BaseTreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +#else +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +using BaseTreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +#endif + +namespace UnityEngine.ProBuilder.AssetIdRemapUtility +{ + sealed class AssetIdRemapEditor : EditorWindow + { + const string k_ProBuilder2DllName = "ProBuilderCore-Unity5.dll"; + const string k_ProBuilder3DllName = "ProBuilderCore.dll"; + const string k_ConversionLogPath = "Temp/ProBuilderConversionLog.txt"; + + static readonly string[] k_RemapFilePaths = new string[] + { + "Packages/com.unity.probuilder/Content/Upgrade/AssetIdRemap-4_0_0.json" + }; + + static readonly string[] k_AssetExtensionsToRemap = new string[] + { + "*.meta", + "*.unity", + "*.asset", + "*.anim", + "*.animset", + "*.blendtree", + "*.buildreport", + "*.colors", + "*.controller", + "*.cubemap", + "*.curves", + "*.curvesNormalized", + "*.flare", + "*.fontsettings", + "*.giparams", + "*.gradients", + "*.guiskin", + "*.ht", + "*.mask", + "*.mat", + "*.mesh", + "*.mixer", + "*.overrideController", + "*.particleCurves", + "*.particleCurvesSigned", + "*.particleDoubleCurves", + "*.particleDoubleCurvesSigned", + "*.physicMaterial", + "*.physicsMaterial2D", + "*.playable", + "*.prefab", + "*.preset", + "*.renderTexture", + "*.shadervariants", + "*.spriteatlas", + "*.state", + "*.statemachine", + "*.texture2D", + "*.transition", + "*.webCamTexture", + }; + + static readonly string[] k_AssetStoreDirectorySuggestedDeleteIgnoreFilter = new string[] + { + "(^|(?<=/))Data(/|)$", + "(^|(?<=/))ProBuilderMeshCache(/|)$", + ".meta$", + "^\\." + }; + + static readonly string[] k_AssetStoreSuggestedFileDeleteIgnoreFilter = new string[] + { + ".meta$", + ".asset$", + "^\\." + }; + + static readonly string[] k_AssetStoreMustDelete = new string[] + { + "pb_Object.cs", + "pb_Entity.cs", + "ProBuilder/Classes", + "ProBuilder/Editor", + "ProBuilderCore-Unity5.dll", + "ProBuilderMeshOps-Unity5.dll", + "ProBuilderEditor-Unity5.dll" + }; + + // @todo show a warning when any code is not getting deleted + static readonly string[] k_AssetStoreShouldDelete = new string[] + { + "ProBuilder/API Examples", + "API Examples/Editor", + "ProBuilder/About", + "ProBuilder/Shader", + }; + + [Flags] + enum ConversionReadyState + { + Ready = 0, + NoActionRequired = 1 << 0, + SerializationError = 1 << 1, + AssetStoreDeleteError = 1 << 2, + AssetStoreDeleteWarning = 1 << 3, + AssetStoreInstallFound = 1 << 4, + DeprecatedAssetIdsFound = 1 << 5, + MissingRemapFile = 1 << 6, + ConversionRan = 1 << 7 + }; + + TextAsset m_RemapFile = null; + + [SerializeField] + string m_DeprecatedProBuilderDirectory; + [SerializeField] + bool m_DeprecatedProBuilderFound; + [SerializeField] + ConversionReadyState m_ConversionReadyState = ConversionReadyState.Ready; + + string m_ConversionLog; + + AssetTreeView m_AssetsToDeleteTreeView; + MultiColumnHeader m_MultiColumnHeader; + Rect m_AssetTreeRect = new Rect(0, 0, 0, 0); + + [SerializeField] + BaseTreeViewState m_TreeViewState = null; + + [SerializeField] + MultiColumnHeaderState m_MultiColumnHeaderState = null; + GUIContent m_AssetTreeSettingsContent = null; + Vector2 m_ConversionLogScroll = Vector2.zero; + + static class Styles + { + public static GUIStyle settingsIcon { get { return m_SettingsIcon; } } + public static GUIStyle convertButton { get { return m_ConvertButton; } } + + static bool m_Init = false; + + static GUIStyle m_SettingsIcon; + static GUIStyle m_ConvertButton; + + public static void Init() + { + if (!m_Init) + m_Init = true; + else + return; + + m_SettingsIcon = GUI.skin.GetStyle("IconButton"); + m_ConvertButton = new GUIStyle(GUI.skin.GetStyle("AC Button")); + m_ConvertButton.margin.bottom += 4; + } + } + + internal static void OpenConversionEditor() + { + GetWindow(true, "ProBuilder Update Utility", true); + } + + void OnEnable() + { + m_AssetTreeSettingsContent = EditorGUIUtility.IconContent("_Popup"); + + for (int i = 0, c = k_RemapFilePaths.Length; m_RemapFile == null && i < c; i++) + m_RemapFile = AssetDatabase.LoadAssetAtPath(k_RemapFilePaths[i]); + + if (m_RemapFile == null) + { + Debug.LogWarning("Could not find a valid asset id remap file!"); + } + + if (m_TreeViewState == null) + m_TreeViewState = new BaseTreeViewState(); + + if (m_MultiColumnHeaderState == null) + m_MultiColumnHeaderState = new MultiColumnHeaderState(new MultiColumnHeaderState.Column[] + { + new MultiColumnHeaderState.Column() + { + headerContent = new GUIContent("Obsolete Files to Delete") + } + }); + + m_MultiColumnHeader = new MultiColumnHeader(m_MultiColumnHeaderState) { height = 0 }; + m_AssetsToDeleteTreeView = new AssetTreeView(m_TreeViewState, m_MultiColumnHeader); + + ResetAssetsToDelete(); + + try + { + if (File.Exists(k_ConversionLogPath)) + m_ConversionLog = File.ReadAllText(k_ConversionLogPath); + else + m_ConversionLog = null; + } + catch + { + m_ConversionLog = null; + } + + // if the project just contains deprecated guids, and is already in text serialization mode, we can skip the dialog + // and just run the conversion immediately. + if (m_ConversionReadyState == (ConversionReadyState.Ready | ConversionReadyState.DeprecatedAssetIdsFound)) + DoConversion(); + } + + void OnGUI() + { + Styles.Init(); + + if (m_ConversionReadyState == ConversionReadyState.NoActionRequired || + m_ConversionReadyState == ConversionReadyState.ConversionRan) + { + if (!string.IsNullOrEmpty(m_ConversionLog)) + { + m_ConversionLogScroll = EditorGUILayout.BeginScrollView(m_ConversionLogScroll); + GUILayout.Label(m_ConversionLog, EditorStyles.wordWrappedLabel); + EditorGUILayout.EndScrollView(); + } + else + { + GUI.Label(new Rect(0, 0, position.width, position.height), "ProBuilder is up to date!", + EditorStyles.centeredGreyMiniLabel); + + if (Event.current.type == EventType.ContextClick) + { + var menu = new GenericMenu(); + menu.AddItem(new GUIContent("Find and replace deprecated Asset IDs"), false, () => + { + var log = new StringBuilder(); + RemapAssetIds(log); + Debug.Log(log); + }); + menu.ShowAsContext(); + } + } + return; + } + else if ((m_ConversionReadyState & ConversionReadyState.AssetStoreInstallFound) > 0) + { + GUILayout.Label("Obsolete Files to Delete", EditorStyles.boldLabel); + + m_AssetTreeRect = GUILayoutUtility.GetRect(position.width, 128, GUILayout.ExpandHeight(true)); + + EditorGUI.BeginChangeCheck(); + + DrawTreeSettings(); + + m_AssetsToDeleteTreeView.OnGUI(m_AssetTreeRect); + + if (EditorGUI.EndChangeCheck()) + m_ConversionReadyState = GetReadyState(); + } + else if ((m_ConversionReadyState & ConversionReadyState.DeprecatedAssetIdsFound) > 0) + { + var deprecatedIdsRect = GUILayoutUtility.GetRect(position.width, 32, GUILayout.ExpandHeight(true)); + GUI.Label(deprecatedIdsRect, "References to old ProBuilder install found.\n\nProject is ready for conversion.", + EditorStyles.centeredGreyMiniLabel); + } + + if ((m_ConversionReadyState & ConversionReadyState.SerializationError) > 0) + { + EditorGUILayout.HelpBox( + "Cannot update project with binary or mixed serialization.\n\nPlease swith to ForceText serialization to proceed (you may switch back to ForceBinary or Mixed after the conversion process).", + MessageType.Error); + + SerializationMode serializationMode = EditorSettings.serializationMode; + + EditorGUI.BeginChangeCheck(); + + serializationMode = (SerializationMode)EditorGUILayout.EnumPopup("Serialization Mode", serializationMode); + + if (EditorGUI.EndChangeCheck()) + { + EditorSettings.serializationMode = serializationMode; + m_ConversionReadyState = GetReadyState(); + } + } + + if ((m_ConversionReadyState & ConversionReadyState.AssetStoreDeleteError) > 0) + EditorGUILayout.HelpBox( + "Cannot update project without removing ProBuilder/Classes and ProBuilder/Editor directories.", MessageType.Error); + + if ((m_ConversionReadyState & ConversionReadyState.AssetStoreDeleteWarning) > 0) + EditorGUILayout.HelpBox( + "Some old ProBuilder files are not marked for deletion. This may cause errors after the conversion process is complete.\n\nTo clear this error use the settings icon to reset the Assets To Delete tree.", + MessageType.Warning); + + GUI.enabled = + (m_ConversionReadyState & (ConversionReadyState.AssetStoreDeleteError | ConversionReadyState.SerializationError)) == + ConversionReadyState.Ready; + + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + if (GUILayout.Button("Convert to ProBuilder 4", Styles.convertButton)) + { + DoConversion(); + GUIUtility.ExitGUI(); + } + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + GUILayout.Space(16); + GUI.enabled = true; + } + + void DoConversion() + { + var log = new StringBuilder(); + + try + { + // Set serialization mode to mixed then back to force-text to reserialize any assets in binary form + // that may have somehow persisted (version control makes a state where "Force Text" is enabled with + // some existing binary assets persisting possible). this happened during testing. + // mixed doesn't refresh anything, but setting to ForceText re-iterates all assets and double-checks + // that they are in the correct format. + EditorSettings.serializationMode = SerializationMode.Mixed; + EditorSettings.serializationMode = SerializationMode.ForceText; + + EditorApplication.LockReloadAssemblies(); + + log.AppendLine("ProBuilder 4 Conversion Log"); + log.AppendLine(""); + + if ((m_ConversionReadyState & ConversionReadyState.AssetStoreInstallFound) == ConversionReadyState.AssetStoreInstallFound) + { + log.AppendLine("Removing existing ProBuilder files..."); + + if (RemoveAssetStoreFiles(m_AssetsToDeleteTreeView.GetRoot(), log)) + { + log.AppendLine("\nRemapping Asset Ids..."); + RemapAssetIds(log); + } + } + else + { + log.AppendLine("Remapping Asset Ids..."); + RemapAssetIds(log); + } + } + finally + { + m_ConversionLog = log.ToString(); + + try + { + Directory.CreateDirectory("Temp"); + File.WriteAllText(k_ConversionLogPath, m_ConversionLog); + } + catch + { + Debug.Log(m_ConversionLog); + } + + EditorApplication.UnlockReloadAssemblies(); + m_ConversionReadyState = ConversionReadyState.ConversionRan; + EditorApplication.delayCall += AssetDatabase.Refresh; + } + } + + void DrawTreeSettings() + { + Vector2 iconSize = Styles.settingsIcon.CalcSize(m_AssetTreeSettingsContent); + + Rect settingsRect = new Rect( + position.width - iconSize.x - 4, + 4, + iconSize.x, + iconSize.y); + + if (EditorGUI.DropdownButton(settingsRect, m_AssetTreeSettingsContent, FocusType.Passive, Styles.settingsIcon)) + { + var menu = new GenericMenu(); + menu.AddItem(new GUIContent("Reset"), false, ResetAssetsToDelete); + menu.ShowAsContext(); + } + } + + ConversionReadyState GetReadyState() + { + var state = ConversionReadyState.Ready; + + if (ProjectContainsOldAssetIds()) + state |= ConversionReadyState.DeprecatedAssetIdsFound; + + if (PackageImporter.IsPreProBuilder4InProject()) + state |= ConversionReadyState.AssetStoreInstallFound; + + if (state == ConversionReadyState.Ready && PackageImporter.IsProBuilder4OrGreaterLoaded()) + return ConversionReadyState.NoActionRequired; + + state |= ValidateProjectTextSerialized(); + state |= ValidateAssetStoreRemoval(); + + return state; + } + + const int k_DialogOkay = 0; + const int k_DialogAlt = 1; + const int k_DialogCancel = 2; + + void ResetAssetsToDelete() + { + m_DeprecatedProBuilderFound = PackageImporter.IsPreProBuilder4InProject(); + + if (m_DeprecatedProBuilderFound && !ValidateAssetStoreProBuilderRoot(m_DeprecatedProBuilderDirectory)) + m_DeprecatedProBuilderDirectory = FindAssetStoreProBuilderInstall(); + + // If still no old folder found (and PackageImporter tells us one exists), ask the user to point it out + if (m_DeprecatedProBuilderFound && !ValidateAssetStoreProBuilderRoot(m_DeprecatedProBuilderDirectory)) + { + int res = EditorUtility.DisplayDialogComplex( + "Could Not Find Existing ProBuilder Directory", + "Would you like to manually select the Asset Store installed ProBuilder folder and continue with the conversion process, or continue without removing old ProBuilder files (not recommended)?", + "Select Folder", + "Continue", + "Cancel"); + + if (res == k_DialogOkay) + { + // if they don't get it right after 3 attempts it's probably not going to happen and they'll be annoyed at + // an inescapable dialog loop + int userDirectoryPickAttempts = 0; + + while (userDirectoryPickAttempts++ < 3) + { + m_DeprecatedProBuilderDirectory = EditorUtility.OpenFolderPanel("Select ProBuilder Directory", "Assets", ""); + + if (string.IsNullOrEmpty(m_DeprecatedProBuilderDirectory)) + { + UnityEngine.Debug.LogWarning("Canceling ProBuilder Asset Store to Package Manager conversion. You may start this process again at any time by accessing the 'Tools>ProBuilder>Repair>Convert to ProBuilder 4' menu item."); + EditorApplication.delayCall += Close; + break; + } + + if (ValidateAssetStoreProBuilderRoot(m_DeprecatedProBuilderDirectory)) + { + // got a good directory, continue with process + break; + } + else + { + if (!EditorUtility.DisplayDialog("Selected Folder is not a ProBuilder Install", + "The folder selected not an old version of ProBuilder. Would you like to select a different directory?", "Yes", + "Cancel")) + { + EditorApplication.delayCall += Close; + break; + } + } + } + } + else if (res == k_DialogCancel) + { + UnityEngine.Debug.LogWarning("Canceling ProBuilder Asset Store to Package Manager conversion. You may start this process again at any time by accessing the 'Tools>ProBuilder>Repair>Convert to ProBuilder 4' menu item."); + EditorApplication.delayCall += Close; + } + } + + m_AssetsToDeleteTreeView.directoryRoot = m_DeprecatedProBuilderDirectory; + m_AssetsToDeleteTreeView.SetDirectoryIgnorePatterns(k_AssetStoreDirectorySuggestedDeleteIgnoreFilter); + m_AssetsToDeleteTreeView.SetFileIgnorePatterns(k_AssetStoreSuggestedFileDeleteIgnoreFilter); + m_AssetsToDeleteTreeView.Reload(); + m_AssetsToDeleteTreeView.ExpandAll(); + m_MultiColumnHeader.ResizeToFit(); + m_ConversionReadyState = GetReadyState(); + } + + bool RemoveAssetStoreFiles(BaseTreeViewItem root, StringBuilder log) + { + AssetTreeItem node = root as AssetTreeItem; + + if (node != null && (node.enabled && !node.isMixedState)) + { + if (!AssetDatabase.MoveAssetToTrash(node.fullPath)) + { + if (!AssetDatabase.DeleteAsset(node.fullPath)) + { + if (Directory.Exists(node.fullPath)) + { + Directory.Delete(node.fullPath, true); + + if (Directory.Exists(node.fullPath)) + { + Debug.LogError("Directory.Delete failed, giving up. (" + node.fullPath + ")"); + return false; + } + else + { + File.Delete(node.fullPath.Trim('/') + ".meta"); + } + } + else if (File.Exists(node.fullPath)) + { + File.Delete(node.fullPath); + + if (File.Exists(node.fullPath)) + { + Debug.LogError("File.Delete failed, giving up (" + node.fullPath + ")"); + return true; + } + else + { + File.Delete(node.fullPath + ".meta"); + } + } + } + } + + log.AppendLine(" - " + node.fullPath); + + return true; + } + + if (node.children != null) + { + bool success = true; + + foreach (var branch in node.children) + if (!RemoveAssetStoreFiles(branch, log)) + success = false; + + return success; + } + + return true; + } + + void RemapAssetIds(StringBuilder log) + { + AssetIdRemapObject remapObject = new AssetIdRemapObject(); + JsonUtility.FromJsonOverwrite(m_RemapFile.text, remapObject); + + int remappedReferences = 0; + int modifiedFiles = 0; + string[] assets = k_AssetExtensionsToRemap.SelectMany(x => Directory.GetFiles("Assets", x, SearchOption.AllDirectories)).ToArray(); + var failures = new StringBuilder(); + var successes = new StringBuilder(); + int failCount = 0; + + for (int i = 0, c = assets.Length; i < c; i++) + { + EditorUtility.DisplayProgressBar("Asset Id Remap", assets[i], i / (float)c); + + int modified; + + if (!DoAssetIdentifierRemap(assets[i], remapObject.map, out modified)) + { + failures.AppendLine(" - " + assets[i]); + failCount++; + } + else + { + if (modified > 0) + { + successes.AppendLine(string.Format(" - ({0}) references in {1}", modified.ToString(), assets[i])); + modifiedFiles++; + } + } + + remappedReferences += modified; + } + + EditorUtility.ClearProgressBar(); + + log.AppendLine(string.Format("Remapped {0} references in {1} files.", remappedReferences.ToString(), modifiedFiles.ToString())); + + log.AppendLine(string.Format("\nFailed remapping {0} files:", failCount.ToString())); + + log.AppendLine(failCount > 0 ? failures.ToString() : " - (none)"); + + log.AppendLine("\nSuccessfully remapped files:"); + + log.Append(successes); + + PackageImporter.Reimport(PackageImporter.EditorCorePackageManager); + AssetDatabase.Refresh(); + } + + static bool DoAssetIdentifierRemap(string path, IEnumerable map, out int modified, bool remapSourceGuid = false) + { + modified = 0; + + try + { + var sr = new StreamReader(path); + var sw = new StreamWriter(path + ".remap", false); + + List replace = new List(); + + IEnumerable assetIdentifierTuples = map as AssetIdentifierTuple[] ?? map.ToArray(); + + foreach (var kvp in assetIdentifierTuples) + { + if (kvp.source.fileId.Equals(kvp.destination.fileId) && kvp.source.guid.Equals(kvp.destination.guid)) + continue; + + replace.Add(new StringTuple( + string.Format("{{fileID: {0}, guid: {1}, type:", kvp.source.fileId, kvp.source.guid), + string.Format("{{fileID: {0}, guid: {1}, type:", kvp.destination.fileId, kvp.destination.guid))); + } + + // If remapping in-place (ie, changing a package guids) then also apply to metadata + if (remapSourceGuid) + { + HashSet used = new HashSet(); + foreach (var kvp in assetIdentifierTuples) + { + // AssetIdentifier list will contain duplicate guids (assets can contain sub-assets, separated by fileId) + // when swapping meta file guids we don't need multiple entries + if (used.Add(kvp.source.guid)) + replace.Add(new StringTuple( + string.Format("guid: {0}", kvp.source.guid), + string.Format("guid: {0}", kvp.destination.guid))); + } + } + + while (sr.Peek() > -1) + { + var line = sr.ReadLine(); + + foreach (var kvp in replace) + { + if (line.Contains(kvp.key)) + { + modified++; + line = line.Replace(kvp.key, kvp.value); + break; + } + } + + sw.WriteLine(line); + } + + sr.Close(); + sw.Close(); + + if (modified > 0) + { + File.Delete(path); + File.Move(path + ".remap", path); + } + else + { + File.Delete(path + ".remap"); + } + } + catch + { + return false; + } + + return true; + } + + bool ProjectContainsOldAssetIds() + { + // todo this should only check with the loaded remap file, but for now it's hard-coded + return PackageImporter.IsPreProBuilder4InProject() || PackageImporter.DoesProjectContainDeprecatedGUIDs(); + } + + static string FindAssetStoreProBuilderInstall() + { + string[] matches = Directory.GetDirectories("Assets", "ProBuilder", SearchOption.AllDirectories); + + foreach (var match in matches) + { + string dir = match.Replace("\\", "/") + "/"; + + if (ValidateAssetStoreProBuilderRoot(dir)) + return dir; + } + + return null; + } + + /// + /// Is the ProBuilder folder an Asset Store installed version? + /// + /// + /// + static bool ValidateAssetStoreProBuilderRoot(string dir) + { + return !string.IsNullOrEmpty(dir) && + File.Exists(dir + "/Classes/ProBuilderCore-Unity5.dll") && + File.Exists(dir + "/Editor/ProBuilderEditor-Unity5.dll"); + } + + ConversionReadyState ValidateAssetStoreRemoval() + { + ConversionReadyState state = (ConversionReadyState)0; + + List assets = m_AssetsToDeleteTreeView.GetAssetList(); + + if (assets.Any(x => !x.enabled && k_AssetStoreMustDelete.Any(y => x.fullPath.Contains(y)))) + state |= ConversionReadyState.AssetStoreDeleteError; + else + state |= ConversionReadyState.Ready; + + if (assets.Any(x => !x.enabled && k_AssetStoreShouldDelete.Any(y => x.fullPath.Contains(y)))) + state |= ConversionReadyState.AssetStoreDeleteWarning; + + return state; + } + + static ConversionReadyState ValidateProjectTextSerialized() + { + return EditorSettings.serializationMode == SerializationMode.ForceText + ? ConversionReadyState.Ready + : ConversionReadyState.SerializationError; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapEditor.cs.meta new file mode 100644 index 0000000..ebee3b5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetIdRemapEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2fa4bbd1a7ccee24783998770d56522e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetTreeView.cs b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetTreeView.cs new file mode 100644 index 0000000..ad9f184 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetTreeView.cs @@ -0,0 +1,316 @@ +using System.IO; +using System.Linq; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using UnityEditor; +using UnityEditor.IMGUI.Controls; +using UObject = UnityEngine.Object; + +#if UNITY_6000_3_OR_NEWER +using BaseTreeView = UnityEditor.IMGUI.Controls.TreeView; +using BaseTreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#else +using BaseTreeView = UnityEditor.IMGUI.Controls.TreeView; +using BaseTreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using BaseTreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + +namespace UnityEngine.ProBuilder.AssetIdRemapUtility +{ + sealed class AssetTreeItem : BaseTreeViewItem + { + string m_RelativePath; + string m_FullPath; + bool m_IsEnabled; + bool m_IsDirectory; + bool m_IsMixedState; + + public AssetTreeItem(int id, string fullPath, string relativePath) : base(id, 0) + { + m_IsDirectory = Directory.Exists(fullPath); + m_FullPath = fullPath; + m_RelativePath = relativePath; + m_IsEnabled = true; + displayName = m_FullPath.Replace("\\", "/").Replace(Application.dataPath, "Assets/"); + } + + public bool enabled + { + get { return m_IsEnabled; } + set { m_IsEnabled = value; } + } + + public bool isDirectory + { + get { return m_IsDirectory; } + set { m_IsDirectory = value; } + } + + public string fullPath + { + get { return m_FullPath; } + } + + public string relativePath + { + get { return m_RelativePath; } + } + + public bool isMixedState { get { return m_IsMixedState; } } + + public void SetEnabled(bool isEnabled) + { + enabled = isEnabled; + + if (children != null) + { + foreach (var child in children) + { + AssetTreeItem asset = child as AssetTreeItem; + + if (asset != null) + asset.SetEnabled(isEnabled); + } + } + + var upstream = parent; + + while (upstream != null) + { + var up = upstream as AssetTreeItem; + + if (up != null && up.children != null) + { + AssetTreeItem firstChild = up.children.FirstOrDefault() as AssetTreeItem; + + if (firstChild != null) + { + up.m_IsMixedState = up.children.Any(x => + { + var y = x as AssetTreeItem; + return y.enabled != firstChild.enabled; + }); + + if (!up.m_IsMixedState) + up.enabled = firstChild.enabled; + } + else + { + up.m_IsMixedState = false; + } + } + + upstream = upstream.parent; + } + } + } + + class AssetTreeView : BaseTreeView + { + string m_RootDirectory = null; + GUIContent m_TempContent = new GUIContent(); + Rect m_ToggleRect = new Rect(0, 0, 0, 0); + + public string directoryRoot + { + get { return m_RootDirectory; } + set { m_RootDirectory = value; } + } + + public AssetTreeItem GetRoot() + { + return rootItem.hasChildren + ? rootItem.children.First() as AssetTreeItem + : null; + } + + IEnumerable m_DirectoryIgnorePatterns; + IEnumerable m_FileIgnorePatterns; + + public void SetDirectoryIgnorePatterns(string[] regexStrings) + { + m_DirectoryIgnorePatterns = regexStrings.Select(x => new Regex(x)); + } + + public void SetFileIgnorePatterns(string[] regexStrings) + { + m_FileIgnorePatterns = regexStrings.Select(x => new Regex(x)); + } + + public AssetTreeView(BaseTreeViewState state, MultiColumnHeader header) : base(state, header) + { + showBorder = true; + columnIndexForTreeFoldouts = 0; + rowHeight = 18f; + } + protected override BaseTreeViewItem BuildRoot() + { + AssetTreeItem root = new AssetTreeItem(0, Application.dataPath, "") + { + depth = -1, + enabled = false + }; + + if (string.IsNullOrEmpty(m_RootDirectory) || !Directory.Exists(m_RootDirectory)) + { + // if root has no children and you SetupDepthsFromParentsAndChildren nullrefs are thrown + var list = new List() {}; + SetupParentsAndChildrenFromDepths(root, list); + } + else + { + int nodeIndex = 0; + PopulateAssetTree(m_RootDirectory, root, ref nodeIndex); + SetupDepthsFromParentsAndChildren(root); + ApplyEnabledFilters(root); + } + + return root; + } + + void PopulateAssetTree(string directory, AssetTreeItem parent, ref int nodeIdIndex) + { + string unixDirectory = directory.Replace("\\", "/"); + + AssetTreeItem leaf = new AssetTreeItem( + nodeIdIndex++, + unixDirectory, + unixDirectory.Replace(parent.fullPath, "").Trim('/')) + { + enabled = true + }; + + parent.AddChild(leaf); + + foreach (string path in Directory.GetFiles(directory, "*", SearchOption.TopDirectoryOnly)) + { + if (path.StartsWith(".") || path.EndsWith(".meta")) + continue; + + string unixPath = path.Replace("\\", "/"); + + leaf.AddChild(new AssetTreeItem( + nodeIdIndex++, + unixPath, + unixPath.Replace(unixDirectory, "").Trim('/')) { enabled = true }); + } + + foreach (string dir in Directory.GetDirectories(directory, "*", SearchOption.TopDirectoryOnly)) + PopulateAssetTree(dir, leaf, ref nodeIdIndex); + } + + public void ApplyEnabledFilters(BaseTreeViewItem root) + { + AssetTreeItem node = root as AssetTreeItem; + AssetTreeItem parent = root.parent as AssetTreeItem; + + if (node != null) + { + if (node.isDirectory) + node.SetEnabled( + (parent == null || parent.enabled) && + (m_DirectoryIgnorePatterns == null || !m_DirectoryIgnorePatterns.Any(x => x.IsMatch(node.fullPath)))); + else + node.SetEnabled( + (parent == null || parent.enabled) && + (m_FileIgnorePatterns == null || !m_FileIgnorePatterns.Any(x => x.IsMatch(node.fullPath)))); + } + + if (root.children != null) + foreach (var child in root.children) + ApplyEnabledFilters(child); + } + + protected override void AfterRowsGUI() + { + if (rootItem.hasChildren) + return; + + if (Event.current.type == EventType.Repaint) + { + Rect r = new Rect(treeViewRect); + // not sure why there is a two row pad to the treeViewRect + r.y -= rowHeight * 2; + GUI.Label(r, "No Existing ProBuilder Install Found", EditorStyles.centeredGreyMiniLabel); + } + } + + protected override void RowGUI(RowGUIArgs args) + { + CenterRectUsingSingleLineHeight(ref args.rowRect); + args.rowRect.xMin += GetContentIndent(args.item); + + AssetTreeItem item = args.item as AssetTreeItem; + m_TempContent.text = item.relativePath; + m_TempContent.tooltip = item.fullPath; + m_ToggleRect.x = args.rowRect.xMin; + m_ToggleRect.y = args.rowRect.yMin; + m_ToggleRect.width = 16; + m_ToggleRect.height = args.rowRect.height; + args.rowRect.xMin += m_ToggleRect.width; + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = item.isMixedState; + item.enabled = EditorGUI.Toggle(m_ToggleRect, "", item.enabled); + EditorGUI.showMixedValue = false; + + if (EditorGUI.EndChangeCheck()) + { + if (GetSelection().Any(x => FindItem(x, rootItem) == item)) + { + foreach (int id in GetSelection()) + { + var sel = FindItem(id, rootItem) as AssetTreeItem; + + if (sel != null) + sel.SetEnabled(item.enabled); + } + } + else + { + item.SetEnabled(item.enabled); + } + } + + bool guiEnabled = GUI.enabled; + GUI.enabled = item.enabled; + GUI.Label(args.rowRect, m_TempContent); + GUI.enabled = guiEnabled; + } + + protected override void ContextClickedItem(int id) + { + var clicked = FindItem(id, rootItem) as AssetTreeItem; + if (clicked != null) + { + var menu = new GenericMenu(); + menu.AddItem(new GUIContent("Show Asset"), false, () => + { + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(clicked.fullPath)); + }); + menu.ShowAsContext(); + } + } + + public List GetAssetList() + { + List assets = new List(); + GatherTreeItems(rootItem as AssetTreeItem, assets); + return assets; + } + + void GatherTreeItems(AssetTreeItem node, List list) + { + if (node == null) + return; + + list.Add(node); + + if (node.children != null) + foreach (var child in node.children) + if (child is AssetTreeItem) + GatherTreeItems(child as AssetTreeItem, list); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetTreeView.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetTreeView.cs.meta new file mode 100644 index 0000000..e0e7fb3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/AssetTreeView.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 709975e9e21e4a52a8ea44cd4a779feb +timeCreated: 1512405263 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/PackageImporter.cs b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/PackageImporter.cs new file mode 100644 index 0000000..b0067be --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/PackageImporter.cs @@ -0,0 +1,146 @@ +using System; +using System.IO; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; +#if UNITY_6000_5_OR_NEWER +using UnityEngine.Assemblies; +#endif + +namespace UnityEngine.ProBuilder.AssetIdRemapUtility +{ + static class PackageImporter + { + const string k_PackageManagerEditorCore = "e98d45d69e2c4936a7382af00fd45e58"; + const string k_AssetStoreEditorCore = "4df21bd079886d84699ca7be1316c7a7"; + const string k_ProBuilder2CoreGUID = "0472bdc8d6d15384d98f22ee34302f9c"; + const string k_ProBuilder3CoreGUID = "4f0627da958b4bb78c260446066f065f"; + + static readonly string[] k_AssetStoreInstallGuids = new string[] + { + "0472bdc8d6d15384d98f22ee34302f9c", // ProBuilderCore + "b617d7797480df7499f141d87e13ebc5", // ProBuilderMeshOps + "4df21bd079886d84699ca7be1316c7a7" // ProBuilderEditor + }; + + static readonly string[] k_PackageManagerInstallGuids = new string[] + { + "4f0627da958b4bb78c260446066f065f", // Core + "9b27d8419276465b80eb88c8799432a1", // Mesh Ops + "e98d45d69e2c4936a7382af00fd45e58", // Editor + }; + + internal static string EditorCorePackageManager { get { return k_PackageManagerEditorCore; } } + internal static string EditorCoreAssetStore { get { return k_AssetStoreEditorCore; } } + + internal static void SetEditorDllEnabled(string guid, bool isEnabled) + { + string dllPath = AssetDatabase.GUIDToAssetPath(guid); + + var importer = AssetImporter.GetAtPath(dllPath) as PluginImporter; + + if (importer != null) + { + importer.SetCompatibleWithAnyPlatform(false); + importer.SetCompatibleWithEditor(isEnabled); + } + } + + internal static bool IsEditorPluginEnabled(string guid) + { + string path = AssetDatabase.GUIDToAssetPath(guid); + var importer = AssetImporter.GetAtPath(path) as PluginImporter; + if (!importer) + return false; + return importer.GetCompatibleWithEditor() && !importer.GetCompatibleWithAnyPlatform(); + } + + internal static void Reimport(string guid) + { + string dllPath = AssetDatabase.GUIDToAssetPath(guid); + + if (!string.IsNullOrEmpty(dllPath)) + AssetDatabase.ImportAsset(dllPath); + } + + static bool AreAnyAssetsAreLoaded(string[] guids) + { + foreach (var id in guids) + { + if (AssetImporter.GetAtPath(AssetDatabase.GUIDToAssetPath(id)) != null) + return true; + } + + return false; + } + + static bool FileContainsString(string path, string a, string b) + { + using (var sr = new StreamReader(path)) + { + while (sr.Peek() > -1) + { + var line = sr.ReadLine(); + + if (line.Contains(a) || line.Contains(b)) + return true; + } + } + + return false; + } + + internal static bool DoesProjectContainDeprecatedGUIDs() + { + var scenes = Directory.GetFiles("Assets", "*.unity", SearchOption.AllDirectories); + var prefabs = Directory.GetFiles("Assets", "*.prefab", SearchOption.AllDirectories); + var count = (scenes.Length + prefabs.Length) - 1f; + var exit = count < 1f; + + try + { + for (int n = 0; !exit && n < 2; n++) + { + var arr = n < 1 ? scenes : prefabs; + + for (int i = 0, c = arr.Length; !exit && i < c; i++) + { + if (FileContainsString(arr[i], k_ProBuilder2CoreGUID, k_ProBuilder3CoreGUID)) + return true; + + exit = EditorUtility.DisplayCancelableProgressBar( + "Checking for Broken ProBuilder References", + "Scanning scene " + arr[i], + i / count); + } + } + } + finally + { + EditorUtility.ClearProgressBar(); + } + + return false; + } + + /// + /// Check if any pre-4.0 ProBuilder package is present in the project + /// + /// + internal static bool IsPreProBuilder4InProject() + { + return AreAnyAssetsAreLoaded(k_AssetStoreInstallGuids) + || AreAnyAssetsAreLoaded(k_PackageManagerInstallGuids); + } + + internal static bool IsProBuilder4OrGreaterLoaded() + { +#if UNITY_6000_5_OR_NEWER + return CurrentAssemblies.GetLoadedAssemblies().Any(x => x.ToString().Contains("Unity.ProBuilder")); +#else + return AppDomain.CurrentDomain.GetAssemblies().Any(x => x.ToString().Contains("Unity.ProBuilder")); +#endif + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/PackageImporter.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/PackageImporter.cs.meta new file mode 100644 index 0000000..4d66e3e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/PackageImporter.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bb48793c33304c1ca4300c46c9c13b46 +timeCreated: 1512069815 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/Unity.ProBuilder.AssetIdRemapUtility.asmdef b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/Unity.ProBuilder.AssetIdRemapUtility.asmdef new file mode 100644 index 0000000..ed99c2d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/Unity.ProBuilder.AssetIdRemapUtility.asmdef @@ -0,0 +1,10 @@ +{ + "name": "Unity.ProBuilder.AssetIdRemapUtility", + "references": [], + "optionalUnityReferences": [], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false +} \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/Unity.ProBuilder.AssetIdRemapUtility.asmdef.meta b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/Unity.ProBuilder.AssetIdRemapUtility.asmdef.meta new file mode 100644 index 0000000..8c76072 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/AssetIdRemapUtility/Editor/Unity.ProBuilder.AssetIdRemapUtility.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9caa7e155cb0648da84dca829b17620f +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/CHANGELOG.md b/NightclubArcadia/Packages/com.unity.probuilder/CHANGELOG.md new file mode 100644 index 0000000..622b852 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/CHANGELOG.md @@ -0,0 +1,2527 @@ +# Changelog + +All notable changes to this project will be documented in this file. + +The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) +and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). + +## [6.1.2] - 2026-06-11 + +### Fixed + +- [UUM-144587] Fixed an bug where importing the package was breaking the scene view rendering and spamming the console with errors. + +## [6.1.1] - 2026-06-10 + +### Changes + +- Regenerated most of probuilder assets to get a more recent serialized version. +- Removing old CONTRIBUTING.md file + +## [6.1.0] - 2026-06-05 + +### Internal + +- [UUM-138957] Removed ProBuilder Runtime tests references to UnityEditor. + +### Changes + +- Added the ProBuilder Actions overlay to add another way for users to directly access actions in the scene. +- [UUM-138261] Fixed an issue where the move handle could create an incorrect displacement of selected elements. +- [UUM-136930] Fixed Arch circumference field not being fully readable in the editor. +- [UUM-132698] Fixed incorrect snapping of the UV Editor MoveTool in the scene. +- [UUM-131032] Added a reset of static variables when entering playmode to allow fast enter playmode compatibility. +- [UUM-138539] Removed the pb_ObjectArray file that was deprecated 8 years ago and is not used amymore. +- [UUM-138960] Removed a large utility dictionary to reduce binary size and runtime memory overhead. + +### Fixed + +- [UUM-141074] Fixed an issue where the CreateShape and CreatePolyshape tools would not properly snap to the grid. +- [UUM-133529] Fixed an issue where ProBuilder GameObjects could not change back to 3D shapes after being changed to Plane or Sprite. +- [UUM-133861] Fixed "Look rotation viewing vector is zero" log being spammed when holding shift while using a create tool such as Create Sprite. +- [UUM-133859] Fixed an issue in URP projects where the Editor would recompile scripts when after a rectangle selection in ProBuilder. +- [UUM-133530] Fixed the `Set Double Sided` custom action in the Editor Sample, which was previously remaining disabled. +- [UUM-133530] Ensured that the context menu respects the value of `MenuAction.enabled`. +- [UUM-133531] Fixed component icons in Light theme. +- [UUM-133526] Material Editor: fixed a warning (`GUI Error: Invalid GUILayout state in MaterialEditor view.`) that was thrown when deleting an extra material slot. +- Fixed warnings related to obsolete API calls with Unity 6.4 and onwards. + +## [6.0.9] - 2026-01-30 + +### Fixed + +- [PBLD-276] Fixed a bug where dragging a single face from a connected texture group in the UV Editor caused a visual distortion during the drag operation. +- [PBLD-279] Fixed an issue where serialization warning would appear upon creating a ProBuilder Shape. +- [PBLD-284] Fixed InstanceID obsolescence warning appearing on 6000.4 and newer versions. +- Fixed an issue where a proper unique name wasn't set on duplicated ProBuilder meshes. +- [UUM-133756] Fixed the help icon for ProBuilder components pointing to the wrong documentation link. It now points to https://docs.unity3d.com/Packages/com.unity.probuilder@latest. + +## [6.0.8] - 2025-11-17 + +### Fixed + +- [PBLD-240] Fixed a bug where buttons for "Create Cube" and "Create PolyShape" appeared incorrectly on Light theme. +- [PBLD-258] Fixed an bug where clicking a highlighted edge might select a hidden edge instead. +- [PBLD-262] Fixed a bug in the deep cycling of face selection where faces from hidden meshes would get prioritized + +## [6.0.7] - 2025-08-28 + +### Fixed + +- [PBLD-242] Fixed a bug where edges were being incorrectly selected when one or both vertices were behind the camera's near plane, causing flipped lines and inconsistent selection behavior. +- [PBLD-226] Fixed a bug where ProBuilder faces could not selected when obscured by another GameObject +- [PBLD-164] Fixed a bug with UV autostitching where the position offset would not take into account the face rotation center offset. +- [PBLD-251] Fixed a bug which would cause out of bounds exceptions when exporting meshes with quad topology +- [PBLD-253] Removed a call to internal API that is being removed. +- [PBLD-255] Fixed an issue where faces being extruded using the shift+click were invisible +- Fixed warnings about materials being altered when the package is imported in Unity 6.2. + +## [6.0.6] - 2025-07-01 + +### Changes + +- [PBLD-228] Updated function to access shader property types. + +### Fixed + +- [PBLD-224] Fixed rect selection in HDRP. +- [PBLD-236] Fixed a bug where degenerate triangles were being added to output meshes, causing occasional rendering artifacts. +- [PBLD-220] Fixed an error in the SoftDeleteEdges sample code that was preventing it from appearing in the context menu. +- [PBLD-231] Fixed a bug where Extrude was not being disabled in the context menu when 'allow non-manifold actions' was not selected in the ProBuilder preferences. +- [PBLD-238] Fixed a bug that could cause users to lose any work that they did on a ProBuilder mesh between two usages of tool actions that had previews (options overlays). +- [PBLD-222] Fixed crash by preventing user from probuilderizing a gameobject that has isPartOfStaticBatch set to true. +- [PBLD-245] Fixed warnings about obsolete API usage when using Unity 6.2 and later. Updated the API usage where the alternatives were available in Unity 2022.3. + +## [6.0.5] - 2025-03-11 + +### Changes + +- Improved DrawShape tool performance when you place the first vertex. + +### Fixed + +- Fixed a bug where undoing a PolyShape creation then redoing it did not restore the PolyShape. +- Fixed a bug where you could progress to the Edit Height stage of the Polyshape creation tool without forming a base polygon with at least three points. +- Fixed a bug where shapes created by pressing Enter or Space using the Polyshape creation tool were not selectable or added to the scene hierarchy. +- [PBLD-213] Fixed a bug where selection changes made while the PolyShape creation tool was active were being reverted. +- [PBLD-192] Fixed a bug where vertices were not able to snap on other vertices from the same mesh. +- [PBLD-189] Fixed a bug where using the auto-stitch functionality of the UV Editor would not work properly on MacOS. +- [PBLD-187] Fixed a bug where the object size was incorrect when using the DrawShape tool on angled surfaces. +- [PBLD-180] Fixed a bug in the Material Editor where an exception was thrown because it attempted to retrieve `MenuItem` shortcuts before the main menu was fully loaded. +- [PBLD-210] Fixed a bug where Undo was not working correctly with the Polyshape creation tool. +- [PBLD-196] Fixed a bug where the Polyshape creation tool was not working with an orthographic camera. +- [STO-3429] Fixed a bug where increment snapping was ignored when drawing ProBuilder shapes. +- [STO-3432] Fixed a bug where the Polyshape creation tool was not placing the first point on a custom grids correctly. +- [PBLD-183] Fixed a bug where the **Extrude by** setting of the **Extrude Faces** action was always set to **Individual Faces**. +- [STO-3442] Fixed a bug where hover-highlighted elements are not always selected. +- [PBLD-208] Fixed an issue "Apply Quick Material" shortcut would always be present in the Shortcut Helper Bar. +- [PBLD-202] Fixed an issue where creating ProBuilder shapes using the Hierarchy menu would not result in procedurally editable `ProBuilderShape` meshes. +- [PBLD-205] Fixed a bug where the `Edit PolyShape` tool would revert previously merged PolyShape objects. +- [PBLD-199] Fixed a bug where an exception was thrown if you placed two cut tool vertices on the same edge. + +## [6.0.4] - 2024-09-12 + +### Changes + +- [PBLD-169] Using the **Edit Vertices**, **Edit Edges**, and **Edit Faces** shortcuts now automatically activate the the ProBuilder tool context. +- [PBLD-167] Removed the **Toggle ProBuilder Context** shortcut. Use the the built-in **Cycle Tool Modes** shortcut instead. + +## [6.0.3] - 2024-08-20 + +### Fixed + +- [PBLD-159] Fixed an issue where a ProBuilder menu item shortcut would conflict with Editor's built-in shortcut. +- [PBLD-158] Fixed a bug where ProBuilder would prevent classes inheriting from `UnityEditor.Editor` to compile. +- [PBLD-151] Fixed a bug where the Action Settings overlay would not be displayed when used the first time. +- [PBLD-141] Fixed a bug where the selection would be incorrect when entering PrefabStage. +- [PBLD-142] Fixed a bug where it was possible to trigger the probuilderize action twice on the same object. +- [PBLD-150] Fixed a bug where the orientation handles would not be useful when manipulating a cube shape. +- [PBLD-149] Fixed a bug where the ProBuilder edit modes toggle could be disabled. +- [PBLD-145] Fixed a bug where using the preview shape with HDRP would crash the editor. +- Fixed a bug where moving the preview shape was not ignoring the preview shape to compute the correct placement. + +### Added + +- [PBLD-152] Added some relevant Unity selection actions in the ProBuilder contextual menu. + +## [6.0.2] - 2024-08-08 + +### Fixed + +- [PBLD-138] Fixed a bug where duplicating a ProBuilder mesh would mark all scenes as dirty. +- [PBLD-115] Fixed a bug where using the 'Create PolyShape' tool when GPU Resident Drawer was enabled would throw warnings. +- [PBLD-134] Fixed a bug where drawing ProBuilder shapes would cause temporary visual glitches on macOS. +- [PBLD-127] Fixed a bug where undoing a shape creation would reset the deleted shape in the scene. +- [PBLD-129] Fixed a bug where redoing actions was not updating the ProBuilder mesh in the scene. +- [PBLD-120] Replaced the former scene info by a scene view overlay. +- [PBLD-121] Fixed edit mode and context shortcuts and settings tooltips. +- [PBLD-110] Fixed a bug where the prefab instances of ProBuilder meshes where not updating after applying all the overrides. +- [PBLD-113] Fixed a bug where the Polyshape tool would create temporary objects in the hierarchy. +- Edited Create Shape tool menu labels so they match their tooltips in the Scene view. + +## [6.0.1] - 2024-03-25 + +### Changes + +- Moved package out of preview. + +## [6.0.1] - 2024-03-25 + +### Changes + +- Moved package out of preview. + +## [6.0.1-pre.2] - 2024-02-16 + +### Fixed + +- [PBLD-108] Fixed a bug where triggering a ProBuilder shortcut outside of the ProBuilder context would throw an error. +- [PBLD-103] Fixed a bug where creating a PolyShape, then immediately deleting it would create a new GameObject. +- [PBLD-102] Fixed a bug where some materials assets were unexpectedly altered and rebuilt. +- [PBLD-99] Removed ProBuilder shortcut that conflicted with default shortcuts in the Editor. +- [PBLD-98] Fixed a bug where the cut tool cursor appeared on top of overlays. +- [PBLD-95] Fixed several errors messages that spammed the console when a package was imported. +- [PBLD-93] Fixed a bug where activating the PolyShape tool with a docked inspector would throw errors. +- Fixed a bug where creating a PolyShape mesh was not properly finalizing the mesh creation. +- Fixed a bug where assigning a material from the Material Editor was not working in GameObject mode. + +### Changes + +- Removed tools icons as they are not used in ProBuilder 6 Context Menu. +- Unifying shaders and simplify code for the different render pipelines. +- Unified shaders and simplify code for the different render pipelines. +- Removed the Edit Mesh button from ProBuilderMesh Inspector. +- Added a close loop feedback with PolyShape tool and improved the handles. +- Improved tooltips for adding and removing vertices with the PolyShape tool. +- Material editor: Changed the Quick material shortcut to **Ctrl+Shift+Mouse2**, and add this new shortcut to the Shortcut Manager. +- Material editor: Improved the 'Match selection' button position to make it more self-explanatory. +- Smooth Group editor: Updated the number of smoothing groups to 30. +- Vertex Position Editor: Slightly moved the Vertex IDs labels positions to make then more readable in the Scene View. +- Vertex Position Editor: Improved the World/Model Space button. +- Interaction tool states are now shown in the main menu. + +## [6.0.1-pre.1] - 2023-12-14 + +### Changes + +- Updated context menu to use the new API for Unity 2023.3. +- Improved the action preview UX. + +## [6.0.0] - 2023-11-27 + +### Changes + +- Deprecated all the code paths for Unity version previous to 2023.3 and previous code to upgrade projects. +- Removed the ProBuilder editor window dependency. +- Created a ProBuilder context and moving vertex, edge and face edit modes to the tool settings overlay. +- Moved creation and edition tools to the main toolbar. +- Added ProBuilder actions to the Scene view context menu and overlays. +- Added a preview option for most of the ProBuilder actions. + +## [5.2.0] - 2023-10-02 + +### Fixed + +- [PBLD-75] Fixed a bug where duplicating a GameObject with `ProBuilderMesh` children would not make unique `Mesh` for the duplicates. +- [PBLD-87] Fixed a bug where an infinite recursion loop could crash the editor when using the Boolean tool. + +### Internal + +- Updated analytics API for 2023.2 and after. + +### Features + +- Significantly improved performance of "ProBuilder Window." + +## [5.1.1] - 2023-08-01 + +### Fixed + +- Fixed an exception in `CombineMeshes.AccumulateMeshesInfo` when a `ProBuilderMesh` contains an empty `Material` array. +- [case: PBLD-78] Fixed a regression where it was no longer possible to set the extrusion point with the Poly Shape tool. +- [case: UUM-43960] Fixed warning on project import caused by merge conflicts in a meta file. + + +## [5.1.0] - 2023-06-01 + +### Fixed + +- [case: PBLD-70] Fixed a bug where unused materials were not removed from the mesh renderer when deleting faces. +- [case: PBLD-52] Fixed a bug where unused materials were not removed from the mesh renderer when detaching faces. +- [case: STO-2878] Fixed `ProBuilderMesh` renaming `Mesh` asset any time the component instance ID was modified. +- [case: STO-2878] In Unity Editor 2023.1 and newer, fixed an issue where reverting a prefab instance containing a `ProBuilderMesh` component would leak a `Mesh` asset in the scene. +- [case: PBLD-61] Fixed a bug where drawing a shape of size zero was causing errors and incorrect values in ProBuilderShape. +- [case: PBLD-65] Fixed stair shape "Inner Radius" parameter not being correctly applied when placing new stair shapes in scene. +- [case: PBLD-63] "Strip ProBuilder Scripts" now creates a mesh asset, fixing an issue where prefabs would no longer contain a valid mesh reference after stripping ProBuilder scripts. +- [case: PBLD-64] Fixed "Strip ProBuilder Scripts" not correctly appyling changes when used in a prefab stage. +- [case: PBLD-54] Fixed a possible error when inserting edge loop. +- Arch shape now allows 2 sides. + +### Changes + +- Moved cut tool cursor icon from runtime to editor resources. +- Added `ProBuilderMesh.MakeUnique` to ensure `Mesh` asset is distinct. + +### Internal + +- Fixed "Detach Faces" not creating unique mesh asset for duplicate objects. + +## [5.0.7] - 2023-04-04 + +### Fixed + +- [case: PBLD-48] Fixed a bug where the minimum size of a shape did not take into account snap and grid sizes. +- [case: PBLD-34] Fixed a bug where `Experimental Features Enabled` was not activating when using `Dedicated Server` platform. +- [case: PBLD-41] Fixed an issue where UV distribution metric would not recalculate after the mesh optimization step. +- [case: PBLD-32] Fixed `New Shape` start location being incorrect after using right mouse button. +- [case: PBLD-19] Fixed shape creation when the camera perspective is set to Top. +- Made minor performance improvements and reduced allocations when querying for components. +- [case: PBLD-38] Fixed an issue where exported assets would incorrectly use the UInt32 mesh index format. +- [case: PBLD-43] Fixed an issue where activating the **Edit Shape** tool would prevent the Editor tool context from switching. +- [case: PBLD-57] Fixed error when building player with `EntityBehaviour` applied to prefabs. + +### Changes + +- Updated `Object.FindObjectsOfType` to use the new `Objects.FindObjectsByType` in Unity 2023.1. + +## [5.0.6] - 2022-06-30 + +### Bug Fixes + +- [case: 1407518] Fixed issue where 'Detach Faces' action would not undo correctly. +- [case: 1393809] Fixed move tool when working with small scales. +- [case: 1395936] Fixed Editor crash when opening a EditorWindow dropdown (MacOS). +- [case: 1389642] Fixed Grid snapping not working properly with EditShape Tool. +- [case: 1368465] Fixed issue where extruding an element orthogonally to their normal would result in some additional extrusion along the normal. +- [case: 1369443] Fixed SerializedObjectNotCreatableException errors in the console with Shape Tool. +- [case: 1348463] Fixed issue where instantiating a prefab would not build UV2s. +- [case: 1348434] Added more detailed instructions in the missing UV2 warning log. +- Fix some styling issues with Overlays in 21.2 +- [case: 1350635] Fixed crash when using CSG operations. +- [case: 1405226] Fixed tooltips inconsistently showing and hiding. +- [case: 1407039] Fixed stair creation tool missing the inner radius parameter. +- [case: PBLD-3] Fixed vertex manipulation tools locking grid snapping settings on activation. +- [case: PBLD-9] Fixed issue where adding and then removing Collider or Trigger behaviours would cause meshes to not render in builds. +- [case: PBLD-7] Fixed ProBuilderize action not handling redo operation correctly. +- [case: PBLD-6] Fixed unnecessary reimport of all project textures on package install. +- [case: PBLD-11] Fixed Poly Shape Tool missing an undo step after setting height. +- [case: PBLD-13] Fixed a bug where a newly created shape would not be redrawn with Redo. +- [case: PBLD-15] Fixed a bug with URP that prevented some items from being selectable in the Game view. + +### Changes + +- Updates to API documentation +- Cylinder shape is allowed to have 3 sides, and can have an odd number of sides. + +## [5.0.4] - 2021-06-08 + +### Bug Fixes + +- [case: 1334017] Fixed errors while exporting a PBShape using FBX Exporter and cleaning export. +- [case: 1332226] Fixed issue where some Gizmos menu items would be missing in projects that have ProBuilder package installed. +- [case: 1324374] Fixed incorrect vertex/edge/face rect selection when mesh's parent is rotated and/or scaled. + +## [5.0.3] - 2021-04-01 + +### Bug Fixes + +- [case: 1324399] Fixing errors when building with prefabs in scene. +- [case: 1323666] Preventing to assign an empty mesh as MeshCollider. +- [case: 1322032] Fixing wrong ProBuilderMesh colors on domain reload when null. +- [case: 1322150] Fixing torus and sphere UV generation when creating New Shape. +- [case: 1320936] Fixing 'ProBuilderize' action creating empty submeshes. + +### Changes + +- Property `Experimental Feature` can now be reset with the rest of ProBuilder preferences. +- Add `GameObject/ProBuilder` menu to create primitives with default dimensions. + +## [5.0.2] - 2021-03-11 + +### Bug Fixes + +- Fixed `Draw Shape` tool showing incorrect UVs when setting shape bounding box. +- Fixed `Draw Shape` tool not clearing selection when changing the active shape type. +- Fixed `Cut Tool` error when pressing `Backspace` with no vertices placed. +- Fixed `Cut Tool` error when finishing a cut segment with less than 3 vertices. +- Fixed `Draw Shape` tool truncating shape property fields in the Scene View Overlay. + +### Changes + +- Moved contents of warning box in `Draw Shape` tool to tooltips. +- Updated manual documentation. + +## [5.0.1] - 2021-03-09 + +### Bug Fixes + +- Disable unstable test on Linux. + +## [5.0.0] - 2021-03-08 + +### Features + +- Redesigned shape creation workflow. Shapes are now interactively drawn in the Scene View, and remain configurable after the point of creation via the `ShapeComponent` Inspector. Default shapes can still be created through the `GameObject/ProBuilder` menu. +- Added `Point to Point Cut` tool. +- Added a selection preview when using the `Select Path` tool. +- Added `Selection X Ray` option to highlight occluded element selections with a muted color. Default shortcut is `Alt + Shift + X` (modifiable in Shortcut Manager). +- Added Analytics for Actions and Menu Shortcuts + +### Bug Fixes + +- [case: 1304442] Update package description for SRPs : warning to users to add samples projects. +- [case: 1300329] Fixing Undo completely reverting all actions. +- [case: 1299638] Fixed missing dependency on com.unity.modules.physics. +- [case: 1296104] Fixing freeze transform with negative scales. +- [case: 1296494] Fixing audio visualizer sample. +- [case: 1296428] Cleaning Polyshape tool when leaving the EditorTool. +- [case: 1296427] Removing NullRef Exception on Undo/redo with CutTool. +- [case: 1296422] Closing MenuToolToggles actions when closing ProBuilder window. +- [case: 1296520] Fixing `New Poly Shape` menu entry not working +- [case: 1254339] Correct offset when rendering UVs and correct export when UV Editor is docked. +- Fixed PolyShape in Prefab mode: PolyShapeMode was not serialized when exiting prefab mode. Update point insertion visualization. +- [case: 1259845] Fixed dimension overlay being hidden on playmode or reboot of the editor. +- [case: 1267383] Fixed `Bezier Shape` and `Poly Shape` component preventing build when `Script Stripping` was enabled. +- [case: 1256246] Ensuring edges subdivision is not creating hole and that arch shapes does not create degenerated triangles +- Scaled Auto UVs now remain in place when modifying geometry. +- [case: 1265296] Add tooltips to UV Actions window. +- [case: 1265623] Ensure that ProGrids snapping is enabled (not only active) when using snapping in ProBuilder +- [case: 1256154] Fixed StackOverflow Error when smoothing mesh in Probuilderize, also fixed an error in the display of edges when count > ushort.maxValue. +- [case: 1252668] Replaced mesh template tests for `Connect Edges` with more stable methods. +- [case: 1262236] Ensure PolyShape is not empty to avoid nullref while exporting. +- [case: 1184921] Add a custom preview for `ProBuilderMesh` prefabs. +- [case: 1276085] Fixed `UV Actions` window allowing resize events outside of the containing window. +- [case: 1277788] Take into account the default parent object in Unity 2021 and up. +- [case: 1276074] Fixed a case where `Fit UVs` action could result in `NaN` values. +- [case: 1281254] Fixed shader warning in URP for UNITY_PASS_FORWARDBASE macro redefinition. +- Fixed rect selection not working with Universal Render Pipeline. +- [case: 1283107] Fixed `Bevel` settings slider disappearing when values exceed 1. +- [case: 1283103] Fixed typo in `Center Pivot` tooltip. +- [case: 1283067] Fixed `Export Prefab` throwing an error when overwriting the root asset of an exported prefab instance. +- [case: 1284735] Fixed a possible exception when creating a shape, undoing, then redoing while the `Smooth Group Editor` window is open. +- [case: 1283111] Fixed `Poly Shape` tool not snapping placed vertices with grid snapping enabled. +- [case: 1284741] Fixed missing tooltips for some items in the `Smooth Group Editor` window. +- [case: 1283167] Fixed `Mesh Collider` mesh value not updating with modifications. +- [case: 1285651] Fixed tooltip going out of screen when screen display is scale up +- [case: 1285654] Fixed selected faces highlight for isometric camera mode in sceneview. +- [case: 1286045] Fixed selection cleaning problem after scene restart. +- [case: 1266769] Fixed tooltip window not rendering correctly on Linux. +- [case: 1281658] Fixed warning when modifying a PBMesh with particule effect using PBMesh as shape emitter. +- [case: 1317148] Fixed edge selection returning incorrect results with some Unity versions. +- [case: 1312537] Fixed script stripping on disabled objects when building. +- [case: 1311258] Fixed material reverting when subdividing edge. +- [case: 1317773] Fixed undo after shape creation. + +### Changes + +- Modified `VertexManipulationTool` to inherit from EditorTool. +- Adding a new MenuAction in Samples to merge faces from edges selection. +- Removing preprocessor directives for Unity 2018 and below for Probuilder 5.0. +- Modified the AppendVerticesToEdge to handle edges split for non-convex faces. +- Removed unused "About" images. +- Removed unused HDRP shader variants. +- `MergeElements.Merge` moved to public API. +- Upgraded `PolyShape` tool to EditorTool and correct some features in it. +- Updated documentation for ProBuilder 5.0.0. +- Add `GameObject/ProBuilder` menu to create primitives with default dimensions. +- Added `com.unity.modules.physics` and `com.unity.modules.imgui` modules as dependencies. + +### Internal + +- Remove backwards compatibility breaking API changes. +- Fix `Material.SetInt` deprecation warnings. +- Fix failing `Undo` tests on macOS. + +## [4.4.0] - 2020-08-12 + +### Features + +- Added a `Select Path` tool. The default shortcut is `Ctrl + Shift + Click` or `Cmd + Shift + Click`. +- Added iterative selection on edges. + +### Bug Fixes + +- Ensure "ProBuilderize" action is enabled for current selection on opening main window. +- [case: 1258589] Fixed error in runtime sample examples. +- Fixed warning in `ShapeEditor` caused by duplicate using statements. +- [case: 1258421] Fixed an issue where GI UV streams would be lost at runtime due to `ProBuilderMesh` assigning a new `Mesh` to the statically combined `MeshFilter`. +- [case: 1251289] Fixed `m_WireMaterial null reference exception` when re-importing ProBuilder. +- Fixed `TooltipEditor.Hide` affecting performance linearly with scene size. +- [case: 1259506] Fixed shortcut not being saved in 2018.4. +- Fixed vertex colors not applying gamma-correct value when color space is Linear. +- [case: 1251574] Disable export options when no probuilder meshes are selected +- [case: 1248708] Fixed physx error when welding all vertices to a singularity. +- Fixed tooltips always clamping to the left of the screen on secondary monitors. +- Fixed `EditorUtility.SetIconEnabled` not respecting the enabled parameter. +- [case: 1241105] Fixed an issue where `Select Edge Loop` could overflow when encountering certain non-manifold geometry. +- [case: 1242263] Fixed `UV Editor` `Move` and `Rotate` tools throwing null reference exceptions as of Unity 2020.2.0a9. +- [case: 1251289] Fixed exception on script reloads in the `EditorMeshHandles` class. +- Fixed exception on script reloads in the `EditorMeshHandles` class. +- Reduced the amount of repaints in ProBuilder window. +- [case: 1249071] Fixed Shift selection being inconsistent. +- [case: 1249056] Fixed Ctrl selection being inconsistent. +- [case: 1247270] Fixed `Null Reference Exception` when entering Prefab Stage after merging multiple `ProBuilderMesh`. +- [case: 1252394] Fixed dragging selection with Ctrl problem (and key pressed problem in general). +- Fixed Cylinder shape clamping segments to 48. + +### Changes + +- Update to Settings Manager 1.0.3. + +### Known Issues + +- Prefab Stage does not work properly when `ProBuilderMesh` contains overrides that append geometry. +- Changelog dates pre-2.4.11-f.0+r4081 are incorrect. These releases were made from SVN, and the history was lost when converting to Git. + +## [4.3.1] - 2020-06-01 + +### Bug Fixes + +- [case: 1251289] Fixed exception on script reloads in the EditorMeshHandles class. + +## [4.3.0] - 2020-05-15 + +### Features + +- Added UI to reset Shape Editor parameters. +- Make public and document the Poly Shape component. + +### Bug Fixes + +- [case: 1242879] Fixed import error caused by UPM CI log file. +- [case: 1230949] Fixed EditorMeshHandles losing material references in some cases. +- [case: 1232389] Fixed Null Reference Exception thrown on applying Subdivide Object on complex New Poly Shape +- [case: 1238115] Fixed Exception thrown on selecting UV 2 mode with "Lock the SceneView handle tools" is enabled in the UV Editor +- Fixed New Shape menu item always creating a Cube instead of the last selected shape. +- [case: 1237636] Fixed exception being thrown when stripping pb components and smooth groups editor is open +- [case: 1230069] Fixed selection commands not being remapped to ProBuilder when in edge/face/vertex mode (Select All/Invert Selection/Deselect All) +- [case: 1225223] Fixed Mesh Collider component missing a reference to the mesh in builds. +- [case: 1225427] Fixed UV Editor exporting the UV template offset by 11 pixels when the editor window was dockable. +- Fix ProBuilderMesh.sharedTextureLookup throwing a null reference exception when accessed from runtime. +- [case: 1209522] Fixed Poly Shape component allowing incompatible Preset feature. +- [case: 1213742] Fixed bug where Delete menu item would incorrectly shows as available with no selection. +- [case: 1192479] Fixed an issue where translating UV positions in the UV Editor with a handle would not update the Inspector offset values. +- [case: 1176370] Fixed entering Play Mode with the Shape Editor open creating a new shape in the scene. +- [case: 1218413] Fixed Poly Shape input incorrectly snapping vertices when input plane is not on a grid. +- [case: 1223330] Fixed a crash when undoing the creation of a Poly Shape object. +- Fixed Shape Editor preferences not respecting "Reset All Preferences". +- [case: 1132509] Fixed Bevel sometimes resulting in non-conforming face normals. +- [case: 1158748] Fixed Export and Strip Scripts actions leaving Mesh Filter component hidden on resulting GameObjects. +- [case: 1224413] Fixed Shape Editor leaving behind a preview object if window is closed during play mode. +- [case: 1201746] The Move tool is now compatible with grid snapping (Unity 2019.3 and higher). +- [case: 1217930] Fixed duplicated objects shape reverts to original's mesh when entering play mode +- [case: 1214103] Fixed ProBuilder created meshes not rendering in project builds. +- [case: 1217024] Fixed inverted picking bias when cursor is not hovering selected object. +- [case: 1195261] Fixed an issue where the ProBuilderize action could cause the toolbar to emit GUILayout Group errors. +- [case: 1211721] Fixed tooltips in the ProBuilder toolbar not rendering on macOS. +- [case: 1167627] Fixed boolean operations not retaining material information. +- [case: 1210096] Fixed UV Editor rotation field allowing values outside of 360°. +- [case: 1214103] Fixed ProBuilder created meshes not appearing in built projects. +- [case: 1211169] Fixed Generate Shadow Object example throwing a Null Reference Exception when invoked. +- [case: 1209864] Fixed New Shape tool creating new GameObjects with the same name. +- [case: 1201858] Fixed Export action not showing a warning when attempting to export an empty selection. +- [case: 1205318] Fixed OBJ export not retaining material color information when Scriptable Render Pipeline is active. +- [case: 1194858] Fixed a Null Reference Exception in some cases when using the Bevel tool. +- [case: 1204731] Fixed marquee selection of mesh elements when using the High Definition Render Pipeline. +- [case: 1211096] Fixed tooltips rendering off screen in some cases. +- [case: 1203685] Fixed Poly Shape creation tool not accepting input when Scene View gizmos are disabled. +- [case: 1161998] Fixed an issue where scene objects could be selected through modal windows. +- [case: 1198568] Fixed MeshFilter and MeshCollider always showing properties as "Overridden" on Prefab instances. +- [case: 1204088] Fixed UV Editor actions window not using the mouse event, allowing inactive window properties to appear as interactable. +- [case: 1183101] Fixed broken help link in Smoothing Editor window. +- [case: 1173650] Fixed an issue that resulted in vertices and edges becoming unselectable on macOS in some cases. +- Fixed Edge pre-selection highlight not rendering on macOS when using Metal as a graphics backend. +- [case: 1198568] Fixed issues with prefab overrides not being applied to ProBuilderMesh components correctly. +- [case: 1198568] Fixed MeshFilter and ProBuilderMesh components incorrectly showing instance overrides on un-modified prefab instances. +- [case: 1194858] Fixed Bevel Edges throwing NullReferenceException in some cases. +- [case: 1208475] Fixed Set Pivot and Center Pivot actions throwing NullReferenceException if the selected mesh contains children. +- [case: 1183100] Fixed the Shape Editor Stair slider fields appearing too small to contain the text when Android is the selected build target. +- [case: 1206302] Fixed an issue with the Merge action that could result in invalid geometry. +- [case: 1161998] Fixed an issue where ProBuilder meshes could be selected through overlaying Editor windows. +- [case: 1198588] Fixed a rare case where ProBuilderMesh could throw errors due to an invalid internal state. +- [case: 1196134] Fixed an issue where resetting component data on a ProBuilderMesh through the Inspector window would not update the MeshFilter and scene gizmos. +- Fixed an issue where an invalid selection on ProBuilderMesh could prevent the selected mesh from being edited due to errors. +- Fixed case where the default material could fail to initialize when a Scriptable Render Pipeline is in use at runtime. + +### Changes + +- [case: 1203585] Removed Custom Shape option from the Shape Editor window. +- The ProBuilder Mesh component now has an icon in the Inspector. +- The MeshFilter component is now hidden by default on GameObjects created by ProBuilder, and the ProBuilderMesh component is renamed in the Inspector to ProBuilder MeshFilter. + +### Known Issues + +- Certain properties on ProBuilderMesh, MeshFilter, and MeshCollider always show as overridden on prefab instances. +- The ProBuilderMesh icon is always the Pro Skin version. +- The ProBuilderMesh icon is toggle-able in the Gizmos window (initial value is 'Off'). +- Marquee selection when the Universal Render Pipeline is enabled does not work (currently blocked due to URP missing required functionality). + +## [4.2.1] - 2019-11-22 + +### Features + +- Added the `Offset Elements` action to quickly move selected mesh elements in world, local, or element space. +- Added the ability to set a custom range in the `Subdivide Edges` options window. +- Added the ability to set wireframe and edge line width on macOS when using Metal as the graphics backend. + +### Bug Fixes + +- Fixed `Boolean Editor` menu item not respecting the Experimental Features Enabled preference. +- Fixed `Boolean Editor` preview images not updating with selection changes. +- Fixed potential error when pressing the `Object Mode` shortcut without a `ProBuilder Editor` instance available. +- Fixed an issue where a currently editing text field would lose focus when a ProBuilder tooltip was shown. +- Fixed a case where `Weld Vertices` could leave the mesh selection in an invalid state. +- Fixed an issue where a ProBuilder tooltip could appear when hovering on a window on top of the toolbar. +- Fixed the ProBuilder toolbar background color applying to entire button (Unity 2019.3 only). +- Fixed `Select by Material` sometimes returning incorrect results. +- Fixed `Merge Objects` not retaining active `GameObject` components and properties. +- Added a dialog when `New Poly Shape` fails to find an unlocked `Inspector` window. +- Fixed case where `New Poly Shape` could create a mis-aligned object when used with ProGrids. +- Fixed edge case where the ProBuilder selection could become desynchronized with the Unity selection. +- Fixed `UV Editor` window minimum width not being sufficient to accommodate the toolbar. +- Fixed a case where duplicate `ProBuilderMesh` components could share a reference to the same `Mesh`. +- Fixed an issue that caused mesh element picking to stop working for some users. +- Fixed the `Smooth Group` window toolbar buttons not showing active state correctly. +- Fixed a case where selecting a previously edited `ProBuilderMesh` could append to the prior selection instead of replacing it. +- Fixed some cases where `ProBuilderMesh` would incorrectly enforce a max vertex count. +- Fixed an issue that caused errors to thrown when entering play mode with the `Shape Tool` window open. +- Fixed the `Shape Tool` destroying and recreating the preview `GameObject` when adjusting settings. +- Fixed an issue where the `Poly Shape` editor would destroy the `GameObject` if initialized with an invalid path. +- Fixed a potential error when undoing a `ProBuilderize` action. +- Fixed a warning when importing ProBuilder to macOS projects using Metal as the rendering backend. + +### Changes + +- [Samples] Rename LWRP to Universal Render Pipeline. +- Added support for holes when creating shapes from a polygon (API only). +- [Samples] Remove obsolete references from `EventSystem` GameObject. +- [Samples] Remove `GUILayer` components from `Camera`. +- `Shape Tool` settings are now persistent as user settings. + +## [4.1.0] - 2019-07-03 + +### Features + +- Added the option to export assets either as prefabs, or just the mesh. +- Improved the naming of exported mesh assets. +- Added API examples as a sample package. +- Re-enabled FBX Exporter integration, adding support for quad export and automatic removal of ProBuilder components on export. +- Added ability to duplicate faces to a new game object or to new submesh. +- Added the option to toggle the dimensions overlay between object and element bounds. +- Added a shortcut to toggle the dimensions overlay between object, element, and off states. +- Added a `Duplicate Face` action. +- The UV Inspector is now resize-able from all sides and corners. +- Added the ability to set a `Poly Shape` height to `0` for a single face plane. +- Add support for HDRP and LWRP pipelines through Samples packages (available in the Package Manager UI for ProBuilder). +- Added the ability to copy UV transform values between manual and auto unwrapped faces. +- Added an explicit toggle to enable or disable rendering the background texture when exporting UV templates. +- Added additional methods for testing and fixing face topology (`MeshValidation.ContainsNonContiguousTriangles` and `MeshValidation.EnsureFacesAreComposedOfContiguousTriangles`). + +### Bug Fixes + +- Fixed new shapes not instantiating in prefab staging scenes. +- Fixed `Unlit Color` and `Face Highlight` shaders flickering in some cases. +- Fixed shortcuts not saving correctly in Unity 2018.3. +- Fixed a potential exception when an incompatible version of ProGrids is present in the project. +- Fixed an exception when maximizing and un-maximizing the ProBuilder editor window. +- Fixed the `Boolean Editor` incorrectly resizing it's contents. +- Fixed an exception when `Connect Edges` is executed on an edge with coplanar faces. +- Fixed a potential exception in the `Normals` class when vertex count exceeds `ushort.max`. +- Fixed an issue when upgrading ProBuilder from a version lower than `4.0.0` that would result in meshes with multiple materials being condensed to a single material. +- Fixed a potential exception when removing `ProBuilderMesh` components from code. +- Fixed an inconsistency in UV projection that could result in faces being unwrapped differently between Unity versions. +- Fixed obscured edges sometimes taking priority over visible edges when picking elements. +- Fixed `Select Holes` action incorrectly showing as disabled in some cases. +- Fixed compile errors when opened in Unity 2018.4. +- Fixed scene information view not showing the correct selected element counts. +- Fixed vertex dots rendering slightly offset from the vertex position with an orthographic camera. +- Fixed `Poly Shape` creation tool not recognizing terrain when adding the origin point. +- Fixed `Select Faces with Color` not selecting faces with no color. +- Fixed compile error in runtime samples on Unity 2019.3. +- Fixed `Split Vertices` not collecting coincident vertices when selected with a mouse click. +- Fixed case where `Apply Material` would not be registered for Undo. +- Fixed `Export OBJ` resulting in corrupted files when exporting multiple objects as a single model. +- Fixed `Poly Shape` tool incorrectly rendering a mesh preview before the shape is finalized. +- Fixed case where `Poly Shape` could leave the active tool in an invalid state. +- Fixed case where drag selecting a single vertex would enable "Collapse Vertices" in toolbar +- Fixed case where drag-and-dropping material onto selected faces applies material to all faces if "Edit UVs in Scene" enabled +- Fixed `Box Project UVs` not resetting UV coordinates to origin. +- Fixed naming conflict with `UnityEngine.Snapping` in Unity 2019.3. +- Fixed `Apply Material` not respecting the current face selection when editing UVs. +- Fixed the dimensions overlay graphics not updating when modifying vertices. +- Fixed bug where selecting an element with the `shift` key held would not make it the active selection. +- Fixed `Poly Shape` tool not clearing the mesh when an invalid path is created. +- Fixed `Collapse Vertices` action showing as available in some cases where the action was not applicable. +- Fixed an issue where setting the toolbar to use icon or text mode would not immediately refresh the UI. +- Fixed bug where exporting an OBJ could fail if a mesh did not have vertex colors. +- Fixed the shortcut for `Copy UVs` on macOS referencing `Control` instead of `Command`. +- Fixed an issue where the ProBuilder toolbar font size would initially be very small, then later return to the correct size (specific to Unity 2019.3). +- Fixed a bug that caused the `Material Editor` to not render the preview material on HDPI screens. +- Fixed a null reference error when attempting to subdivide a face with non-contiguous triangles. + +### Changes + +- Assembly definitions now have `Auto Referenced` enabled, meaning it is no longer required that a project use Assembly Definition files in order to access the ProBuilder API. +- Project layout restructured such that the git url may now be used as a version in the project manifest. +- Improved the default UV layout of Cone shape. +- Settings Manager is now a dependency instead of bundled with code. +- Changed the default value of `Apply Transforms` to false when exporting models. +- Changed the default value of `As Group` to true when exporting models. + +## [4.0.4] - 2019-03-13 + +### Bug Fixes + +- Set the pivot of merged meshes to the active selection pivot instead of origin. +- Fixed `Reset Auto UVs` not breaking element and texture group associations. +- Fixed in-scene texture tool setting faces to manual when editing in face mode. +- Fixed undo not refreshing the UV editor graph. +- Fixed UV editor tools remaining disabled after a selection change. +- Fixed `Auto Stitch UVs` action not getting correct edge for adjacent faces. +- Fixed `Boolean Tool` expecting certain mesh attributes to be present, causing errors in some cases. +- Fixed texture groups not saving correctly in some cases. +- Fixed selected object outline not rendering in specific cases. +- Fixed typo in Mirror Objects tooltip. +- Fixed `Export Asset` breaking prefab instances. +- `Vertex Color` action tooltip no longer mentions deprecated paint mode. +- Fixed changelog dates for January 2019. +- Fixed Material Editor rendering incorrectly when an SRP material is assigned to the "Quick Material" field. +- Lessen an edge case where `Math.PointInPolygon` could return the wrong value. +- Fixed an exception when keyframing mesh properties via Timeline. +- Fixed project settings not being consistently being saved in certain cases. +- Fixed assertion when importing ProBuilder to an empty project. +- Fixed warning in tests caused by a left-over meta file from a temporary directory. +- Fixed creating a new PB shape with the Shape Tool does not dirty the scene. +- Fixed MaterialEditor not filtering out unused submesh index when applying new material. +- Fixed Vertices/Faces/Edges picking in Prefab mode. +- Fixed Action window in UVEditor not scrollable. +- Fixed deep selection on faces shouldn't trigger when multiple faces are selected. +- Fixed UV action panel scroll does not work if nothing or just one vertex selected. +- Fixed `ProBuilderize` action potentially creating un-editable geometry if "Import Smoothing" is enabled. +- Fixed change to one member of a UV group not replicating to the other member of the group. +- Fixed UV group not having their settings applied at the same time. +- Fixed sometimes needing to click twice on a face in the UV editor to the right actions. +- Fixed de-selecting vertices not working properly in certain situations. +- Fixed edge selection sometimes picking edge behind the mesh. +- Fixed UV panel shows incorrect info when zero UVs are selected. +- Fixed deep Selection should not trigger if no elements are selected. +- Fixed Element Selection lost after using Weld action. +- Fixed UVs converting to manual when merging 2 objects. +- Fixed Selection being discarded when connecting edges. +- Fixed trigger and collider types not always hiding properly. +- Fixed Box Project resulting in skewed UVs. +- Fixed in-scene Texture Move tool not translating UVs at a constant speed when scaled. +- Fixed `Weld Vertices` and `Collapse Vertices` sometimes leaving invalid edges in affected faces. +- Fixed ProBuilder window not updating when toggling handle orientation from shortcut key. +- Fixed `Subdivide` action resulting in horizontally flipped UV coordinates. +- Fixed `Box Project` action resulting in horizontally flipped UV coordinates. +- Fixed UV Editor preview texture sometimes not appearing. +- Fixed lag when setting select mode via shortcuts. +- Frame bounds focuses on element selection when in Object mode. +- Apply material incorrectly applies to face selection when in Object mode. +- Dimension overlay displays element bounds when in Object mode. +- Fixed handle position not updating when the element selection mode changed. +- Fixed `Strip ProBuilder Scripts on Build` not being respected. +- Fixed `Export OBJ` not sharing vertex data, resulting in split vertices in other DCCs. + +### Changes + +- Name newly merged `GameObject`s after the active selected `GameObject`. +- Changed the order of UV transform operation (rotation and scale are now called before applying the anchor). +- Changed picking to now prefers the object hovered over the selected object. +- Added "Open ProBuilder" button back to `ProBuilderMesh` component Editor. +- Increased the minimum size of Auto UV Editor window to not require vertical scrollbars. +- Significantly improve the accuracy of `Convert to Auto UV` action. +- Add support for auto UV unwrapped faces in the `Auto Stitch UVS` action. +- Use `ShortcutManager` API to manage single-key shortcuts. +- Added option to show current tool delta in the Scene View ("Show Handle Info".) + +## [4.0.3] - 2019-01-25 + +### Bug Fixes + +- Fix an issue that caused version validation to run when entering playmode, resulting in large memory spikes and lag. +- Fix tooltips closing other popup dialogs. + +## [4.0.2] - 2019-01-18 + +### Bug Fixes + +- Fix OBJ export failing due to missing materials. + +## [4.0.1] - 2019-01-16 + +### Bug Fixes + +- Add missing [3.0.9] changelog entry. +- Update package metadata to meet current requirements. + +## [4.0.0] - 2019-01-14 + +### Features + +- New public API. +- Project now distributed as source code, with assembly definition files. +- Add experimental pre-selection highlight for vertices and faces (enable in Preferences / ProBuilder / Experimental). +- Improve the behaviour of vertex and edge selection with hidden faces. +- Add ability to resize the UV settings window. +- Dimensions overlay now works with mesh element selections. +- Update FBX Exporter integration to use version 2.0.0. +- Improve performance of UV calculation methods. +- Improve the default UV mapping of sphere primitives. +- Support new 2018.3 prefab system. +- Redesigned Lightmap UV workflow now exposes settings on the ProBuilderMesh component, provides a modifiable default value, and is generally smarter about keeping Lightmap UV channels in sync with changes. +- Improve performance of toolbar rendering by caching some frequently accessed selection information. +- Redesigned settings interface, now supports search and resetting individual fields. +- Add support for `Pivot` and `Center` handle position toggle. +- Handles now support operating in selection space (Position: Pivot + Orientation: Normal). +- Texture scene tool now supports vertices and edges. +- Improve performance of mesh rebuild functions. +- Improve performance of vertex, edge, and face gizmos. +- Respect Unity pivot mode and pivot orientation (note that setting `Orientation: Normal` overrides the Unity pivot orientation). +- Add a preference to disable depth testing for mesh selection highlights. +- Add manual documentation. + +### Bug Fixes + +- Fix regression that broke dragging and dropping GameObjects onto ProBuilder meshes. +- Fix Poly Shape and Bezier Shape incorrectly resetting materials to default. +- Fix `Export` not generating UV2 in some cases. +- Fix `Export` functions not refreshing the Project view. +- Fix edge colors not matching preferences. +- Fix oversized vertex handle pre-selection billboard. +- Fix `Collapse Vertices` breaking mesh topology. +- Fix "UV Overlap" warnings on default shapes when baking GI. +- Fix mismatched plane width, height segment fields. +- Fix ProGrids "Push to Grid" affecting un-selected vertices. +- Fix `Extrude` incorrectly applying smoothing groups to extruded face sides. +- Fix `Detach to GameObject` sometimes including children in duplicated `GameObject`. +- Fix vertex handle pre-selection gizmo drawing 2x larger on scaled screens. +- Fix "Detach to GameObject" deleting the current face selection. +- Fix deprecated GUID check running on every domain reload. +- Fix `ProBuilderize` importing quad topologies with incorrect winding. +- Fix `Extrude Edges` sometimes splitting vertices when extruding as a group. +- Fix toolbar vertex actions showing as available in some cases where not applicable. +- Fix case where drag selecting mesh elements could clear the current selection. +- Fix element preselection highlight incorrectly showing when a GUI control has focus. +- Fix `Create Poly Shape` throwing errors in some cases. +- Fix `Connect Edges` action showing incorrect results in notifications. +- Fix incorrect use of object finalizers in some classes. +- Fix vertex drag selection with "Select Hidden: Off" omitting distinct but coincident vertices. +- Fix changes to `MeshRenderer` materials being incorrectly reset by ProBuilder. +- Fix `Delete Faces` tooltip not showing "Backspace" as the shortcut key on Windows. +- Fix Auto UV settings inspector not allowing certain properties to be edited with multiple selections. +- Fix face, edge, and vertex modes requiring user to first select an object before registering element selection when clicking. +- Fix bug where adjusting shape creation parameters would move the preview mesh. +- Fix bug where the mesh element gizmos would not respect the screen DPI on startup. +- Fix `Pipe` and `Sphere` shapes not setting a consistent pivot point. +- Fix possible null reference exception when deleting the `Shape Editor` preview mesh. +- Automatically destroy invalid `Poly Shape` objects when the selection is lost. +- `Detach to GameObject` now sets the detached object as a child of the donor mesh. +- Fix vertex billboards not rendering when the backing graphics API does not support geometry shaders. +- Fix new shapes not instantiating on the grid when `Snap New Shape To Grid` is enabled. +- Fix potential error when `Poly Shape` enters an invalid path. +- Fix `Poly Shape` not instantiating on grid when ProGrids is enabled. +- Fix toggling static flags not consistently rebuilding lightmap UVs when `Auto Lightmap UVs` is enabled. +- Fix `Poly Shape` not aligning with the ProGrids plane. +- Fix FBX Exporter incompatibilities breaking compiliation. +- Fix stair shape showing dimensions field twice. +- Fix incorrect wireframe overlay when editing a `Poly Shape`. + +### Changes + +- Tests and documentation are no longer imported with package, significantly improving initial import times. +- Face selection highlight is now rendered with both front and back faces. +- Adding custom actions to the ProBuilder toolbar is now done by registering an attribute. +- ProBuilder Debug Editor removed. +- Rename `MenuAction::DoAlternativeAction` to `DoAlternateAction`. +- Simplify assembly definition files, merging ProBuilder.Core & ProBuilder.MeshOperations to single assembly. +- Minor performance improvements to some common mesh editing actions. +- Remove "Precise Element Selection" preference. +- Project preferences are no longer saved in the Assets directory (now located at "ProjectSettings/ProBuilderSettings.json"). +- Improve performance of normal and tangent calculations. +- `MeshSelection.Top()` becomes `MeshSelection.top` property. +- Include third party dependencies as source code with assembly definitions instead of pre-compiled DLLs. +- Performance optimization for selection changes in editor. +- Make auto-resizing colliders opt-in instead of on by default. +- Use the last selected mesh element as the active selection pivot, matching object selection. +- Remove "About" window. +- Expose APIs necessary for mesh element picking at runtime. + +### Changes since [4.0.0-preview.41] + +- Testing new CI runner. + +## [3.0.9] - 2018-05-30 + +- Fix exporting to OBJ and PLY not refreshing assets when the destination directory is in the project. +- Fix bug that broke drag and dropping prefabs onto ProBuilder meshes. + +## [3.0.8] - 2018-05-07 + +### Bug Fixes + +- Fix incompatibility with ProGrids 3.0.1. + +## [3.0.7] - 2018-04-30 + +### Features + +- Add a material property to the Poly Shape component. + +### Bug Fixes + +- Poly Shape creation now respects the user-set default material. + +## [3.0.6] - 2018-04-19 + +### Bug Fixes + +- Fix upgrade prompt failing to show on version changes. + +## [3.0.5] - 2018-04-16 + +### Bug Fixes + +- Fix About Window opening on every script reload event. + +## [3.0.4] - 2018-04-10 + +### Bug Fixes + +- Use the default material preference for shapes created through the Boolean Editor. + +## [3.0.3] - 2018-04-05 + +### Features + +- API Examples are now published on [Github](https://github.com/Unity-Technologies/ProBuilder-API-Examples). +- Expose poly shape creation methods. Add API example. +- Support drag and drop materials to ProBuilder meshes. +- Mesh handles now use Unity gizmo colors by default. +- New options to set unselected and selected edge colors. +- New option to set edge and wireframe line width (not available on Metal). + +### Bug Fixes + +- Fix scene info not updating with selection changes. +- Fix `Apply Material` only applying to parent gameobjects if children are also selected. +- Fix `pb_Object.SetSelectedFaces` setting duplicate vertex indices. +- Fix `Alt+Num` material shortcut throwing null if Material Editor has not been opened and no default palette is found. +- Fix bug where `Undo` on a Poly Shape would reset any mesh edits. +- Fix preferences interface not updating after resetting all preferences. +- Fix bug where the edge picker would prefer vertical lines over horizontal. +- Fix wireframe rendering with unselected edge color in certain cases. +- Fix edge selection preferring vertical edges. +- Expand preferences window contents to match size. +- Don't show "shortcuts were cleared" warning if no prior version is detected. +- Fix overexposed imgui controls in scene view with scene lighting disabled. +- Fix certain actions switching the current scene focus. +- Fix Create Material Palette failing to create asset. +- Export model files with culture invariant settings. +- Fix scene info display overlapping ProGrids toolbar in some cases. +- Fix local preferences not loading until restarting the ProBuilder editor. +- Fix Boolean Editor rendering a white texture filling the entire screen. + +### Changes + +- Remove update checking. +- Expose `pb_MeshImporter` class, making "ProBuilderize" action available at runtime. + +## [3.0.1-f.0] - 2018-02-12 + +### Features + +- ProBuilder now runs as package manager module. +- Custom color palettes for Vertex Color Editor. +- Added a new window to display licenses for third party software used in ProBuilder. +- Debug symbols are now included. +- Support partial and complete drag selection for edge elements. +- New `Set Trigger` and `Set Collider` replace the deprecated `pb_Entity` component. +- Add `pb_ShapeGenerator.CreateShape(pb_ShapeType shape)` function to build default primitives without requiring parameters. +- Add preference to set the static flags for new ProBuilder objects. + +### Bug Fixes + +- Fix "Select Hidden" preference not matching the state shown in toolbar on launch. +- Fix Standard Vertex Color shader errors in 2018.1 and up. +- Catch edge cases of bad input for Poly Shape, preventing console spam. +- Match element drag rect visual to Unity's. +- Fix Poly Shape objects not updating graphics on undo when not currently editing the contour. +- Fix "Connect Edges" notification showing 2x the amount of edges as connected. +- Fix ProBuilder Editor not refreshing after a ProBuilderize action. +- Fix UV editor throwing null if shader has no _MainTex uniform. +- Fix potential error if a menu action is called without a pb_Editor instance. +- Improve performance of pb_Editor selection caching, addressing lag when selecting high vertex count objects. +- Fix scene toolbar sometimes not matching free/pro skin. +- Fix washed colors in gui textures with linear rendering. +- Remove unused preferences from the ProBuilder/Preferences window. +- Fix torus and icosphere not remembering last used settings in a session. +- Fix Poly Shape editor repainting the scene view more than necessary. +- Corrected tool-tips for "Clear Smoothing" and "Break Smoothing" buttons. + +### Changes + +- Move Dimensions Overlay into ProBuilder menu. +- Move `ProBuilder2.Common` and `ProBuilder2.EditorCommon` namespaces to `ProBuilder.Core` and `ProBuilder.EditorCore`. +- Move `pb_Object` to ProBuilder.Core namespace. + +### Known Issues + +- "Library already loaded" warning logs when importing Package Manager over Asset Store install. +- "Cannot create menu item" warnings when importing Package Manager over Asset Store install. +- Deleting an Asset Store package before importing a Package Manager version does not automatically pop up the Convert To Package Manager editor window. +- API Examples are not accessible from Package Manager. + +### Changes from 3.0.0-f.1 + +- Fix `pb_Fbx` errors when Unity FbxExporter is present in project. +- Update Package Manager description and display name. + +## [2.9.8-f.2] - 2017-11-01 + +### Bug Fixes + +- Fix shader compile errors when targeting mobile platforms. +- Fix possible overflow in vector hashing functions. +- Fix ProBuilderize failing to import quads in some cases. +- Fix FBX export not including manually unwrapped UVs. +- Fix toolbar using old icons with basic skin. + +## [2.9.7-f.5] - 2017-10-23 + +### Features + +- Unity 2017.3 beta support. +- New toolbar icons (Right/Context + Click in Toolbar -> Use Icon Mode). +- Significantly improved quad detection in ProBuilderize function. +- ProBuilderize now able to import smoothing groups. +- Support exporting quads to FBX format (requires Unity FbxExporter in project). +- Newly redesigned `Smooth Groups Editor`. +- New `Select Face Loop` and `Select Face Ring` actions. + +### Bug Fixes + +- Fix possible null reference when picking ProBuilder objects. +- Fix "Select Hole" disappearing instead of showing as disabled. +- Fix "Extrude Face" disabled icon not matching current mode. +- Fix Standard Vertex Color shader preventing builds on some platforms when fog is enabled. + +### Changes + +- Don't show `pb_Lightmapping` warnings by default. +- Smoothing groups may now extend beyond the 42 provided in the editor. Any smoothing group between 1 and 24, or greater than 42 is treated as a smooth face (currently only accessible in code). +- Set ProBuilder Standard Vertex Color shader fallback to "Standard." + +## [2.9.5-f.3] - 2017-08-30 + +### Features + +- Deep selection support when clicking faces. + +### Bug Fixes + +- Drag select with "Select Hidden: Off" now works consistently in Unity 5.6 and up. +- Fix automatic lightmapping attempting to update while ProBuilder is modifying geometry. + +### Changes + +- Unity 4.7 and 5.0 are no longer supported (2.9.4 will continue to be available for these version of Unity). + +## [2.9.4-f.1] - 2017-08-03 + +### Features + +- When a lightmapping finishes baking show a warning if any ProBuilder objects marked as Detail were left out due to missing UV2s. + +### Bug Fixes + +- Fix single key shortcuts emitting system beep on Mac. +- Fix vertex movement not respecting snap settings when ProGrids is placed in Plugins folder. +- Don't delete UnityEngine meshes when unloading a scene in play mode. +- Fix occasional crashes when using Select Hole and Fill Hole actions. +- Fix hang on opening context menu with very large projects. +- Fix Vertex Color Palette not applying colors correctly in vertex mode. + +## [2.9.3-f.0] - 2017-07-13 + +### Features + +- Support exporting quads in OBJ format. +- Add a context menu item to quickly create material palettes from the current Asset window selection. + +### Bug Fixes + +- Use `additionalVertexStreams` mesh attributes where possible when ProBuilderizing. +- Fix for Windows version sometimes endlessly creating folders when root folder moved from Assets/ProCore. + +## [2.9.2-f.1] - 2017-06-22 + +### Bug Fixes + +- Add file stubs for deprecated repair actions to prevent compilation errors when updating. + +## [2.9.1-f.0] - 2017-06-12 + +### Features + +- New PLY model exporter. +- OBJ export rewritten, now supports: + - Multiple texture maps + - Vertex colors (MeshLab format) + - Texture map offset / scale + - Local or world space mesh coordinates + - PBR maps (http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr) +- Improve Mesh Asset export dialog and options. + +### Bug Fixes + +- Fix ProBuilder preferences sometimes not loading. +- Fix deprecated method warnings in 2017.1 beta. +- Fix occasionally flipped UV axis on merged faces. +- Don't crash if ProBuilder folder has been renamed. + +## [2.9.0-f.3] - 2017-05-22 + +### Features + +- Support for saving and loading custom Material Palettes. +- ProBuilder now able to store preferences per-project as well as globally. +- Significantly improve performance of Weld Vertices function. + +### Bug Fixes + +- Preferences Window now renders correctly in Unity 5.6 and up. +- Exit Bezier Shape editing when Esc is pressed. +- Quell unnecessary errors when ProGrids interface fails to load UnityEditor assembly. +- Fix potentially ambiguous reference to Axis enum in API examples. +- Fix mesh leak when exporting STL files. + +### Changes + +- Move pb_Constant into ProBuilder2.Common namespace. +- Move pb_Lightmapping class in EditorCommon namespace. +- Improve wording of warning when shortcut preferences are reset. + +## [2.8.1-f.0] - 2017-04-17 + +### Features + +- Improve grid snapping when placing Poly Shapes. +- Add a callback when a mesh is rebuilt (pb_EditorUtility.AddOnMeshCompiledListener). +- Remove max width limitation on Material Editor window. + +### Bug Fixes + +- Fix incorrect UV render scaling on retina and other scaled screens. +- Fix deprecated warnings on Handles calls in Unity 5.6. +- Fix Icosphere API example deprecated function calls in Unity 5.6. +- Fix UnityObjectToViewPos warnings Unity 5.6. +- Fix Poly Shape not generating UV2 for mesh. +- Catch an occasional Null Reference when viewing UV2 channel. +- Fix Null Reference in Poly Tool undo callbacks. +- Fix errors in adding pb_Entity script during repair mesh references action. +- Improve consistency of Vector2/3/4 hashing functions. +- Fix particularly slow function in MergeFaces action. +- Fix preferences GUI layout. + +### Changes + +- Start Poly Shape height at 0. +- First Poly Shape click always sets pivot. + +## [2.8.0-f.1] - 2017-03-29 + +### Features + +- New "Poly Shape" interactive shape. +- New "Bezier Shape" interactive shape. +- Unity 5.6 beta compatibility. +- Improve default UV layouts for new shapes. +- Add a shader for reference billboard planes ("ProBuilder/Reference Unlit"). + +### Bug Fixes + +- Fix material editor applying to child transforms of selection. +- Fix instantiated objects not getting a UV2 channel when "Auto Generate UV2" is enabled. +- Material Editor now works with a relative path. +- Fix incorrect handle rotations in Element mode. +- About Window now loads even when not in *Assets/ProCore/ProBuilder*. +- Address a rare NullReferenceException when ProBuilder Editor is initialized. +- Don't spam Console with errors if update check fails to connect (only affects WebPlayer target). +- Add a more descriptive message to update check if connection fails. + +### Changes + +- Automatically toggle Detail Entity Type object's lightmapping static flag, preventing broken lightmap atlases. + +## [2.7.0-f.7] - 2017-02-24 + +### Features + +- New redesigned "About" window. +- New "Check for Updates" window and menu item. +- Add a repair script to apply materials when upgrading from Basic to Advanced. +- Include option to restrict "Select by Vertex Color" to current selection. +- Add "Generate Shadow Volume" API example and action. +- Add preference to enable experimental features (current feature: Bezier shape). +- Add option to smooth round sides of cylinder in Shape Tool. +- Add repair script to strip and rebuild pb_Object from Unity mesh. +- Add repair script for rebuilding shared index caches (addressed IndexOutOfRange errors in RefreshNormals function). + +### Bug Fixes + +- Fix inconsistent About Window behavior when importing updates. +- Make face highlight code snippet more robust in Runtime Editing example. +- Don't leave a progress bar behind if Probuilderize fails. +- Fix ProBuilder-ize adding pb_Entity multiple times. +- Apply Quick Offset adjustments to all selected ProBuilder objects. + +## [2.6.9-f.3] - 2017-01-27 + +### Bug Fixes + +- Fix vertex handles appearing offset when using an orthographic scene view. +- Mark KDTree Triangle and pb_Stl as Any Platform in build targets. +- Fix compile errors in standard vertex color shader on Unity 5.5 on iOS +- Fix compile warnings in Unity 5.6.0b4 +- Use multi-Unity-version compatible shader in Vertex Colors API example. + +## [2.6.8-f.1] - 2017-01-16 + +### Features + +- Add option to restrict Select by Material to the current selection. +- Add alternate method of specifying torus radius dimensions. + +### Bug Fixes + +- Fix regression that broke iOS and Android build targets. +- Fix arch preview shape and built shape sides not matching. +- Fix issue where UV Editor could be out of sync with scene UVs after planar or box projection. +- Don't fail face or vertex picking when the required materials aren't found. +- Whenever a prefab change is detected rebuild the mesh. +- Fix null reference when attempting to bevel open edges. +- Remove unused and buggy Debug UVs shader. + +## [2.6.7-f.4] - 2017-01-09 + +### Features + +- New face extrusion options to extrude along face normal, vertex normal, or per-face. + +### Bug Fixes + +- Fix potential drag selection inconsistencies when picking vertices in Unity 5.5. +- Fix bug where Backspace key in UV Editor with a GUI control focused would incorrectly register as a shortcut. +- Fix auto uvs rotating around handle pivot when using the rotate gizmo. +- Add undo for auto uv changes made by gizmos. +- Fix uv tiling toolbar not applying with mixed selection. +- Move pb_Reflection to Editor so as not to be included in builds, fixing errors when targeting Windows Store. Remove unused ParseEnum function in pbUtil for same reason. +- Retain smoothing group information when extruding. +- When flipping a selection of face edges where faces are not quads be specific about the reason for failing. +- Fix misc. potential hangs when registering ProBuilder objects for Undo. + +### Changes + +- Make default height segments for cylinder 0. +- Move some common class files into the Core folder so they're included with the Core lib instead of MeshOps. +- When grow selection by angle is off force iterative to on. + +## [2.6.6-f.0] - 2016-12-09 + +### Features + +- Unity 5.5 support. +- Improve readability of Unity version -> ProBuilder package chart. +- Improve performance of mesh rebuild functions. +- Add API example showing how to highlight faces based on distance to a point. + +### Bug Fixes + +- Don't update mouse edge when not in geometry mode. +- Fix face and edge previews only rendering a subset of elements on meshes with high vertex counts. +- ProBuilder Editor doesn't need to be open to export meshes. +- Fix weird triangulation on Door shape. + Fix some incorrect calls to pbUndo.RecordObjects that could cause Unity to lock up with large meshes. +- Fix bug where "Export Mesh Asset" would always create an extra folder. + +### Changes + +- pb_Object.Refresh now accepts a bitmask to enable/disable different component refreshes. +- Move Create ProBuilder Cube menu item to "GameObject/3D Object/ProBuilder Cube". + +## [2.6.5-f.0] - 2016-11-11 + +### Features + +- Add procedural mesh extrusion example. + +### Bug Fixes + +- Fix bug where face/vertex picking with hidden selection off and intersect rect would not work in deferred rendering path. +- Fix bug when "Meshes are Assets" is enabled where exiting play mode would clear the mesh cache. +- Fix bug when "Meshes are Assets" is enabled where entering play mode would invalidate the mesh cache. +- Fix bug when "Meshes are Assets" is enabled where deleting a selection of pb_Objects would leave orphaned cached meshes. +- Fix bug where UV2 channel of selected objects would be lost on scene save with "Meshes are Assets" enabled. +- Fix bug where stripping ProBuilder scripts with "Meshes are Assets" enabled would also delete the cached mesh asset. +- Fix incorrectly scaling slider control on retina display. + +## [2.6.4-f.1] - 2016-10-19 + +### Features + +- Unity 5.5 Beta compatibility. + +### Bug Fixes + +- Fix bug where generating UV2 would incorrectly merge incompatible vertices in the optimization function due to vertex references not being unique when returning from GeneratePerTriangleMesh. +- Add icons for `Drag Selection Mode`. +- Add `Toggle Drag Rect Mode` icons. +- Fix selected vertex billboards not rendering in 5.5 beta. +- Fix crash when setting pivot with multiple objects selected. +- Fix setting pivot of a parent object moving children. +- Don't disable the object outline when Probuilder is open, but do disable wireframe. +- Fix prism shape height resulting in half-sized shapes. +- Add `Triangulate Faces` icon. +- Ensure icons are always imported with the correct settings. +- Fix "Generate Scene UVs" toggle not being respected in `Generate UV2` action +- Fix bug where drag selecting with shift in subtraction mode with complete rect selection would always deselect the entire selection. + +## [2.6.3-f.4] - 2016-09-23 + +### Features + +- New `Vertex Positions Editor` provides fine-grained control over vertex postions. +- Add `Anchor` setting for Auto UVs to align faces before user transforms. +- When drag selecting faces add option to select by intersection. Toggle with menu item `Drag: Complete/Intersect`. +- New icons for `Select by {Material, Color}`. +- Significantly improve editor performance when drag selecting faces and vertices with `Select Hidden: Off`. +- New alternate drag selection modes: `Add`, `Subtract`, and `Difference` affects how the `Shift` key modifies selection when drag selecting elements. + +### Bug Fixes + +- Fix bug where using Undo in face selection mode could potentially delete faces on prefabs. +- Fix import settings on icons. +- Fix bug where `Fill Hole` would not correctly align normals after operation, sometimes also reversing neighboring face normals. +- Fix bug where `Fill Hole` would sometimes leave the filled faces with invalid edge caches (resulting in incorrect normals on extruding from the filled face). +- Added miscellaneous missing actions to documentation. +- Fix bug where drag selecting faces would sometimes leave the picker rect visible. +- Disable Select By Material/Color when no elements are selected. + +### Changes + +- Use Unity's default UV2 unwrapping parameters since they seem to produce generally better results than the padded params currently in use. +- New ProBuilder objects instantiate with `ShadowCastingMode.TwoSided` (configurable in Preferences/ProBuilder). + +## [2.6.2-f.0] - 2016-09-02 + +### Features + +- Add STL file export support. +- Standard Vertex Color shader now compatible with Unity 5.5 beta changes. +- Add API Example showing how to set custom default UV2 Unwrap Parameters. + +### Bug Fixes + +- Fix bug where exporting OBJ would sometimes insert "AllFiles" into the file path. +- Fix drag selecting edges then bridging sometimes using the default material instead of a neighboring one. +- Fix compile error when using Fog with Standard Vertex Color shader. +- Fix console warnings in Unity 5.5.0b1 +- Fix bug where `Select Edge Loop` would select too many edges. +- Don't show missing icon warnings unless in PB_DEBUG mode. + +## [2.6.1-f.0] - 2016-08-26 + +### Features + +- Add `Triangulate Face` action. +- Add ability to view UV2/3/4 channels in UV Editor. +- Add ability to edit per-object UV2 generation parameters in the Generate UV2 options menu. +- Improve performance of "Grow Selection" when flood selecting with angle restriction. +- Improve performance of some selection actions when in face mode. +- Add RenameNewObjects script to API examples folder (shows use of OnProBuilderObjectCreated delegate). +- Add "Select Faces with Material" and "Select Faces with Vertex Color" to the Selection menu. +- New options icon in toolbar: gear instead of triple lines. + +### Bug Fixes + +- Fix "About" window showing every changelog ever instead of just the latest. +- Fix bug in pb_Math.Normal(pb_Face) overload that would potentially return normals facing the wrong direction if fed ngons. +- Fix UV Editor incompatibilities with retina display on macOS. +- Fix bold label text color in Debug Window when Pro skin is used. +- Increase max allowed vertex handle size to 3 to accomodate macOS retina display. +- Fix import settings for `Center Elements` disabled icon. +- In ProBuilder-ize function don't bother showing 'include children' dialog if the top selection already contains all valid meshfilters +- Fix Advanced icon in PB Basic rendering blurry in toolbar. +- When freezing transforms also apply rotation in world space. Fixes some issues when freezing hierarchies of objects. +- Fix bug where edge ring would include faces with odd number of edges. +- Added "Fill Hole" and "Subdivide Edge" to documentation. +- Fix occasionally flipped face normals when connecting edges or vertices on n-gons. +- When connecting edges weed out any edges that don't connect to anything, preventing accidental edge subdivisions. + +### Changes + +- Make default angle error for uv2 unwrap a little higher to avoid bad unwraps in some common cases. +- Move ProBuilder-ize function to menu actions. + +## [2.6.0-f.1] - 2016-08-02 + +### Features + +- Add `Bevel Edges` action. +- Add `Fill Hole` action to quickly insert a face in a mesh hole (with option to fully select and fill hole or just the selected parts). +- Completely rewritten documentation: http://procore3d.github.io/probuilder2/ +- Add `Select Hole` menu action to quickly select the edges of any hole touching a selected vertex. +- Add a preference to disable "Precise Element Selection." When disabled edge and vertex modes will always select an edge or vertex no matter how far from the element they are. +- Add "Break Texture Groups" button to UV editor. +- Add non-manifold edge extrusion pref to Extrude Edge settings window. +- Replace mesh optimation functions with faster and more accurate versions. +- Improve performance of topology query operations (Grow Selection, Shrink Selection, Edge Loop, Edge Ring). +- `Center Pivot` action now available in Basic. +- Add Generate UV2 toolbar entry when "Disable Auto UV2 Generation" is enabled. +- Add a delegate in `pb_EditorUtility` to notify subscribers when a new pb_Object has been initialized. +- New API example `Tools > ProBuilder > API Examples > Log Callbacks Window` demonstrates hooking into various editor delegates. +- Adds an experimental new option to store Mesh objects as Assets in the project so as not to clutter the Unity scene file. Use with a prefab for maximum scene lean-ness. Enable this feature in Preferences/ProBuilder/Experimental/Meshes Are Assets. +- Add support for local/common toggles in Edge Debug mode. +- Add `Select Holes` action to editor toolbar (selects all connected open edge paths). +- `Connect {Edge, Vertices}` re-factored for speed and more robust edge case handling. +- New "Options" button for toolbar icons. +- Improve performance of `Delete Faces` action. +- Improve performance of `Subdivide` action. +- Add `Alt-S` shortcut for `Subdivide` action. +- Add option to `Mirror` action to either duplicate or move the selection when mirroring. + +### Bug Fixes + +- Fix some instances where modifying a mesh would result in NaN warnings. +- Fix icosphere audio example scene in ProBuilder Basic. +- Add `Center Pivot` action to menu. +- Bypass sRGB sampling for icons, fixing dark appearance in pro skin. +- Fix regression where switching between icon mode and text mode in toolbar would sometimes not immediately reload the toolbar. +- Fix an issue where meshes would be discarded and rebuilt on every instance id change, which Unity does a lot. The result of constant mesh rebuilds being invalidating the lightmap, making getting a decent bake very difficult. +- Ignore API examples in any build target that hasn't been tested (which is all of them save for standalones). +- Fix edge extrusion leaving black geometry when extrusion fails. +- Add extrude settings button to edge extrude toolbar item. +- Add a single context-sensitive Extrude shortcut so that super+e works properly in both edge & face modes. +- Fix 'KeyNotFound' exception when centering pivot sometimes. +- Fix UV3/4 assignment and getter functions reading out of bounds channel index. +- Fix Delete key notification not showing. +- Fix editor toolbar "leaking" due to incorrect hideflags in Unity 4. +- Fix cases where user could provide bad input to Arch generator. +- Fix `Weld Vertices` not welding vertices in some cases. +- Set detail pb_Objects with ReflectionProbeStatic flags. +- Fix key shortcuts for hidden but enabled menu actions not working. +- Don't show hover tooltips if mouse is outside window bounds. +- Fix some edge cases in `Conform Normals` action. +- Fix `Grow Selection` itererative field incorrectly being disabled when "Grow by Angle" is off. +- Fix issue where n-gons with > 90 degree angles would not auto UV unwrap correctly. +- Fix some cases where subdivide would fail due to non-planar vertex positions on a face. +- Fix bug where extruding edges or faces would sometimes align the inserted face normals incorrectly. +- Hide geometry actions when in object mode. +- Fix edge selection when mouse is hovering an object not in the selection but a valid edge is within distance of mouse. +- Fix bug where subdividing a face with an adjacent concave n-gon would break the adjacent face. +- When generating the menu item text for shortcuts always use lower case, since Mac doesn't recognize upper case as shortcuts. Fixes an issue with shortcuts not working on OSX. +- Support cases where texture groups on pb_Object aren't in linear order. +- Clear debug lines when a selected object is deleted. +- Fix bug where `Detach Faces` to submesh would incorrectly split all the detached selection vertices. +- Put UV Editor in namespace, preventing errors where common function names would be confused with other assets. +- In `pbUndo` use each individual object vertex count when deciding whether to diff or store object state for undo. Fixes hang when performing actions with small selections on large objects. +- Lower UV toolbar buttons by 1px when not using the Command GUIStyle since Button style adds 1px padding. +- When building ProBuilder delete user generated folders so that upgrades don't overwrite them. + +### Changes + +- Menu toolbar re-arranged for consistency. +- Remove UV2 generation parameters from pb_Object. +- Add a public function for setting tangents on pb_Objects. +- Deprecate GenerateUV2 extension method since mesh optimization is now an intertwined process. +- Improve hashing function in IntVec3 and Edge. +- Suffix pb_Math.Approx functions to make implicit casting of vectors more difficult to do accidentally. +- Move "World Space" toggle up in the Auto UV editor +- In Auto UV mode rename the scale property `Tiling`. +- `Detach Selection` now behaves like toolbar option panel instead of popup. +- Remove unnecessary option to save duplicates of selected gameobjects when using `Merge Objects` action. +- In addition to changing the icon and text, also show a brief explanation of the current handle alignment mode in the tooltip. +- Move Mirror to object level, making it an action instead of panel popup. + +## [2.5.0-f.0+r4241] - 2016-04-07 + +### Features + +- Toolbar redesign now adapts to both vertical and horizontal layouts (swap between Text and Icons by context clicking in the Inspector). +- New tooltips show inline documentation and keyboard shortcuts. Hold `Shift` to instantly view hovered tooltip, and turn off tooltips on hover in Preferences menu. +- New `Subdivide Edges` action inserts vertices along selected edges. +- GUI items are no longer stored in Resources. Changing the location of the ProBuilder directory is still supported. +- Add option to collapse vertices to the first selected vertex instead of always averaging. +- Mark the current mode and floating state in the toolbar context menu. +- Add preference toggle to disable Dimension Overlay lines. +- New Color Mask setting in Vertex Painter Editor enables painting only to specified component. +- Vector4 UV{3, 4} channels can now be stored in pb_Object (use pb.SetUVs(index, List)). + +### Bug Fixes + +- Fix shortcut editor modifier keys not being correctly stored. +- Fix Freeze Transforms moving objects when selection contains hierarchies of meshes. +- Entity visibility toggles no longer interferes with Collisions, as well as remembers all manually changed object visibility. +- Fix Element Toolbar placement in Scene view on Retina display Macs. +- Fix UVs all being set to {0,0} when using Weld in the UV Editor. +- When extruding an edge check that the new face winding order is equivalent to the face of the donor edge and flip if necessary. +- Fix shortcut editor not recognizing all keycode values (notably Alpha0-9). + +### Changes + +- Remove option to display Mode Toolbar in the Inspector window. +- ProBuilder2.Math namespace removed, pb_Math now belongs to ProBuilder2.Common. + +## [2.4.11-f.0+r4081] - 2016-04-07 + +### Bug Fixes + +- Fix regression in 2.4.10f2 that broke assigning materials in ProBuilder Basic. + +### API + +- Add `onEditLevelChanged` delegate to pb_Editor to notify other classes of edit level changes (Polybrush compatibility). + +## [2.4.10-f.2+r4027] - 2016-04-07 + +### Features + +- Shape and Material windows are now dockable (context click in window and select Window/Set {Floating, Dockable}). +- Add "Snap to Face" shortcut when dragging the move tool (hold 'C' while dragging to snap tool to the nearest face). +- New ShaderForge compatible Standard Vertex Color shader on ProBuilder default material. + +### Bug Fixes + +- Unity 5.4 compatibility. +- Workaround for Unity crash "Check DisallowAllocation Error" +- Fix most cases of meshes going completely black when modifying them in any way. +- Fix NullRef error when scaling a single selected edge. + +### Changes + +- Remove various `Get{Vertices, UVs, Triangles}` functions from `pb_Object`. Use `pbUtil.ValuesWithIndices` directly instead. +- Remove Instantiation API Example (there's nothing special about instantiating ProBuilder meshes anymore). + +## [2.4.9-f.1+r3978] - 2016-04-07 + +### Features + +- New "Flip Edge" tool swaps the direction of a connecting edge in a quad. + +### Bug Fixes + +- Fix bug where Trigger or Collider entities could remain visible in play mode when using source. +- Fix slowdowns when inserting edge loops due to undo. +- Fix missing namespace errors in Unity 5.3. +- Increase the resolution with which vertex positions are compared to avoid incorrectly merging distinct vertices (often causing trouble when modeling at very small dimensions). + +## [2.4.8-f.1+r3764] - 2016-04-07 + +### Features + +- Enable Set Pivot, Delete, and Vertex Painter in ProBuilder Basic. +- New Standard Shader with vertex color support (thanks to Unity Forum user @defaxer). + +### Bug Fixes + +- Add tooltips for every action in the ProBuilder toolbar. +- Fix consistent horizontal scrollbar showing in ProBuilder window. +- Smooth edges of curved stair sides, and align step UVs to match rotation. +- Use white text color in Dimensions Overlay when Unity Personal skin is used. +- Ensure DLLs retain GUID between releases, enabling simpler upgrades. +- Fix poor UV editor precision when working with small distances. +- Fix ~10px vertical offset image when rendering UV template in Unity 5. +- Fix slightly offset image when rendering UV template from docked UV Editor window. + +### Changes + +- Increase minimum allowed zoom in UV editor. +- Make warning shown when connecting edges or vertices fails a bit more descriptive. +- Don't show tangents and bitangents when Show Normals is enabled in the smoothing editor. +- Prototype becomes ProBuilder Basic. + +## [2.4.7-f.0+r3664] - 2016-04-07 + +### Changes + +- New upgrade procedure skips complicated Upgrade Kit in favor of a slightly more manual but more reliable approach. See FAQ or ProBuilder Documentation for more information. + +### Bug Fixes + +- Fix possible null reference error when working with prefabs that have been duplicated. +- Additional error checking when stripping pb_Objects from scene added. +- When ProBuilder-izing objects, ask user whether or not to traverse children. + +## [2.4.6-f.0+r3616] - 2016-04-07 + +### Features + +- Add preference to set default Entity type. +- Add preference to set dedicated keyboard shortcuts for entering Object, Face, Vertex, and Edge mode. +- New Curved Stair generator, and stairs now produce manifold geometry. +- Add "Batch Upgrade" menu items to Upgrade Kit, allowing users to run one action for an entire project. +- New GUI slider allows un-clamped input to the float field in Shape Tool. + +### Bug Fixes + +- Alt + E shortcut now works with only 2 vertices selected. +- Fix bug where colliders would be incorrect when instantiating trigger entities. +- Fix some cases where "Connect" would result in incorrect geometry. +- Fix UV editor not recognizing shortcuts sent from scene view. +- Fix occasional "Non-finite value in mesh vertices" error when extruding. +- Account for inconsistently sized vertex color arrays when ProBuilder-izing meshes. +- Fix null reference errors when Shape Creation Tool is open with preview enabled and a script reload takes place. +- Fix null reference sometimes caused by a Mirror action. +- Fix bug where merging objects would always add a MeshCollider, even if one already exists. +- Fix mesh bounds not refreshing when adjusting vertices with Quick Offset tool. +- Fix mis-calibrated drag selection wwhen first entering element mode after moving an object. +- Fix issue where duplicating GameObjects with child pb_Objects would leave references to original meshes intact, resulting in odd behavior when deleting objects. +- Fix bug where prefabs would not "Apply" changes to all children equally. +- Improve performance when editing scenes with many ProBuilder object prefabs. + +## [2.4.5-p.0+r3531] - 2016-04-07 + +### Bug Fixes + +- Fix bugs in Copy UV Settings and Quick Apply Material shortcuts. + +## [2.4.5-f.1+r3519] - 2016-04-07 + +### Features + +- New Torus shape. +- Greatly improve editor performance when working with medium to large meshes. +- New skin for scene info label, including more data about selection. +- Automatically batch vertices even if they don't belong to a smoothing group (actual mesh vertex is now shown in scene info box). +- Add mesh dimensions overlay (ProBuilder > Object Info > {Show, Hide} Dimensions Overlay). +- Make vertex colors button extend-able, with the option to set which color editor the shortcut should open (Palette or Painter). +- New option to show element/object mode toolbar in scene (default), including positioning parameters. +- Improve vertex painter performance with large meshes. +- Unity 5.2 compatibility. + +### Bug Fixes + +- Fix bug where reverting a prefab with non-prefab ProBuilder children would throw errors. +- Fix hangs when performing various actions. +- Merge now retains the GameObject properties of the first selected object. +- Axis snapping with ProGrids now translates correctly when object rotation is non-identity. +- Performance improvements in UV editor for large meshes. +- Fix bug where OBJ exporter wouldn't properly write submeshes. +- Fix one possible cause of "Mesh.{uv, colors} is out of bounds" errors. +- Catch null reference errors when creating wireframe overlays for meshes exceeding Unity's max vertex count. +- Fix issue where Merge objects would cause meshes to lose their graphics, requiring a refresh. +- Fix menu items showing as enabled when not applicable. +- Add pb_Entity in ProBuilderize if the RequireComponent attribute fails to do so. +- Fix bug where ProGrids wouldn't affect elements when PB is built to a DLL. +- Fix bug where the cube shortcut would ignore material preference. +- Fix vertices merging incorrectly in Optimize function when colors don't match. +- Recalculate mesh bounds after moving the pivot. +- Always refresh/rebuild meshes after making them assets, fixing issues with duplicate mesh references. +- Fix a few more causes of leaks in the mesh and line rendering systems. +- Fix bug where scaling a new object in the shape tool wouldn't take effect until after first refresh. +- Fix bug where Insert Edge Loop and ConnectEdges would sometimes select too many edges after application. +- Fix ProGrids over-zealously collapsing vertices when in axis snapping mode. +- Correctly set element toolbar position when toggling between scene and editor window placement. +- Re-enable user set vertex handle color preferences. + +### Changes + +- Move default textures out of resources folder. +- On pb_Object::Start, call ToMesh before Refresh since Refresh could try to set UVs or Colors to a mesh that has inconsistent vertex counts. +- Remove most functions accepting a pb_IntArray[] sharedIndex cache and replace with Dictionary versions. + +## [2.4.4-p.1+r3425] - 2016-04-07 + +### Features + +- Add scale shortcut toolbar for Auto UVs. +- Add Control+Shift+Left-Click when UV editor is open to copy auto UV settings (including texture). + +### Bug Fixes + +- Fix errors when building a project with geometry containing null materials. +- Fix rare null reference error when switching scenes. + +## [2.4.4-f.1+r3385] - 2016-04-07 + +### Features + +- Where possible* indices are now collapsed to share a single vertex. +- Add context menu to swap between dockable window modes in vertex painter. +- Unity 5.1 beta compatibility. +- New Icosphere shape. +- New API example shows a deformed icosphere with FFT spectrum. +- Grow Selection is now roughly one gajillion times faster. +- Grow with Angle can now optionally select all faces on a plane instead of just the ones near the perimeter. +- New vertex handle gizmos are now culled (and much faster). +- Add option to select only visible elements (Select All or Select Visible toggles this). +- New Repair/pb_RepairMeshReferences script fixes duplicate mesh references. +- Improve edge selection logic, making edge selection much easier. +- Add a preference to enable backface selection on meshes. +- Re-enable 'NoDraw' faces (now implemented as a shader replacement at compile time). +- Improve subdivide action performance. +- Improve performance when editing large numbers of vertices. +- Smooth Normals Window now displays vertex normals with culling, and much faster. +- Repair Missing Script references is now cancelable. +- Add option to extrude elements as a group or individual. + +### Bug Fixes + +- Improve Flip Normals shortcut selection context handling. +- Enable Subdivide shortcut in Top mode. +- Fix arch geometry that broke when subdividing caps. +- Fix bug where setting arch radius would also set the thickness to 0.01. +- Add option to toggle cap generation on/off in arch tool. +- Fix bug where extruding multiple adjacent faces with a shared center point would not correctly translate the shared center vertex. +- Fix bug where Smoothing Window would not repaint on selection change. +- Improve performance of MergeVertices function, helping to address lag after modifying large objects. +- Fix bug where selecting faces obscured by a culled face would sometimes not register. +- Remove obsolete preference entries. +- Add Undo support when a click drag changes the selection in the UV editor. +- Fix 'Quaternion Look Rotation is Zero' log spam when a face contains degenerate triangles. +- Fix most instances of mesh and material leaks in Editor. +- Fix bug where applying prefab changes to pb_Objects with the Editor closed would not propogate changes to instances. +- Hide some internal MonoBehaviours from the Scripts menu. +- Fix bug where deleting a face with 'delete' key shortcut would change static flags. +- Fix null ref when entering play mode with collider entities sporting boxcollider components. +- Fix bug where Connect Vertices would fail on thin isosceles triangles. +- Fix bug where Connect Edges would mangle adjacent long skinny faces. +- When adding colliders via pb_Entity toolbar, scan current collider components for isTrigger values and apply to new collider if found. +- Fix some instances where convexity and trigger for EntityType.Collider & EntityType.Trigger types would not be set on initialization. +- When detaching faces to a new object, make the detached object selected. +- Fix bug where exiting to Top or Plugin level would not clear the selection mesh. +- Copy userCollisions field when serializing pb_Object. +- Fix regression in Unity 5 that causes prefabs to lose instance modifications on save and entering playmode. +- When mirroring objects, make the mirrored results the new selection. +- Fix bug where setting entity type then undoing wouldn't catch changes to collider. +- Fix bug where duplicating multiple objects would leave pb_Object references pointing to same object. +- When probuilder-izing objects, perform the action in-place (and add undo support). +- Catch errors when repairing missing script references on objects with null materials. + +### Changes + +- Remove dependency on ProCore lib to communicate with ProGrids. +- Rename scripts to uniformly follow pb_ prefix and pascal case for runtime, underscore case for editor. + +### API + +- New `Optimize()` method calls CollapseSharedVertices and GenerateUV2. Replaces GenerateUV2() in most cases. +- Move most of remaining scripts into proper namespaces. +- ProBuilder2.GUI namespace become ProBuilder2.Interface to avoid conflicts with UnityEngine.GUI. +- Move Triangulation code into pbTriangleOps. +- Significantly improved performance of RefreshNormals() function. +- New VerifyMesh() function in pb_EditorUtility guarantees good mesh reference and geometry. +- Add ability to delete unfixable components in pb_MissingScriptEditor. +- New PointIsOccluded() check in pb_Handle_Utility tests if a point is visible in editor. +- Significantly improve performance of pbUtil.RemoveAt(). +- Significantly improve performance of many pbMeshOps methods. +- New pb_LineRenderer and pb_MeshRenderer provide fast gizmo drawing in the SceneView. + +* Vertices must be smoothed, and have the same texture coordinate to qualify for weld. + +### f1 Patch Notes + +- Fix ProGrids not affecting vertices / faces / edges in Edit mode. +- Minor tweak to vertex handle color. + +## [2.4.3-p.0+r3216] - 2016-04-07 + +### Features + +- Weld distance now adjustable in UV editor. + +### Bug Fixes + +- Fix weird arch geometry near caps, noticeable when inserting edge loops. +- Improve 'Flip Normals' shortcut context awareness. + +## [2.4.3-f.0+r3202] - 2016-04-07 + +### Features + +- Add preference to enable back-face selection. + +### Bug Fixes + +- Remove 'here' console log. +- Fix regression in 2.4.0 that broke Undo when used with ProGrids. +- Fix 'Look Rotation is Zero' console logs when selecting a face with degenerate triangles. +- Fix bug where sometimes clicking a face would not register due to a culled face intercepting the raycast. + +## [2.4.2-f.0+r3202] - 2016-04-07 + +### Features + +- New debug window visualizes mesh information in the sceneview. + +### Bug Fixes + +- Fix regression that broke prefab editing applying to instances. +- Fix latency in SceneView when selecting elements in the UV window. +- Fix bug where selecting elements in the UV window would not Undo correctly. +- Fix regression that caused UV handle to not update its position when right-click dragging. +- Fix bug where texture rotation handle in the scene view would not snap correctly on finishing a UV adjustment. +- Fix bug where drag selecting edges or faces could select elements behind the scene camera. + +## [2.4.1-f.1+r3174] - 2016-04-07 + +### Features + +- New "Export UV Template" function saves a PNG of your UV maps. +- Add new preference to show object vertex, face, and triangle count in the scene view (Preferences/Show Scene Info). + +### Bug Fixes + +- Edge wireframe no longer renders the material preview wells. +- Fix performance issues when editing large objects in the UV editor with Auto UVs. +- Fix bug where 'Push to Grid' from ProGrids would not Undo correctly. +- Fix lagging wireframe when running "Freeze Transforms" action. +- Fix null ref when deleting multiple faces. + + +## [2.4.0-f.4+r3132] - 2016-04-07 + +### Features + +- Unity 5 support. +- New wireframe shader overrides Unity default when ProBuilder Editor is open. +- New 'Merge Faces' geometry action combines selected faces to a single face. +- Add `Missing Script Reference` repair item. +- Show color name in vertex tools instead of RGBA info. +- When creating an mesh Asset, also create a prefab with the new mesh and materials already wired up. +- Cull hidden edges when in Edge mode. +- Fix spotty face selection highlight rendering when using Deferred Rendering. +- Add preference to disable automatic UV2 generation while modeling (improves editor performance). +- When selecting a texture-grouped face in UV editor, show an indicator of all faces in group. +- Improve performance when modifying geometry & UVs in Unity 5. +- New dark background in UV editor for Unity light skin users. +- Improve performance when selecting objects with large vertex counts. + +### Bug Fixes + +- Fix crash when a face material is null (defaults to Unity Default-Diffuse). +- Fix incorrect results when extruding multiple faces sharing a single center vertex (usually seen on the top of a cylinder). +- Save vertex colors when ProBuilder-izing a mesh. +- Fix occasional null ref when continuing UVs. +- Support Undo in UV Editor Auto panel. +- Support Undo for `Push to Grid` events from ProGrids. +- Fix occasional `Index out of range` errors when subdividing, triangulating, and setting pivot. +- Fix crash when running `Fix Missing Script References` in Unity 5.0.0b18 (big thanks to Michael N!) +- Improve the performance of Planar Mapping manual UVs. +- Create Material data asset path if it doesn't exist (fixes errors when saving Material preferences). +- Fix bug where dragging UVs in Unity 5 would sometimes corrupt the mesh. +- Disable Continuous Baking when dragging elements or making continuous changes to the mesh, fixing corruption issues in Unity 5. +- Fix occasional erroneous error message when subdividing faces. +- Fix null ref error when Auto UV panel is open with nothing selected. +- Allow `V` key usage when not in Element mode. +- Fix regression where instantiated objects would not respect ProGrids alignment. +- Fix leaks when deleting or duplicated pb_Objects. +- Fix occasional null ref errors when welding or collapsing vertices. +- When double-clicking a texture grouped face in UV editor, select the entire group. +- Fix regression that caused performance spikes when deleting or instantiating objects. +- When detaching faces to a new object, copy all of that objects properties. +- Add Undo support to Shape creation tool. +- Fix bug where running Flip Normals from the Menu would not immediately update the mesh graphics. +- When serializing pb_Objects, save color and material information (materials are now loaded by name). +- Fix bug where the texture handle tool would sometimes (most times) move UVs in the wrong direction. +- When entering Texture Blending mode in Vertex Painter, set the color to a solid variant of one of the available textures. +- Fix bug where projected UVs in manual mode could potentially be placed very far from the current handle. +- Fix lag when drag selecting edges on objects with large vertex counts. +- Fix bug where setting entity type would not immediately refresh the mesh. +- Fix minor edge selection bug that would break edge highlighting when not directly hovering a mesh. +- Improve appearance of Grow and Extrude foldouts in editor window. +- Fix bug where clicking on a vertex could sometimes select the object behind it. +- Fix compile errors when building to WebGL target. +- When creating a mesh asset, ensure that the source object mesh is not referenced by the new mesh asset. + +### Changes + +- Remove 'NoDraw' feature (necessary for Unity 5 compatiblity). + +### Beta + +- Rudimentary Boolean tool added - this is very early in development. + +- Fix issue where "Repair Missing Script References" script could get stuck on prefab instances. +- Silence cast exception error in pb_Object_Editor. + +## [2.3.3-f.1+r2970] - 2016-04-07 + +### Features + +- Significantly improve performance of Subdivide action. + +### Bug Fixes + +- Fix incorrect language in Plane generator. +- Fix bug that resulted in mangled vertices when Welding. + +## [2.3.2-f.2+r2947] - 2016-04-07 + +### Features + +- Add a toggle in pb_Entity to turn off automatic collision generation. +- Improve UV editor grid logic (now follows camera and resizes at far zoom levels). +- New PostProcessor automatically strips ProBuilder scripts when building executables (toggle-able in Preferences). + +### Bug Fixes + +- Respect ProGrids `X` key shortcut when translating faces. +- Fix build errors with Static Batching enabled. +- When applying Smooothing Groups, if no face is selected apply group to entire object. +- Static Flags now initialized with `Occluder Static` unchecked. +- Pressing 'F' while a single vertex is selected no longer frames the entire object. +- Vertex colors are now copied when stripping ProBuilder scripts. + +## [2.3.1-f.1+r2900] - 2016-04-07 + +### Features + +- New Vertex Painter tool. +- New 'Triangulate ProBuilder Object' action for facetized poly-world look. +- Significantly improve UV editor performance when drawing many elements. +- ProBuilderize action now preserves UVs. + +### Bug Fixes + +- Fix error when opening Material Editor after assigning a Substance Material. +- Fix bug that caused pb_Editor to freeze when editing prefabs made from ProBuilder objects. +- Remove prefab dependency on ProBuilder.Instantiate or RebuildMeshOnWake. +- Fix mesh leak in Shape Tool. +- Enable Alt+NumKey material shortcut when in Object level. +- When shift-extruding faces in Edge mode, default to face extrusion over edge. +- Fix leaking mesh and material in Face editing mode. +- Fix install script bug that would incorrectly delete non-ProBuilder files. + +### Changes + +- Handle position is now calculated as the center of selection bounding box. + +### API + +- New 'HueCube.cs' API example script demonstrates changing single vertex colors. +- New 'pb_SerializableObject' class provides serializable storage for ProBuilder objects. Add 'pb_Object::InitWithSerializableObject' constructor. + +### Beta Notes f1 + +- Fix install script bug that would incorrectly delete non-ProBuilder files. + +### Beta Notes f0 + +- New Vertex Painter tool. +- Fix error when opening Material Editor after assigning a Substance Material. +- Handle position is now calculated as the center of selection bounding box. + +## [2.3.0-f.14+r2861] - 2016-04-07 + +### Features + +- New UV Editor window. +- New 'Material Editor' window for quickly applying materials to ProBuilder objects. +- Completely redesigned ProBuilder EditorWindow. Dynamically displays only relevant action buttons. +- Editor: New 'Select Edge Loop' command (double click on an edge, or shift+double click to ring selection). +- Editor: New 'Detach to Object' action creates a new ProBuilder object from a face selection. +- Editor: New 'Shrink Selection' command. +- Editor: 'Invert Selection' command now works for Edges and Vertices in addition to Faces. +- Editor: Performance improvements when editing large meshes. +- Editor: 'Grow' settings allow for a user set maximum angle between adjacent faces to limit selection growth. +- Editor: New extendable GUI settings for 'Extrude' allow for user-set extrusion distance. +- Editor: Add 'Distance' setting to Weld tool. +- Editor: Remove requirement that all pb_Objects be scaled to (1,1,1). +- Editor: Add context menu to swap between floating / dockable windows. +- Editor: New 'Conform Normals' geometry operation. +- UV: New 'Continue UVs' action. With the UV Editor open, select a face then Ctrl + Click an adjacent face to seamlessly match UV coordinates. +- UV: Right click translation handle in UV editor to set a new pivot point (Ctrl snaps to grid, Shift key disables proximity snapping). +- UV: Merge Auto UV and Manual UV editors to a single ALL POWERFUL editor window. +- UV: New Box projection UV unwrapping. + +### Bug Fixes + +- Editor: Fix bug where toggling NoDraw would sometimes fail. +- Editor: Fix issue where Undo would sometimes cause actions immediately following to fail with 'Index Out of Range' exceptions. +- Editor: Fix Quick Apply Texture shortcut regression from last version. +- Editor: Fix bug that caused 'Undo Change Face Seletion' to delete faces. +- Editor: Fix bug where ProBuilder.Instantiate() would not properly traverse prefab hierarchy when initializing ProBuilder objects. +- Editor: Catch yet another 'Look Rotation is Zero' warning that would slow the editor to a crawl. +- Editor: Fix inconsistent Undo operations on Unity 4.3+ installs. +- Editor: Catch NullRef errors when dragging non-Material type objects into the SceneView. +- Editor: Fix NullRef errors on 'Connect Vertices' actions with multiple faces selected. +- Editor: Fix bug where handle rotation with multiple vertices and no faces selected would be incorrect, resulting in strange behavior. +- Editor: Fix bug in QuickStart script that would install Unity3.5 DLLs for Unity 4.3+ versions, breaking Undo operations. +- Editor: Fix ProBuilder SceneView toolbar positioning when Deferred Rendering is active. +- Editor: Improve Edge selection consistency. +- Editor: Fix incorrect zoom behavior with fewer than 2 vertices selected. +- Editor: Fix 'Set Pivot' moving selected pb_Objects all ova' the place. +- Editor: Fix regression that broke Lightmap channels on Prefab objects. +- Editor: Frame selection now takes all selected pb_Objects into calculations. +- Editor: Fix regression which broke instanced Prefab geometry when running "Apply". +- Editor: Implement 'Undo' when drag selecting elements. +- Editor: Window now implements a scroll bar when necessary. +- Editor: Switching to Rotate or Scale tool no longer resets the handle alignment to 'Local'. +- Editor: Fix bug where Subdivide / Connect Edges / Connect Vertices would not set the selection to match the newly created sub-objects. +- Editor: Fix Mirror Tool incorrectly placing mirrored object pivots. +- Editor: Fix bug where sub-object selection highlights would be left behind when modifying an object's transform via Inspector. +- Editor: Always refresh an object's materials when Undoing modifications to the SharedMaterial array. +- Editor: Face selection graphic now sits flush with faces. +- Editor: Fix bug where ProBuilder-ized meshes would instantiate disabled. +- Editor: Fix incorrect behavior when scaling multiple ProBuilder objects at once. +- Editor: When exiting AutoUV mode (formerly Texture Mode) remember the previous Edit Level, Selection Mode, and Handle aligment. +- Editor: Fix 'Weld Vertices' action failing to properly compare all vertices. +- Editor: Fix incorrect behavior when attempting to modify pb_Objects with children, or children of pb_Objects. +- Editor: Replace deprecated code for Unity 5. +- Editor: ProBuilder-ized objects now inherit donor mesh name. +- Editor: Catch null-ref when closing pb_Editor with Smoothing Window open. +- Editor: Register Undo when creating new objects (with Merge or Mirror actions). +- Editor: When Alt key is held, do not allow handles to capture mouse. +- Editor: Fix leaking mesh preview object when entering Playmode. +- Editor: Allow submeshes to reference Null materials. +- Editor: Fix z-fighting face highlight in Deferred Rendering path. +- Editor: Setting EntityType is now undo-able. +- Editor: Fix bug where extruding from faces would not inherit the correct winding order. +- UV: Retain UV modifications when Subdividing, Connecting, or otherwise noodling around with a face. + +### Changes + +- 'Top' and 'Geometry' modes become 'Object' and 'Element', respectively. +- Remove drill-down interface for pb_Object dimensions in favor of just always showing them. +- No longer show element highlights when generating shape previews. +- Smoothing editor now accessible via main Editor window and Menu items. +- Remove Lightmapping window shortcut button from Editor window. +- When setting a pb_Object to EntityType::Trigger, also toggle 'isConvex' on the collider. +- Texture Window becomes AutoUV Window, and no longer houses material placement tools (Material Editor window replaces this functionality). +- Smoothing Editor Normals is now a float field, allowing users to set the size of debugging mesh normal lines. + +### API + +- Move all menu and editor commands to pb_Menu_Commands class. +- Add ProBuilder::Instantiate(GameObject go) overload. +- Slightly improve pbMeshUtils::GetConnectedFaces() performance (still incredibly slow). +- New methods for caclulating point inclusion for complex polygons in pb_Math. +- pb_Handle_Utility is new and has some super cool stuff in it, and I think I forgot to mention it in the last changelogs. +- Add a Repair script to fix missing UV or Vertex caches. +- Improve performance of `GetUniversalEdges` by approximately 3x. +- Move `ProjectionAxis` to `pb_Enum`, and it's associated methods to `pb_Math`. +- Remove `ProjectionAxis.AUTO`, add entries for all other axes. +- New pb_Material_Editor window. +- New pb_Bounds2d class adds some functionality for AABB calculations. +- Improve frequency of expensive caching in pb_Editor. +- Removed most naughty words from the codebase. +- New pb_MenuCommands class synchronizes behavior between MenuItems and Editor buttons. + +### Beta Notes: f14 + +- Editor: New 'Conform Normals' geometry operation. +- Editor: Fix bug where extruding from faces would not inherit the correct winding order. +- API: Add new 'GetWindingOrder(pb_Face face)' extension for pb_Object. + +### Beta Notes: f13 + +- API: TranslateVertices now operates in local space. Add TranslateVertices_World for backwards compatibility. +- API: Extrude now optionally outs the appended faces. + +### Beta Notes: f12 + +- Change "Ledge Height" to "Door Height" in Door creation panel. +- Omit Entity information from instantiated pb_Object's name. +- Fix bug where duplicate faces could be selected when using Grow Selection without an Angle parameter set. + +### Beta Notes: f11 + +- Fix sometimes incorrect results when selecting UV islands. +- Show UV popups in UV Editor window. + +### Beta Notes: f8 + +- Fix bug where faces with flipped normals would extrude with incorrect winding order. +- Merge Entity and Visgroup toggles. +- 'J' key toggles UV editor open / closed. +- Visgroup status is now retained during playmode state changes. + +## [2.2.5-f.5] - 2016-04-07 + +### Features + +- Add 'Arch' tool to Shape Creation Panel. +- New parameters for Door shape generator. +- New 'Selection / Select All Faces with Material' menu item. +- Add a Selection menu item to select all faces with current material. +- New live information update show face movement information. +- Fancy new install script automatically detects previous installations and forgoes the need for user interaction in most upgrade cases. + +### Bug Fixes + +- Fix inconsistent Undo for face selection on ProBuilder objects. +- Clean up Shader warnings on initial import. +- Fix ProBuilder.Instantiate() ignoring position and rotation parameters. +- Don't force rename objects when changing the Entity type. +- Fix face selection highlight being incorrectly affected by Fog. +- Fix bug where handle alignment preference would be lost occasionally. +- Fix bug where Grow Selection (non-planar) would allow duplicate faces to be selected. +- Fix bug where prefab objects would throw "Shader wants normals" warnings and sometimes not initialize in scene. +- Fix issue where UV2 channel would not correctly initialize on prefab objects. +- Fix bug where rapidly clicking to add faces would frequently result in the deselection of all faces. +- Fix bug where MirrorTool would incorrectly affect source object's transform. +- Fix duplicate and mirrored objects affecting the original mesh geometry. +- Fix null-ref error when using Edge Ring tool on a non-circuital ring. +- Fix bug where mesh colliders added via Entity component menu would incorrectly have the 'Convex' flag toggled. +- Fix bug that caused mirrored objects to lose the source object's entity type. +- Remove the ability to select non-ProBuilder objects when in Geometry or Texture mode (toggle-able via ProBuilder/Preferences). +- Lower distance threshold for mouse distance to line to be considered selectable. +- Fix bug that broke scaling objects when not in PB editor. +- Fix regression that broke deep copying objects when duplicating or copy/pasting. +- Clean up Shape Creation interface to consistently show build button at bottom of screen, and provide scroll bars when necessary for parameters. +- Duplicate entire GameObject (including attached components) when running 'ProBuilder-ize' action. +- Fixed bug with cone shape generation not using radius parameter. +- Enable NavMeshStatic and OffMeshLinkGen flags by default on new pb-Objects. +- Add pb_Object component check in addition to pb_Entity check in Repair / Validate Components. +- Fix install script breakage on Unity 4.3+ +- Fix Mirror Tool incorrectly modifying donor object's normals. +- Fix issue where applied changes to ProBuilder prefabs would not immediately update all other instances. +- Fix inconsistent extrusion with Edge and Vertex selections. +- Fix bug where TextureWindow would not initialize with current selection. +- Automatically clean up degenerate triangles caused by vertex merge/weld operations. +- Enable 'Push to Grid' support for ProGrids users with vertex, edge, and face selection. +- Fix bug that caused vertices behind the scene camera to be selected incorrectly in some cases. +- Fix object incorrectly instantiating off-grid with strange pivot placement. +- (Beta) Rename AboutWindow to avoid namespace conflicts. + +### Changes + +- Rename 6by7 root folder to ProCore. +- New ProCore.dll replaces SixBySeven.dll (shared classes between ProCore products). + +### API + +- pb_Object.SelectedTriangles is no longer guaranteed to contain only unique indices. +- Convert pb_Preferences_Internal::GetEnum<> to use ints instead of strings, modify pb_Editor to match. +- pb_Object.SelectedTriangles is no longer guaranteed to contain values corresponding to uniqueIndices array. +- Remove deprecated pb_Face::DeepCopy. Implement copy constructor. +- Move many of ProBuilder's classes to namespaces (ProBuilder2.Common, ProBuilder2.MeshOperations, etc). +- New ClassesEditing segment of Classes folder contains all non-essential files. This allows for a single ProBuilderCore.dll that can be redistributed with ProBuilder objects allowing users without ProBuilder to view and load ProBuilder objects. + +## [2.2.4-f.0] - 2016-04-07 + +### Bug Fixes + +- Fix 'Null Reference Error' when editing objects at runtime. +- Fix crash at runtime when ProBuilder object is selected. + +## [2.2.3-f.0] - 2016-04-07 + +### Features + +- New 'Grow Selection Plane' which expands the selected face to nearby faces on the same plane. + +### Bug Fixes + +- Fix regression where handle tool would not default to Top level editing in Geometry mode when no vertices were selected. +- Fix bug where colliders would be lost on upgrading PB install. +- Enable multi-object editing for pb_Entity inspectors. + +### API + +- Move and rename pb_Object::MeshWithMesh to pbMeshUtils.DeepCopyMesh. +- Fix PlaneNormal not returning a normalized vector (yikes!). + +## [2.2.2-f.4] - 2016-04-07 + +### Features + +- New 'Texture Groups' UV setting. Select faces and group to project seamless UVs. +- New 'Make Asset' Action allows users to save ProBuilder objects as Mesh objects. +- New 'Subdivide' command. +- New 'Connect' command (edges, faces, vertices). +- New 'Insert Edge Loop' command. +- New 'Select Ring' command. +- New 'Grow Selection' command (Alt-G). +- Significant performance improvements when working with large objects. +- New preferences to set vertex handle colors and size. +- Improve performance when drag selecting edges. +- New 'Remove Degenerate Triangles' Repair menu item. +- New snap to nearest vertex feature. When moving vertices, hold 'V' to snap handle to nearest vertex. +- New 'Quick Offset' tool in pb_Object inspector window. Set a value and immediately move the selected vertices by that amount (thanks to Matt1988 for initially developing this feature). + +### Bug Fixes + +- Override Frame selection to focus on only selected vertices (thanks @nickgravelyn for this tip). +- Fix inconsistent keyboard shortcuts on Mac. +- Tool buttons are now respected by ProBuilder handle. +- Fix bug where ProBuilder GUISkin wouldn't correctly initialize when left open during a Unity restart. +- Fix bug where double clicking a pb_Object to select all would not properly select all Edges. +- Fix bug where ProBuilder would affect other EditorWindow GUI layouts. +- Fix bug where Mirror Tool would fail to correctly initialize objects with pb_Entity. +- Drag selection box now more closely matches Unity's default drag box. +- Update and improve ProBuilderize Action (now attempts to create faces instead of just triangles). +- Fix Rotation handle incorrectly updating to match selection when dragging (occasionally throwing Quaternion.LookRotation == Zero warnings). +- Fix Scale tool incorrectly using world coordinates when translating vertices. +- Fix weird Prism geometry. +- Fix bug where setting an object pivot with ProGrids enabled would sometimes move the object's vertices off grid. +- Edges may now be shift-deselected. +- Update Undo defines to check against Unity versions 4.1 -> 4.9. +- 'Use' events when shortcuts are detected. Seems to work about 60% of the time on Mac. +- Fix bug where pivot would instantiate offset from grid when used in conjunction with ProGrids. +- Fix bug that broke OBJ export when attempting to export more than one model per session. + +### Changes + +- Vertex Color shortcuts are now declared in ProBuilderMenuItems, allowing users to edit them without installing Source. +- Reorganized Menu structure. + +### API + +- Selection management at object level is now entirely set in pb_Object, using new SetSelected[Faces, Edges, Triangles]. +- New naming and placement guidelines for Menu items (see pb_Constant). +- New ShiftExtrude() method in pb_Editor removes duplicate code in Handle functions. +- New pb_Editor_Graphics class replaces calls to UnityEngine.Handles in pb_Editor. +- Move most MenuItems to ProBuilder2.Actions namespace (exceptions being Windowed items). +- New pbUndo class replaces #if > UNITY_4_3 junk. + +## [2.2.0-f.4] - 2016-04-07 + +### Features + +- Update Undo code for Unity 4.3 compatibility (Install Interface will determine the correct package for your Unity version automatically). +- Add Rotate and Scale tool when editing faces or vertices (accessed by 'E' and 'R' shortcuts, respectively). +- Add EditLevel toolbar in sceneview for quickly viewing and setting EditLevel. @Genstein suggested improvement. +- New Edge selection mode. +- New 'Bridge Edges' action. Selected 2 edges to create a face bridging them. +- New 'Collapse Selected Vertices' action. Select any number of vertices and merge them to a single point. +- New 'Split Selected Vertices' action. Splits the selected vertices. +- New 'Weld Selected Vertices' action. Checks if any selected vertices share a point, and if so, merge them. +- New 'Invert Selection' action. (ProBuilder -> Edit -> Invert Selection). +- New 'Extrude' action (ProBuilder -> Edit -> Extrude). Works for single or multiple faces, as well as edges. Hold shift while moving a face to automatically extrude (works for translate, rotate, and scale). +- New Install / Upgrade interface provides options to install Release and Source versions, as well as older packages. +- Source code is now included as an installation option. +- New Door primitive type in Shape Generator. +- New Pipe primitive in Shape Generator. +- New Sprite primitive in Shape Generator. +- New Cone primitive in Shape Generator. +- Improved Runtime Example scene demonstrating face highlighting. +- New "Default Material" user preference. +- New "Select Faces with Material" tool. +- New API example scene showing object and primitive instantiation +- New GUI buttons for 'Flip Normals', 'Mirror Object', 'Set Pivot', 'Vertex Color Interface' and 'Extrude Face'. +- Add ability to select vertex by clicking on it. +- Add preference for turning off sceneview notifications (Preferences/ProBuilder). +- New preference item allows you to specify the 'Force Convex' field of a 'Mesh Collider' if it is set to default collider. +- New 'Reset Projection Axis UV' repair tool. Resets all UV settings to use the 'Auto' face projection. +- New 'Force Pivot to Vertex' and 'Force Pivot to Grid' preferences allow for easier grid snapping. +- New default material for ProBuilder objects. + +### Bug Fixes + +- Fix system beep on Mac OS when using keyboard shortcuts (this could be a headling feature). +- Fix bug where detaching or deleting a face wouldn't always reset the _uniqueIndices array, causing bugs in the handle selection code. +- Add undo functionality to DetachFace action. +- Fix bug where vertex color information would be lost on duplication, refresh, build, or just about any other action you can imagine. +- Fix bug where detaching a face could result in empty entries to the pb_Object->_sharedIndices member, throwing null-ref. +- Fix InvertFaceSelection not correctly updating the pb_Object->SelectedTriangles list. +- Don't show 'Nodraw Face' notification if in Top Level editing mode. +- 'G' key now exits Texture Mode. +- Texture window shortcuts now show notifications. +- Fix button sizing in pb_Editor window. +- Show notification when toggling Selection Mode from GUI button. +- Fix error in 'Detach Face' where occasionally a null shared index array would survive the rebuild. +- Fix compile errors in Editor code when exporting to Web. +- Fix bug where notification for Selection Mode handle would be incorrect. +- Fix bug where deleting a face, then undoing so would result in a NullReferenceError +- Fix bug where 'Fix GameObject Flags' would improperly exit on failing to find a pb_Entity component. +- Fix vertex selection mouse icon drawing when not in Vertex Editing mode. +- Fix vertex color interface losing user preferences across Unity launches. +- Fix issue where pb_Upgrade_Utility would break installation on failing to run. +- Fix bug where rotated UVs would not move in the proper direction when dragging with texture move tool. +- Enable z-testing for face selection graphic. +- Don't show notification post-installation of Static Flag fixes if no fixes were performed. +- Fix bug where texture handles sometimes wouldn't match the selected face's transform. +- Refactor shortcut code to differentiate between modal specific actions. Fixes bug where entity assignments would incorrectly be applied in Geometry level and not Top level. +- Fix incorrect skin colors in Unity Free on 4.3. +- Fix bug introduced in 2.1.4 that broke texture handle toggling (thanks, H. David). +- Fix bug where UV rotate tool would be incorrectly calculated on selection change. +- Change UV scale and rotation behavior to no longer operate in world coordinates. +- Fix bug where extruding would occasionally corrupt the pb_Object.uniqueIndices cache, resulting in 'NullRefError' in pb_Object::GetVertices. +- Adjust minSize of pb_Editor window to completely encompass buttons. +- Re-word toggle select mode and edit level notifications and make them consistent between the different access points. +- Fix bug where 'Axis Constraints' toggle in ProGrids would not be respected when translating faces. +- Fix bug where UV and Smoothing group changes would not immediately revert on Undo operations. +- Fix regression that broke Ctrl-Left click to copy UV settings to face. +- Fix bug where ProBuilder Editor skin settings would "leak" to other Editor windows. +- Fix bug where collisions would sometimes not respect user preference when creating new geometry. +- Fix bug where SceneView would sometimes not refresh on an Undo event. +- Fix bug where pressing 'W' key in the SceneView Fly mode would lock the camera to forward movement. + +### Changes + +- In pb_Entity, switch the 'Sphere Collider' option for 'Remove Collider'. +- Change verbage in Geometry shortcut description. +- Add tooltip for selection mode toggle button. +- Show HandleAlignment text when using shortcut to modify. +- Move DetachFace to Edit menu. +- StaticBatchingFlags.BatchingStatic is now set by default on Occluder and Detail entity objects, and toggled appropriately when NoDraw is detected. +- Move "Create ProBuilder Cube" to "GameObject->Create Other" menu +- Re-organize ProBuilder menu. +- New "Fix GameObject Flags" utility to address static batching issues. Users experiencing issues with missing ProBuilder objects at compile time should run this command once (per scene). +- Remove 'Faces' menu item, merge with 'Geometry' +- Move 'Mirror Tool' and 'Vertex Color Interface' to Editor Core. +- Repair scripts now live in their own folder. +- Tool scripts (any Action with an interface) now live in their own folder. +- Remove unused beta upgrade script from Install folder. +- Drag selecting faces now (optional; defaults to true) limits face searching to selected objects. +- Remove 'Seamless' mode. + +### API / Internal + +- Add get/set for pb_Obect->_sharedIndices. +- Use ProBuilder.Actions namespace for all non-window requiring functions. +- When initializing a pb_Object with a pb_Object, use the vertex cache instead of accessing the mesh. +- Remove per-vertex smoothing methods in pb_Object. +- Remove _smoothIndices member from pb_Object. +- Move pb_Profiler to ClassesCore, allowing usage at runtime. +- Add 'color' property to pb_Face. Used when setting Mesh.colors32. +- New pb_Edge class (not currently in use). +- New ProBuilder.Instantiate(GameObject go) method. Behaves exactly like UnityEngine.GameObject.Instantiate() and may be used with ProBuilder and non-ProBuilder objects. +- Move math methods from pbUtil to pb_Math. +- Added List<> overrides to many of the more commonly used pb_Object method calls. +- Clean up face selection graphic rendering code (small editor performance improvement). +- New FixDegenerateTriangles method (handy when merging vertices or faces). +- CombineObjects method re-built for faster combine operations. +- New ProBuilder2.Common, ProBuilder2.MeshOperations, and ProBuilder2.Math namespaces. Partially integrated. +- New pb_Editor_Enum class and namespace. + +### Known issues + +- With Unity 4.3 and up, undoing a Collapse Vertices operation is slow. +- Merging rotated objects does not account for UV rotation. +- OBJ export, something broken, etc. +- Unity inserts an additional Undo when selecting a new face on an already selected object. +- Can't shift-click to deselect edges. + +## [2.1.4-f.0] - 2016-04-07 + +### Features + +- Notifications are now displayed when a shortcut is recognized. +- New preview feature in Geometry Interface. Interactively create and place shapes. +- Remove dependency on concave MeshCollider for face selection. +- New MenuItems for opening the Texture Window, and assorted editor commands. + +### Changes + +- Move GUI folder to Resources, allowing 6by7 root folder to be placed anywhere in Project hierarchy. +- Decouple collisions from ProBuilder API entirely. + +### Bug Fixes + +- Fix bug where Mesh.Colors32 property would be lost on duplication. +- Clamp values in Geometry Interface to sane values. +- Fix plane generation pivot location when segments < 0. +- Fix bug that caused Unity to no longer recognize numberical input. +- Fix regression in 2.1.3 that caused MeshColliders break on entering playmode. +- Fix bug where shortcut keys would sometimes not be recognized. +- When updating ProBuilder, the editor window is now force-reloaded. +- Editor window is now sized correctly for both dockable and non-dockable frames. +- Fix compile errors when building project in Unity 4.1.2+ +- Fix bug that caused merged objects to incorrectly snap vertex points while ProGrids window is present. +- Fix NullReferenceError when clicking Merge button with nothing selected. +- Fix GUISkin issues in Unity 3.5. +- Fix GUISkin modifications affecting pb_Geometry_Editor incorrectly. +- Fix 'Delete Face' notification incorrectly displaying on OSX. +- Fix merged objects losing collisions. + +### API + +- ProBuilder.Shortcut is now pb_Shortcut. +- Add pb_Upgrade_Utility as a base class for all updating operations. + +## [2.1.3] - 2016-04-07 + +### Features + +- New Vertex Color Interface. +- New 'Detach Face' action. +- New 'Toggle Mover Visibility' button. + +### Changes + +- pb_Mesh_Extension renamed to pb_Object_Extensions. +- Transition default shader to Diffuse Vertex Color. + +### Bug Fixes + +- Fix pb_Object breakage when upgrading to 2.1.2+ from <= 2.1.1. +- Fix bug where switching to Geometry mode would not always correctly set Tool.current to Tools.None. +- Fix bug where calling the distinctIndices member of a pb_Face would sometimes throw an exception. +- Fix null reference errors when deleting object faces. +- Fix regression in 2.1.2 that caused non-cube type primitives to lose entity data and mesh information. +- Fix regression that caused Nodraw Visiblity Toggle to break. + +### API + +- Remove unnecessary calls to the mesh reference when accessing vertex information (most notably in UV mapping functions). +- Cache distinct indices in pb_Face, replacing pb_Face::DistinctIndices() with pb_Face.distinctIndices. +- Add pb_Edge class, and accompanying methods to retrieve all face edges and selectively perimeter edges. +- Add SetColors32(Color32[] colors) to pb_Object class. +- Add DetachFace(pb_Face face) to pb_Object class. + +### Internal + +- Update to SVN 1.7, small adjustments to build scripts. +- Add shell script to build distributable packages on OSX. + +## [2.1.2] - 2016-04-07 + +### Features + +- New interface for pb_Entity class in Inspector. +- Scale transform now supported. +- Double click pb_Object face to select all faces. +- New ProBuilder/About window provides more build information. +- Full prefab support (removes "Create Prefab" button from ProBuilder editor). + +### Changes + +- Rewrite context tip for Lightmapping button to reflect it's new purpose. +- Automatically freeze scale transform when applying any change to vertices. +- Always ZTest for selection graphic in face mode. +- 'G' key now toggles between Edit Levels. +- Remove face vertex handle information from scene view. +- Remove install script from package. + +### Bug Fixes + +- Fix bug where user would be allowed to add multiple collision components to pb_Object. +- Fix bug where geometry would shift on Undo/Redo incorrectly. +- Fix leak when deleting pb_Objects. +- Fix regression in 2.1.1 that introduced a leak on switching pb_Objects while in ModeBased vertex editing. +- Fix bug where selection graphics would occasionally not update on undo, redo, or prefab apply / revert. +- Fix bug where setting EntityType would destroy transform parent/child connections. +- Fix incorrecty window sizing in pb_Editor. +- Fix rare error log when duplicating prefab objects. + +### API + +- Add OnVertexMovementFinished event to pb_Editor. + +### Internal + +- Implement SixBySeven shared library. + +## [2.1.1] - 2016-04-07 + +### Features + +- Add MirrorTool action. +- Add Prism primitive. +- Add ProBuilderizer action (API example). +- Add Flip Winding Order action (flips face normals). +- Add dimensions parameter to Prism and Cube in Geometry Interface. +- Add ability to delete faces (select faces and press backspace) + +### Changes + +- "Auto NoDraw" becomes "NoDraw Tool", and features a vastly improved interface. +- Scroll bars added to ProBuilder Preferences panel, allowing for unlimited preference additions. +- Add undo support to Set Pivot action. +- No longer force rename pb_Objects post-initialization. +- Comment out menu item for Project Wide Nodraw utility, leaving action available for advanced users. + +### Bug Fixes + +- Fix bug where handles in Seamless editing mode would not draw. +- Fix bug where selected objects would disappear at runtime. +- Fix bug where drag selection would not be recognized in Seamless editing mode. +- Fix Unity crash when importing packages while ProBuilder window is open. +- Fix regression in 2.1 where a MeshCollider would always be assigned to pb_Object, regardless of Collider settings. +- Fix cylinder generation code to properly account for height divisions (now accepts 0 as a parameter). +- Fix bug where undoing texture modifications would not consistently refresh pb_Object to original state. +- Fix bug where pb_Objects would disappear at runtime with static batching enabled. +- Add overload to TranslateVertices that accepts bool forceDisableSnap. +- Fix bug in PivotTool that caused vertices to incorrectly be snapped when setting new pivot with snapping enabled. + +### API Changes + +- Add pb_Object::InitWithObject +- Add ProBuilder::CreateObjectWithObject +- Add pb_Object::GetName +- Add ProBuilder::CreatePrimitive(ProBuilder.Shape shape) + +### Internal + +- Add DrawAllFaceNormals to #DEBUG flagged pb_Editor. +- Update Sublime Extension to version 3. + +## [2.1.0] - 2016-04-07 + +### Features + +- Add Smoothing Group support. +- New face selection graphic system respects depth order + speed boost. +- Add drag selection support for faces. +- UV2 channel generation now totally automated. +- New Lightmap Window exposes UnwrapParam properties per-object for fine-grained UV2 generation control. +- Add smart object naming, with the convention "pb(Shape Type)([Entity Type])-(Object ID)" - ex: pb-Cube[Detail]-1701) +- Add new "Mover" entity type, which is non-static and allows complete control at runtime. +- Add support for n-gon faces. + +### Changes + +- 'World' is now default handle alignment. +- Update default materials with dedicated textures. +- Update QuickStart window with more explicit options. +- Default values for Cylinder are now slightly more sane. + +### Bug Fixes + +- Fix ProceduralMaterials throwing errors in Texture Editor. +- Fix rare bug where incorrect vertex indices would be selected in an UpdateSelection() call, throwing a NullReferenceException. +- Fix bug where toggling selected faces would not correctly remove vertices from internal selection list. +- Fix bug where pivot would center at 0,0,0 on merging objects. +- Hide ACG property in Inspector window. +- Fix bug where merged objects would lose EntityType information. +- Fix bug where prefab creation would not account for pb_Group data. +- Fix bug where merged objects would lose normal data. +- Fix bug where exiting Texture Mode would not consistently set Edit Mode to Top. +- Fix bug where generating UV2 channel would incorrectly hide NoDraw faces, breaking synchronization with pb_Editor UI. +- Fix bug where ListenForTopLevelMovement would incorrectly fire, significantly slowing scene navigation. +- Fix bug where duplicating multiple objects would result in referenced pb_Objects. +- Fix bug in pb_Group where SetActive would incorrectly be called in Unity 3.5. +- Fix bug where collision meshes would not correctly update after an Undo / Redo event. +- Fix bug where drag selection would not exit properly if a function key is pressed mid drag. +- Fix bug where vertex handles would incorrectly be drawn in Top level editing mode. +- Fix bug where deleting a pb_Object would occasionally cause a NullReferenceError in UpdateSelection(). +- Fix bug where Occluder objects would not allow textures to be applied. +- Fix bug where box colliders would not properly inherit trigger boolean value. +- Fix bug where merging objects or creating groups would not snap pivot point to grid (this also introduces centered pivot points). +- Fix rare bug where get_localRotation would fail. +- Fix white flash in Texture Window preview. +- Fix bug where ProBuilder would not remember Handle Alignment setting. +- Fix bug where editor selection property would not correctly update on object deletion. +- Fix minor bug where vertex handles would sometimes not immediately draw on entering Geometry editing mode. +- Fix bug where closing Texture Window manually would not always exit EditLevel.Texture. +- Fix bug where an Undo/Redo event would sometimes cause pb_Editor to attempt to refresh every pb_Object in scene. +- Fix bug where exiting EditLevel.Texture to Geo Mode would not correctly remember the previous SelectionMode. +- Fix bug where cylinder object sometimes initialize with un-even side lengths. +- Fix bug where on deleting a pb_Object's MeshCollider, ProBuilder would not immediately re-initialize it (prevents common PEBKAC error). + +### API + +- Integrate Doxygen (Still a work in progress - 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b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseTextureBlend.shader.meta new file mode 100644 index 0000000..7193d29 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseTextureBlend.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 33cb4e8ff0c1d43ac8ec40692656c7ed +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseVertexColor.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseVertexColor.shader new file mode 100644 index 0000000..ba0cb67 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseVertexColor.shader @@ -0,0 +1,28 @@ +Shader "ProBuilder/Diffuse Vertex Color" { + Properties { + _MainTex ("Texture", 2D) = "white" {} + } + SubShader { + Tags { "RenderType" = "Opaque" } + + ColorMask RGB + + CGPROGRAM + #pragma surface surf Lambert + + sampler2D _MainTex; + + struct Input { + float4 color : COLOR; + float2 uv_MainTex; + }; + + void surf (Input IN, inout SurfaceOutput o) { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; + o.Albedo = c.rgb; + } + ENDCG + } + + Fallback "Diffuse" +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseVertexColor.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseVertexColor.shader.meta new file mode 100644 index 0000000..6f9d678 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/DiffuseVertexColor.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 911130a939bf84843bcc4211c327f579 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePicker.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePicker.shader new file mode 100644 index 0000000..a12c811 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePicker.shader @@ -0,0 +1,59 @@ +Shader "Hidden/ProBuilder/EdgePicker" +{ + Properties {} + + SubShader + { + Tags + { + "ProBuilderPicker"="EdgePass" + "IgnoreProjector"="True" + "DisableBatching"="True" + "LightMode"="Always" + } + + Lighting Off + ZTest LEqual + ZWrite On + Cull Off + Blend Off + + Pass + { + Name "Edges" + AlphaTest Greater .25 + +CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #include "ProBuilderCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 color : COLOR; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPosWithOffset(v.vertex.xyz); + o.color = v.color; + return o; + } + + float4 frag (v2f i) : COLOR + { + return i.color; + } +ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePicker.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePicker.shader.meta new file mode 100644 index 0000000..62a7688 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePicker.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 86212504c7e9f468db2300dc5932dc17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePickerURP.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePickerURP.shader new file mode 100644 index 0000000..c2731af --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePickerURP.shader @@ -0,0 +1,67 @@ +Shader "Hidden/ProBuilder/EdgePickerURP" +{ + SubShader + { + PackageRequirements + { + "com.unity.render-pipelines.universal": "17.0" + } + + Tags + { + "ProBuilderPicker"="EdgePass" + "RenderType"="Opaque" + "RenderPipeline"="UniversalPipeline" + "Queue"="Geometry" + "IgnoreProjector"="True" + "DisableBatching"="True" + } + + Pass + { + Name "Edges" + Tags { "LightMode"="ProBuilderPickerA" } + ZTest Less + ZWrite On + Cull Off + Blend Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "ProBuilderCG_URP.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float4 color : COLOR; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float4 color : COLOR; + }; + + Varyings vert(Attributes input) + { + Varyings output; + output.positionCS = UnityObjectToClipPosWithOffset(input.positionOS.xyz); + output.color = input.color; + return output; + } + + half4 frag(Varyings input) : SV_Target + { + clip(input.color.a - 0.75); + return input.color; + } + ENDHLSL + } + } + + // Fallback to built-in renderer version + Fallback "Hidden/ProBuilder/EdgePicker" +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePickerURP.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePickerURP.shader.meta new file mode 100644 index 0000000..97dfba5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/EdgePickerURP.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5a6aaaf03bf583c4e9adee705d3255d7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FaceHighlight.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FaceHighlight.shader new file mode 100644 index 0000000..745bad1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FaceHighlight.shader @@ -0,0 +1,60 @@ +Shader "Hidden/ProBuilder/FaceHighlight" +{ + Properties + { + _Color ("Color Tint", Color) = (1,1,1,1) + _Dither ("Dithering", float) = 0 + _HandleZTest ("_HandleZTest", Int) = 8 + _HandleZWrite("_HandleZWrite", Int) = 0 + } + + SubShader + { + Tags { "IgnoreProjector"="True" "Queue"="Transparent" } + Lighting Off + ZTest [_HandleZTest] + ZWrite [_HandleZWrite] + Cull Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #include "ProBuilderCG.cginc" + + float4 _Color; + float _Dither; + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPosWithOffset(v.vertex.xyz); + return o; + } + + half4 frag (v2f i) : COLOR + { + i.pos.xy = floor(i.pos.xy * 1) * .5; + float checker = -frac(i.pos.x + i.pos.y); + clip(lerp(1, checker, _Dither)); + + return _Color; + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FaceHighlight.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FaceHighlight.shader.meta new file mode 100644 index 0000000..ab8038e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FaceHighlight.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6f37d9e45fbae41b386f76d3bfefec4a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePicker.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePicker.shader new file mode 100644 index 0000000..78d7297 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePicker.shader @@ -0,0 +1,52 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Hidden/ProBuilder/FacePicker" +{ + SubShader + { + Tags { "ProBuilderPicker"="Base" "LightMode"="Always" } + Lighting Off + ZTest LEqual + ZWrite On + Cull Back + Blend Off + + Pass + { + Name "Base" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 color : COLOR; + }; + + v2f vert (appdata v) + { + v2f o; + + o.pos = UnityObjectToClipPos(v.vertex); + o.color = v.color; + return o; + } + + float4 frag (v2f i) : COLOR + { + return i.color; + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePicker.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePicker.shader.meta new file mode 100644 index 0000000..8ff50c6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePicker.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c84d57d423a2042eb92da86f9fa670a3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePickerURP.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePickerURP.shader new file mode 100644 index 0000000..0689056 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePickerURP.shader @@ -0,0 +1,68 @@ +Shader "Hidden/ProBuilder/FacePickerURP" +{ + SubShader + { + PackageRequirements + { + "com.unity.render-pipelines.universal": "17.0" + } + + Tags + { + "ProBuilderPicker"="Base" + "RenderType"="Opaque" + "RenderPipeline"="UniversalPipeline" + "Queue"="Geometry" + "DisableBatching"="True" + } + + Pass + { + Name "Base" + Tags { "LightMode"="ProBuilderPickerA" } + ZTest LEqual + ZWrite On + Cull Back + Blend Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "ProBuilderCG_URP.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float4 color : COLOR; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float4 color : COLOR; + }; + + Varyings vert(Attributes input) + { + Varyings output; + + VertexPositionInputs positions = GetVertexPositionInputs(input.positionOS.xyz); + output.positionCS = positions.positionCS; + output.color = input.color; + + return output; + } + + half4 frag(Varyings input) : SV_Target + { + return input.color; + } + ENDHLSL + } + } + + // Fallback to built-in renderer version + Fallback "Hidden/ProBuilder/FacePicker" +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePickerURP.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePickerURP.shader.meta new file mode 100644 index 0000000..d80f61b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/FacePickerURP.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9cb691ed12f573842860b94cad8331e1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/HideVertices.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/HideVertices.shader new file mode 100644 index 0000000..fa83ce0 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/HideVertices.shader @@ -0,0 +1,44 @@ +Shader "Hidden/ProBuilder/HideVertices" +{ + SubShader + { + Tags { "IgnoreProjector"="True" "RenderType"="Geometry" } + Lighting Off + ZTest On + ZWrite On + Cull Back + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = fixed4(0,0,0,0); + + return o; + } + + half4 frag (v2f i) : COLOR + { + return fixed4(0,0,0,0); + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/HideVertices.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/HideVertices.shader.meta new file mode 100644 index 0000000..48ed2fb --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/HideVertices.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cfa7edf01005f4e338d973cea2f6eab3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboard.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboard.shader new file mode 100644 index 0000000..b2284b3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboard.shader @@ -0,0 +1,107 @@ +Shader "Hidden/ProBuilder/LineBillboard" +{ + Properties + { + _Color ("Color", Color) = (1,1,1,1) + _Scale ("Scale", Range(0, 20)) = 7 + _HandleZTest ("_HandleZTest", Int) = 8 + _HandleZWrite("_HandleZWrite", Int) = 0 + } + + SubShader + { + Tags + { + "ProBuilderPicker"="EdgePass" + "RenderType"="Geometry" + "Queue"="Geometry" + "DisableBatching"="True" + "ForceNoShadowCasting"="True" + "IgnoreProjector"="True" + } + + Lighting Off + ZTest [_HandleZTest] + ZWrite [_HandleZWrite] + Cull Off + Blend Off + Offset -1, -1 + + Pass + { + Name "EdgePass" + + CGPROGRAM + #pragma target 4.0 + #pragma vertex vert + #pragma geometry geo + #pragma fragment frag + #pragma exclude_renderers metal + #include "UnityCG.cginc" + #include "ProBuilderCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + fixed4 color : COLOR; + }; + + struct v2f + { + float4 pos : SV_POSITION; + fixed4 color : COLOR; + }; + + float _Scale; + float4 _Color; + + v2f vert (appdata v) + { + v2f o; + + o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1); + + // pull closer to camera and into clip space + o.pos *= .99; + o.pos = mul(UNITY_MATRIX_P, o.pos); + // convert clip -> ndc -> screen, build billboards in geo shader, then screen -> ndc -> clip + o.pos = ClipToScreen(o.pos); + o.color = v.color; + return o; + } + + [maxvertexcount(4)] + void geo(line v2f p[2], inout TriangleStream triStream) + { + float2 perp = normalize(float2(-(p[1].pos.y - p[0].pos.y), p[1].pos.x - p[0].pos.x)) * _Scale; + + v2f geo_out; + + geo_out.pos = ScreenToClip( float4(p[1].pos.x + perp.x, p[1].pos.y + perp.y, p[1].pos.z, p[1].pos.w) ); + geo_out.color = p[1].color; + triStream.Append(geo_out); + + geo_out.pos = ScreenToClip( float4(p[1].pos.x - perp.x, p[1].pos.y - perp.y, p[1].pos.z, p[1].pos.w) ); + geo_out.color = p[1].color; + triStream.Append(geo_out); + + geo_out.pos = ScreenToClip( float4(p[0].pos.x + perp.x, p[0].pos.y + perp.y, p[0].pos.z, p[0].pos.w) ); + geo_out.color = p[0].color; + triStream.Append(geo_out); + + geo_out.pos = ScreenToClip( float4(p[0].pos.x - perp.x, p[0].pos.y - perp.y, p[0].pos.z, p[0].pos.w) ); + geo_out.color = p[0].color; + triStream.Append(geo_out); + } + + fixed4 frag (v2f i) : COLOR + { + return i.color * _Color; + } + + ENDCG + } + } + + Fallback Off +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboard.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboard.shader.meta new file mode 100644 index 0000000..ce563e3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboard.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4293210a3280c4283b9872316017f1f9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboardMetal.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboardMetal.shader new file mode 100644 index 0000000..e433a7e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboardMetal.shader @@ -0,0 +1,78 @@ +Shader "Hidden/ProBuilder/LineBillboardMetal" +{ + Properties + { + _Scale("Scale", Range(1,7)) = 3.3 + _Color ("Color", Color) = (1,1,1,1) + _HandleZTest ("_HandleZTest", Int) = 8 + _HandleZWrite("_HandleZWrite", Int) = 0 + } + + SubShader + { + Tags + { + "IgnoreProjector"="True" + "RenderType"="Geometry" + "Queue"="Geometry" + "DisableBatching"="True" + } + + Lighting Off + ZTest [_HandleZTest] + ZWrite [_HandleZWrite] + Cull Off + Blend Off + Offset -1,-1 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #include "ProBuilderCG.cginc" + + float _Scale; + float4 _Color; + + struct appdata + { + float4 vertex : POSITION; + // next vertex is stored in xyz, and direction to move current vertex is w + float4 tangent : TANGENT; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + + o.pos = UnityObjectToClipPosWithOffsetMetal(v.vertex.xyz); + + // convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space. + float4 clip = o.pos; + + float4 a = ClipToScreen(o.pos); + float4 b = ClipToScreen(UnityObjectToClipPosWithOffset(v.tangent.xyz)); + float2 d = normalize(b-a).xy; + float2 p = float2(-d.y, d.x); + a.xy += p * v.tangent.w * _Scale; + + o.pos = ScreenToClip(a); + return o; + } + + half4 frag (v2f i) : COLOR + { + return _Color; + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboardMetal.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboardMetal.shader.meta new file mode 100644 index 0000000..f8cffd8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/LineBillboardMetal.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4300ae919783d4fa38001d745fbdecc1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/NormalPreview.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/NormalPreview.shader new file mode 100644 index 0000000..992e281 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/NormalPreview.shader @@ -0,0 +1,55 @@ +Shader "Hidden/ProBuilder/NormalPreview" +{ + SubShader + { + Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Geometry" } + Lighting Off + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + ZWrite On + Cull Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + float _Scale; + + struct appdata + { + float4 vertex : POSITION; + // secretely this is the normal, w is used to pass extrusion + float4 tangent : TANGENT; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 color : COLOR; + }; + + v2f vert (appdata v) + { + v2f o; + + float4 world = mul(unity_ObjectToWorld, v.vertex); + float3 nrm = UnityObjectToWorldNormal(v.tangent.xyz); + float4 extruded = world + float4((nrm * v.tangent.w * _Scale), 0); + o.pos = mul(UNITY_MATRIX_VP, extruded); + o.color = float4(abs(v.tangent.xyz), 1); + + return o; + } + + half4 frag (v2f i) : COLOR + { + return i.color; + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/NormalPreview.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/NormalPreview.shader.meta new file mode 100644 index 0000000..6624898 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/NormalPreview.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a07688e921e974338945464731e069ce +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/PointBillboard.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/PointBillboard.shader new file mode 100644 index 0000000..1c57b0d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/PointBillboard.shader @@ -0,0 +1,131 @@ +Shader "Hidden/ProBuilder/PointBillboard" +{ + Properties + { + _Color ("Color", Color) = (1,1,1,1) + _Scale ("Scale", Range(0, 20)) = 7 + _HandleZTest ("_HandleZTest", Int) = 8 + _HandleZWrite("_HandleZWrite", Int) = 0 + } + + SubShader + { + Tags + { + "ProBuilderPicker"="VertexPass" + "RenderType"="Geometry" + "Queue"="Geometry" + "IgnoreProjector"="True" + "ForceNoShadowCasting"="True" + "DisableBatching"="True" + } + + Pass + { + Name "VertexPass" + Lighting Off + ZTest [_HandleZTest] + ZWrite [_HandleZWrite] + Cull Off + Blend Off + Offset 0, -2 + + CGPROGRAM + #pragma target 4.0 + #pragma vertex vert + #pragma fragment frag + #pragma geometry geo + #pragma exclude_renderers metal + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + }; + + struct GS_INPUT + { + float4 pos : POSITION; + float4 color : COLOR; + }; + + struct FS_INPUT + { + float4 pos : POSITION; + float4 color : COLOR; + }; + + float _Scale; + float4 _Color; + + // Is the camera in orthographic mode? (1 yes, 0 no) + #define ORTHO (1 - UNITY_MATRIX_P[3][3]) + + #define ScreenDepthModifier (lerp(.00001, 0, ORTHO)) + + float4 ClipToScreen(float4 v) + { + v.xy /= v.w; + v.xy = v.xy * .5 + .5; + v.xy *= _ScreenParams.xy; + return v; + } + + float4 ScreenToClip(float4 v) + { + v.xy /= _ScreenParams.xy; + v.xy = (v.xy - .5) / .5; + v.xy *= v.w; + return v; + } + + GS_INPUT vert(appdata v) + { + GS_INPUT output = (GS_INPUT)0; + + output.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1); + // perspective rendering applies offset in view coordinates, and orthographic applies offset in the geometry + // shader screen space + output.pos.xyz *= lerp(1, .95, ORTHO); + output.pos = mul(UNITY_MATRIX_P, output.pos); + // convert clip -> ndc -> screen, build billboards in geo shader, then screen -> ndc -> clip + output.pos = ClipToScreen(output.pos); + output.color = v.color; + + return output; + } + + [maxvertexcount(4)] + void geo(point GS_INPUT p[1], inout TriangleStream triStream) + { + // 3 1 + // 2 0 + + FS_INPUT geo_out; + geo_out.color = p[0].color; + + geo_out.pos = ScreenToClip( float4(p[0].pos.x + _Scale, p[0].pos.y - _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) ); + triStream.Append(geo_out); + + geo_out.pos = ScreenToClip( float4(p[0].pos.x + _Scale, p[0].pos.y + _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) ); + triStream.Append(geo_out); + + geo_out.pos = ScreenToClip( float4(p[0].pos.x - _Scale, p[0].pos.y - _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) ); + triStream.Append(geo_out); + + geo_out.pos = ScreenToClip( float4(p[0].pos.x - _Scale, p[0].pos.y + _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) ); + triStream.Append(geo_out); + } + + float4 frag(FS_INPUT input) : COLOR + { + return _Color * input.color; + } + + ENDCG + } + } + + Fallback Off +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/PointBillboard.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/PointBillboard.shader.meta new file mode 100644 index 0000000..1cae139 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/PointBillboard.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8ca8b34aa013842f3b399b6961e7dc3b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG.cginc b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG.cginc new file mode 100644 index 0000000..e56d1fc --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG.cginc @@ -0,0 +1,61 @@ +// Is the camera in orthographic mode? (1 yes, 0 no) +#define ORTHO (1 - UNITY_MATRIX_P[3][3]) + +// How far to pull vertices towards camera in orthographic mode +const float ORTHO_CAM_OFFSET = .0001; + +inline float4 ClipToScreen(float4 v) +{ + v.xy /= v.w; + v.xy = v.xy * .5 + .5; + v.xy *= _ScreenParams.xy; + return v; +} + +inline float4 ScreenToClip(float4 v) +{ + v.z -= ORTHO_CAM_OFFSET * ORTHO; + v.xy /= _ScreenParams.xy; + v.xy = (v.xy - .5) / .5; + v.xy *= v.w; + return v; +} + +inline float4 UnityObjectToClipPosWithOffset(float3 pos) +{ + float4 ret = float4(UnityObjectToViewPos(pos), 1); + //Offsetting the edges to avoid z-fighting problems + //Do not offset when using orthographic camera as XY are + //screen coords, this would shift the rendering + ret.xyz *= lerp(.99, 1, unity_OrthoParams.w); + //Moving edges closer + //.99 is not sufficient for Orthographic Camera + ret.z *= lerp(1, 0.95, unity_OrthoParams.w); + return mul(UNITY_MATRIX_P, ret); +} + +inline float4 UnityObjectToClipPosWithOffsetMetal(float3 pos) +{ + float4 ret = float4(UnityObjectToViewPos(pos), 1); + ret *= lerp(.99, .95, ORTHO); + return mul(UNITY_MATRIX_P, ret); +} + +inline float4 GetPickerColor(float4 pos, float2 texcoord1) +{ + // convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space. + float4 clip = pos; + + clip.xy /= clip.w; + clip.xy = clip.xy * .5 + .5; + clip.xy *= _ScreenParams.xy; + + clip.xy += texcoord1.xy * 3.5; + clip.z -= .0001 * (1 - UNITY_MATRIX_P[3][3]); + + clip.xy /= _ScreenParams.xy; + clip.xy = (clip.xy - .5) / .5; + clip.xy *= clip.w; + + return clip; +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG.cginc.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG.cginc.meta new file mode 100644 index 0000000..cfcb465 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6aba455f32e574b6e86ede4acd901efa +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG_URP.hlsl b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG_URP.hlsl new file mode 100644 index 0000000..8004156 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG_URP.hlsl @@ -0,0 +1,70 @@ +// ProBuilderCG_URP.cginc - URP-compatible version of ProBuilderCG.cginc +// Must be included AFTER: #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +// so that TransformObjectToWorld, TransformWorldToView, UNITY_MATRIX_P, unity_OrthoParams are available. + +// Is the camera in orthographic mode? (1 yes, 0 no) +#define ORTHO (1 - UNITY_MATRIX_P[3][3]) + +// How far to pull vertices towards camera in orthographic mode +const float ORTHO_CAM_OFFSET = .0001; + +inline float4 ClipToScreen(float4 v) +{ + v.xy /= v.w; + v.xy = v.xy * .5 + .5; + v.xy *= _ScreenParams.xy; + return v; +} + +inline float4 ScreenToClip(float4 v) +{ + v.z -= ORTHO_CAM_OFFSET * ORTHO; + v.xy /= _ScreenParams.xy; + v.xy = (v.xy - .5) / .5; + v.xy *= v.w; + return v; +} + +inline float4 UnityObjectToClipPosWithOffset(float3 positionOS) +{ + VertexPositionInputs positions = GetVertexPositionInputs(positionOS); + + float4 ret = float4(positions.positionVS, 1); + //Offsetting the edges to avoid z-fighting problems + //Do not offset when using orthographic camera as XY are + //screen coords, this would shift the rendering + ret.xyz *= lerp(0.99, 0.95, unity_OrthoParams.w); + //Moving edges closer + //.99 is not sufficient for Orthographic Camera + ret.w *= lerp(1, 0.95, unity_OrthoParams.w); + return mul(UNITY_MATRIX_P, ret); +} + +inline float4 UnityObjectToClipPosWithOffsetMetal(float3 positionOS) +{ + VertexPositionInputs positions = GetVertexPositionInputs(positionOS); + + float4 ret = float4(positions.positionVS, 1); + ret *= lerp(.99, .95, ORTHO); + return mul(UNITY_MATRIX_P, ret); +} + +inline float4 GetPickerColor(float4 pos, float2 texcoord1) +{ + // convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space. + float4 clip = pos; + + clip.xy /= clip.w; + clip.xy = clip.xy * .5 + .5; + clip.xy *= _ScreenParams.xy; + + clip.xy += texcoord1.xy * 3.5; + clip.z -= .0001 * (1 - UNITY_MATRIX_P[3][3]); + + clip.xy /= _ScreenParams.xy; + clip.xy = (clip.xy - .5) / .5; + clip.xy *= clip.w; + + return clip; +} + diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG_URP.hlsl.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG_URP.hlsl.meta new file mode 100644 index 0000000..43d284a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ProBuilderCG_URP.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ee82fff19db555c45baac786068d84fe +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ReferenceUnlit.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ReferenceUnlit.shader new file mode 100644 index 0000000..9f9582f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ReferenceUnlit.shader @@ -0,0 +1,67 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "ProBuilder/Reference Unlit" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Lighting Off + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + ZWrite On + Cull Off + Offset 1,1 + + Pass + { + AlphaTest Greater .25 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + sampler2D _MainTex; + + struct appdata + { + float4 vertex : POSITION; + float4 texcoord0 : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + v2f vert (appdata v) + { + v2f o; + + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.texcoord0.xy; + + return o; + } + + half4 frag (v2f i) : COLOR + { + return tex2D(_MainTex, i.uv); + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ReferenceUnlit.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ReferenceUnlit.shader.meta new file mode 100644 index 0000000..541250e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ReferenceUnlit.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 209f4c3496c1b46a3a2f9f0f27be788f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ScrollHighlight.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ScrollHighlight.shader new file mode 100644 index 0000000..e71c7b6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/ScrollHighlight.shader @@ -0,0 +1,70 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Shader created with Shader Forge v1.32 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge 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} + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/TransparentOverlay.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/TransparentOverlay.shader.meta new file mode 100644 index 0000000..9f05c72 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/TransparentOverlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 25b8a80cb03994c769145599929a5e97 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitSolidColor.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitSolidColor.shader new file mode 100644 index 0000000..24d61a3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitSolidColor.shader @@ -0,0 +1,55 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "ProBuilder/Unlit Solid Color" +{ + Properties + { + _Color ("Color Tint", Color) = (1,1,1,1) + } + + SubShader + { + Tags { "IgnoreProjector"="True" "Queue"="Transparent" } + Lighting Off + ZTest LEqual + ZWrite On + Cull Back + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + float4 _Color; + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + + o.pos = UnityObjectToClipPos(v.vertex); + + return o; + } + + half4 frag (v2f i) : COLOR + { + return _Color; + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitSolidColor.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitSolidColor.shader.meta new file mode 100644 index 0000000..34c267f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitSolidColor.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 24f9f312f97bd48dba1a728d58c89842 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitVertexColor.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitVertexColor.shader new file mode 100644 index 0000000..46be826 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitVertexColor.shader @@ -0,0 +1,51 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "ProBuilder/UnlitVertexColor" +{ + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + ZWrite On + Cull Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 color : COLOR; + }; + + v2f vert (appdata v) + { + v2f o; + + o.pos = UnityObjectToClipPos(v.vertex); + o.color = v.color; + + return o; + } + + half4 frag (v2f i) : COLOR + { + return i.color; + } + + ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitVertexColor.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitVertexColor.shader.meta new file mode 100644 index 0000000..e54c8f3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/UnlitVertexColor.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 35e778fba8b2b49a198d8d7cfced67eb +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPicker.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPicker.shader new file mode 100644 index 0000000..3c8995c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPicker.shader @@ -0,0 +1,76 @@ +Shader "Hidden/ProBuilder/VertexPicker" +{ + Properties {} + + SubShader + { + Tags + { + "ProBuilderPicker"="VertexPass" + "RenderType"="Transparent" + "IgnoreProjector"="True" + "DisableBatching"="True" + // needed by HDRP + "LightMode"="Always" + } + + Lighting Off + ZTest LEqual + ZWrite On + Cull Off + Blend Off + Offset -1, -1 + + Pass + { + Name "Vertices" + +CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #include "ProBuilderCG.cginc" + + // Is the camera in orthographic mode? (1 yes, 0 no) + #define ORTHO (1 - UNITY_MATRIX_P[3][3]) + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + }; + + v2f vert (appdata v) + { + v2f o; + + o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1); + o.pos.xyz *= lerp(.99, .95, ORTHO); + o.pos = mul(UNITY_MATRIX_P, o.pos); + + o.pos = GetPickerColor(o.pos, v.texcoord1); + o.uv = v.texcoord.xy; + o.color = v.color; + + return o; + } + + float4 frag (v2f i) : COLOR + { + return i.color; + } + +ENDCG + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPicker.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPicker.shader.meta new file mode 100644 index 0000000..321bd84 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPicker.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c26db15b9a2ed4b2ebefefd26ce85ae1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPickerURP.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPickerURP.shader new file mode 100644 index 0000000..e90ce1c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPickerURP.shader @@ -0,0 +1,74 @@ +Shader "Hidden/ProBuilder/VertexPickerURP" +{ + SubShader + { + PackageRequirements + { + "com.unity.render-pipelines.universal": "17.0" + } + + Tags + { + "ProBuilderPicker"="VertexPass" + "RenderType"="Opaque" + "RenderPipeline"="UniversalPipeline" + "Queue"="Geometry" + "IgnoreProjector"="True" + "DisableBatching"="True" + } + + Pass + { + Name "Vertices" + Tags { "LightMode"="ProBuilderPickerA" } + + ZTest LEqual + ZWrite On + Cull Off + Blend Off + Offset -1, -1 + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "ProBuilderCG_URP.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 color : COLOR; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + }; + + Varyings vert(Attributes input) + { + Varyings output; + output.positionCS = UnityObjectToClipPosWithOffset(input.positionOS.xyz); + output.positionCS = GetPickerColor(output.positionCS, input.uv1); + output.uv = input.uv0.xy; + output.color = input.color; + + return output; + } + + half4 frag(Varyings input) : SV_Target + { + return input.color; + } + ENDHLSL + } + } + + Fallback "Hidden/ProBuilder/VertexPicker" +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPickerURP.shader.meta b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPickerURP.shader.meta new file mode 100644 index 0000000..ad3833d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexPickerURP.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 488491a14dff2924db58a2ddc0b9e26f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexShader.shader b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexShader.shader new file mode 100644 index 0000000..8bfb542 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Content/Shader/VertexShader.shader @@ -0,0 +1,82 @@ +Shader "Hidden/ProBuilder/VertexShader" +{ + 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b/NightclubArcadia/Packages/com.unity.probuilder/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d35e819b342bb4d369b4f35599aae75f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore.meta new file mode 100644 index 0000000..363b9cf --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 73c672377c494b42b2cf29016e7f37eb diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AssemblyInfo.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AssemblyInfo.cs new file mode 100644 index 0000000..532fc35 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AssemblyInfo.cs @@ -0,0 +1,5 @@ +[assembly: System.Runtime.CompilerServices.InternalsVisibleTo("Unity.ProBuilder.AddOns.Editor")] +[assembly: System.Runtime.CompilerServices.InternalsVisibleTo("Unity.ProBuilder.Tests")] +[assembly: System.Runtime.CompilerServices.InternalsVisibleTo("Unity.ProBuilder.Editor.Tests")] +[assembly: System.Runtime.CompilerServices.InternalsVisibleTo("Unity.ProBuilder.MenuItems")] +[assembly: System.Runtime.CompilerServices.InternalsVisibleTo("Unity.ProBuilder.Debug.Editor")] diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AssemblyInfo.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AssemblyInfo.cs.meta new file mode 100644 index 0000000..288ebf9 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AssemblyInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6624e07ef7bd4f379420666341dd539 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AutoUVEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AutoUVEditor.cs new file mode 100644 index 0000000..0ae9497 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AutoUVEditor.cs @@ -0,0 +1,576 @@ +#pragma warning disable 0414 + +using UnityEngine; +using System.Collections.Generic; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder +{ + /// + /// Custom editor for pb_UV type. + /// + static class AutoUVEditor + { + #region MEMBERS + + static ProBuilderEditor editor + { + get { return ProBuilderEditor.instance; } + } + + static AutoUnwrapSettings s_AutoUVSettings = AutoUnwrapSettings.tile; + static int textureGroup = -1; + static List s_AutoUVSettingsInSelection = new List(); + static Dictionary s_AutoUVSettingsDiff = new Dictionary() + { + { "projectionAxis", false }, + { "useWorldSpace", false }, + { "flipU", false }, + { "flipV", false }, + { "swapUV", false }, + { "fill", false }, + { "scalex", false }, + { "scaley", false }, + { "offsetx", false }, + { "offsety", false }, + { "rotation", false }, + { "anchor", false }, + { "manualUV", false }, + { "textureGroup", false } + }; + + public enum Axis2D + { + XY, + X, + Y + } + + static Vector2 s_ScrollPosition; + + #endregion + + #region ONGUI + + static readonly GUIContent gc_FillMode = EditorGUIUtility.TrTextContent("Fill Mode", "How the projected UVs are tiled or stretched."); + static readonly GUIContent gc_Anchor = EditorGUIUtility.TrTextContent("Anchor", "After the initial projection into 2D space, UVs will be translated to the anchor position. Next, the offset and rotation are applied, followed by the various other settings."); + static readonly GUIContent gc_Offset = EditorGUIUtility.TrTextContent("Offset", "Translation applied to UVs after projection into 2D space."); + static readonly GUIContent gc_Rotation = EditorGUIUtility.TrTextContent("Rotation", "Rotation around the center of face UV bounds."); + static readonly GUIContent gc_Tiling = EditorGUIUtility.TrTextContent("Tiling", "Scaling applied to UVs after projection into 2D space"); + static readonly GUIContent gc_WorldSpace = EditorGUIUtility.TrTextContent("World Space", "When enabled UVs are projected using their world space coordinates."); + static readonly GUIContent gc_FlipU = EditorGUIUtility.TrTextContent("Flip U", "Mirror UV coordinates horizontally."); + static readonly GUIContent gc_FlipV = EditorGUIUtility.TrTextContent("Flip V", "Mirror UV coordinates vertically."); + static readonly GUIContent gc_SwapUV = EditorGUIUtility.TrTextContent("Swap U/V", "Flips the U and V components. UV becomes VU."); + static readonly GUIContent gc_TextureGroup = EditorGUIUtility.TrTextContent("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"); + static readonly GUIContent gc_GroupSelected = EditorGUIUtility.TrTextContent("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."); + static readonly GUIContent gc_BreakSelected = EditorGUIUtility.TrTextContent("Break Selected Groups", "This resets all the selected face Texture Groups."); + static readonly GUIContent gc_SelectGroup = EditorGUIUtility.TrTextContent("Select Texture Group", "Selects all faces contained in this texture group."); + static readonly GUIContent gc_Reset = EditorGUIUtility.TrTextContent("Reset UVs", "Reset UV projection parameters."); + + 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(gc_FillMode, 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(gc_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(gc_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(gc_Rotation, 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(gc_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(gc_WorldSpace, 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(gc_FlipU, 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(gc_FlipV, s_AutoUVSettings.flipV); + if (EditorGUI.EndChangeCheck()) + SetFlipV(s_AutoUVSettings.flipV, selection); + + EditorGUI.showMixedValue = s_AutoUVSettingsDiff["swapUV"]; + EditorGUI.BeginChangeCheck(); + s_AutoUVSettings.swapUV = EditorGUILayout.Toggle(gc_SwapUV, 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(gc_TextureGroup, 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(gc_GroupSelected)) + { + for (int i = 0; i < selection.Length; i++) + TextureGroupSelectedFaces(selection[i]); + + ProBuilderEditor.Refresh(); + } + + if (GUILayout.Button(gc_BreakSelected)) + { + 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(gc_SelectGroup)) + { + 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(gc_Reset)) + { + UndoUtility.RecordSelection(selection, "Reset UVs"); + + for (int i = 0; i < selection.Length; i++) + { + foreach (Face face in selection[i].GetSelectedFaces()) + { + face.uv = AutoUnwrapSettings.tile; + face.textureGroup = -1; + face.elementGroup = -1; + } + + UVEditing.SplitUVs(selection[i], selection[i].GetSelectedFaces()); + } + + ProBuilderEditor.Refresh(); + } + + GUI.backgroundColor = PreferenceKeys.proBuilderLightGray; + UI.EditorGUIUtility.DrawSeparator(1); + GUI.backgroundColor = Color.white; + + GUILayout.EndScrollView(); + EditorGUI.showMixedValue = false; + + return EditorGUI.EndChangeCheck(); + } + + static void UpdateDiffDictionary(ProBuilderMesh[] selection) + { + s_AutoUVSettingsInSelection.Clear(); + + if (selection == null || selection.Length < 1) + return; + + s_AutoUVSettingsInSelection = selection.SelectMany(x => x.GetSelectedFaces()).Where(x => !x.manualUV).Select(x => x.uv).ToList(); + + // Clear values for each iteration + foreach (string key in s_AutoUVSettingsDiff.Keys.ToList()) + s_AutoUVSettingsDiff[key] = false; + + if (s_AutoUVSettingsInSelection.Count < 1) return; + + s_AutoUVSettings = new AutoUnwrapSettings(s_AutoUVSettingsInSelection[0]); + + foreach (AutoUnwrapSettings u in s_AutoUVSettingsInSelection) + { + // if(u.projectionAxis != m_AutoUVSettings.projectionAxis) + // m_AutoUVSettingsDiff["projectionAxis"] = true; + if (u.useWorldSpace != s_AutoUVSettings.useWorldSpace) + s_AutoUVSettingsDiff["useWorldSpace"] = true; + if (u.flipU != s_AutoUVSettings.flipU) + s_AutoUVSettingsDiff["flipU"] = true; + if (u.flipV != s_AutoUVSettings.flipV) + s_AutoUVSettingsDiff["flipV"] = true; + if (u.swapUV != s_AutoUVSettings.swapUV) + s_AutoUVSettingsDiff["swapUV"] = true; + if (u.fill != s_AutoUVSettings.fill) + s_AutoUVSettingsDiff["fill"] = true; + if (!Math.Approx(u.scale.x, s_AutoUVSettings.scale.x)) + s_AutoUVSettingsDiff["scalex"] = true; + if (!Math.Approx(u.scale.y, s_AutoUVSettings.scale.y)) + s_AutoUVSettingsDiff["scaley"] = true; + if (!Math.Approx(u.offset.x, s_AutoUVSettings.offset.x)) + s_AutoUVSettingsDiff["offsetx"] = true; + if (!Math.Approx(u.offset.y, s_AutoUVSettings.offset.y)) + s_AutoUVSettingsDiff["offsety"] = true; + if (!Math.Approx(u.rotation, s_AutoUVSettings.rotation)) + s_AutoUVSettingsDiff["rotation"] = true; + if (u.anchor != s_AutoUVSettings.anchor) + s_AutoUVSettingsDiff["anchor"] = true; + } + + foreach (ProBuilderMesh pb in selection) + { + if (s_AutoUVSettingsDiff["manualUV"] && s_AutoUVSettingsDiff["textureGroup"]) + break; + + Face[] selFaces = pb.GetSelectedFaces(); + + if (!s_AutoUVSettingsDiff["manualUV"]) + s_AutoUVSettingsDiff["manualUV"] = System.Array.Exists(selFaces, x => x.manualUV); + + List texGroups = selFaces.Select(x => x.textureGroup).Distinct().ToList(); + textureGroup = texGroups.FirstOrDefault(x => x > -1); + + if (!s_AutoUVSettingsDiff["textureGroup"]) + s_AutoUVSettingsDiff["textureGroup"] = texGroups.Count() > 1; + } + } + + #endregion + + #region MODIFY SINGLE PROPERTIES + + private static void SetFlipU(bool flipU, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Flip U"); + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + var uv = q.uv; + uv.flipU = flipU; + q.uv = uv; + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + private static void SetFlipV(bool flipV, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Flip V"); + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + var uv = q.uv; + uv.flipV = flipV; + q.uv = uv; + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + private static void SetSwapUV(bool swapUV, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Swap U, V"); + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + var uv = q.uv; + uv.swapUV = swapUV; + q.uv = uv; + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + private static void SetUseWorldSpace(bool useWorldSpace, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Use World Space UVs"); + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + var uv = q.uv; + uv.useWorldSpace = useWorldSpace; + q.uv = uv; + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + private static void SetFill(AutoUnwrapSettings.Fill fill, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Fill UVs"); + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + var uv = q.uv; + uv.fill = fill; + q.uv = uv; + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + private static void SetAnchor(AutoUnwrapSettings.Anchor anchor, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Set UV Anchor"); + + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + var uv = q.uv; + uv.anchor = anchor; + q.uv = uv; + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + private static void SetOffset(Vector2 offset, Axis2D axis, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Offset UVs"); + + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + switch (axis) + { + case Axis2D.XY: + { + var uv = q.uv; + uv.offset = offset; + q.uv = uv; + break; + } + case Axis2D.X: + { + var uv = q.uv; + uv.offset = new Vector2(offset.x, q.uv.offset.y); + q.uv = uv; + break; + } + case Axis2D.Y: + { + var uv = q.uv; + uv.offset = new Vector2(q.uv.offset.x, offset.y); + q.uv = uv; + break; + } + } + + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + private static void SetRotation(float rot, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Rotate UVs"); + + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + var uv = q.uv; + uv.rotation = rot; + if (uv.rotation > 360f) + uv.rotation = uv.rotation % 360f; + else if (uv.rotation < 0f) + uv.rotation = 360f + (uv.rotation % 360f); + q.uv = uv; + sel[i].SetGroupUV(uv, q.textureGroup); + } + } + } + + private static void SetScale(Vector2 scale, Axis2D axis, ProBuilderMesh[] sel) + { + UndoUtility.RecordSelection(sel, "Scale UVs"); + + for (int i = 0; i < sel.Length; i++) + { + foreach (Face q in sel[i].GetSelectedFaces()) + { + switch (axis) + { + case Axis2D.XY: + { + var uv = q.uv; + uv.scale = scale; + q.uv = uv; + break; + } + case Axis2D.X: + { + var uv = q.uv; + uv.scale = new Vector2(scale.x, q.uv.scale.y); + q.uv = uv; + break; + } + case Axis2D.Y: + { + var uv = q.uv; + uv.scale = new Vector2(q.uv.scale.x, scale.y); + q.uv = uv; + break; + } + } + + sel[i].SetGroupUV(q.uv, q.textureGroup); + } + } + } + + #endregion + + #region TEXTURE GROUPS + + private static void SetTextureGroup(ProBuilderMesh[] selection, int tex) + { + UndoUtility.RecordSelection(selection, "Set Texture Group " + textureGroup); + + foreach (ProBuilderMesh pb in selection) + { + if (pb.selectedFaceCount < 1) + continue; + + Face[] faces = pb.GetSelectedFaces(); + AutoUnwrapSettings cuv = faces[0].uv; + + foreach (Face f in faces) + { + f.textureGroup = tex; + f.uv = new AutoUnwrapSettings(cuv); + } + } + } + + private static void TextureGroupSelectedFaces(ProBuilderMesh pb)//, pb_Face face) + { + if (pb.selectedFaceCount < 1) return; + + Face[] faces = pb.GetSelectedFaces(); + + AutoUnwrapSettings cont_uv = faces[0].uv; + + int texGroup = pb.GetUnusedTextureGroup(); + + UndoUtility.RecordSelection(pb, "Create Texture Group" + textureGroup); + + foreach (Face f in faces) + { + f.uv = new AutoUnwrapSettings(cont_uv); + f.textureGroup = texGroup; + } + } + + #endregion + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AutoUVEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AutoUVEditor.cs.meta new file mode 100644 index 0000000..9611f3d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/AutoUVEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 74e7658b6a583464fa496ffe540ef91f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BezierSplineEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BezierSplineEditor.cs new file mode 100644 index 0000000..f9f2eb1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BezierSplineEditor.cs @@ -0,0 +1,716 @@ +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [CustomEditor(typeof(BezierShape))] + sealed class BezierShapeEditor : Editor + { + static readonly GUIContent[] s_TangentModeIcons = new GUIContent[3]; + + const float k_HandleSize = .05f; + + static Vector3 Vector3_Zero = new Vector3(0f, 0f, 0f); + static Vector3 Vector3_Forward = new Vector3(0f, 0f, 1f); + static Vector3 Vector3_Backward = new Vector3(0f, 0f, -1f); + + static Color bezierPositionHandleColor = new Color(.01f, .8f, .99f, 1f); + static Color bezierTangentHandleColor = new Color(.6f, .6f, .6f, .8f); + + [SerializeField] + BezierHandle m_currentHandle = new BezierHandle(-1, false); + + [SerializeField] + BezierTangentMode m_TangentMode = BezierTangentMode.Mirrored; + + BezierShape m_Target = null; + bool m_IsMoving = false; + List m_ControlPoints; + + ProBuilderMesh m_CurrentObject + { + get + { + if (m_Target.mesh == null) + { + m_Target.mesh = m_Target.gameObject.AddComponent(); + EditorUtility.InitObject(m_Target.mesh); + } + + return m_Target.mesh; + } + } + + [System.Serializable] + struct BezierHandle + { + public int index; + public bool isTangent; + public BezierTangentDirection tangent; + + public BezierHandle(int index, bool isTangent, BezierTangentDirection tangent = BezierTangentDirection.In) + { + this.index = index; + this.isTangent = isTangent; + this.tangent = tangent; + } + + public static implicit operator int(BezierHandle handle) + { + return handle.index; + } + + public static explicit operator BezierHandle(int index) + { + return new BezierHandle(index, false); + } + + public static implicit operator BezierTangentDirection(BezierHandle handle) + { + return handle.tangent; + } + + public void SetIndex(int index) + { + this.index = index; + this.isTangent = false; + } + + public void SetIndexAndTangent(int index, BezierTangentDirection dir) + { + this.index = index; + this.isTangent = true; + this.tangent = dir; + } + } + + List m_Points + { + get { return m_Target.points; } + set { m_Target.points = value; } + } + + bool m_IsEditing + { + get { return m_Target.isEditing; } + set { m_Target.isEditing = value; } + } + + bool m_CloseLoop + { + get { return m_Target.closeLoop; } + + set + { + if (m_Target.closeLoop != value) + UndoUtility.RecordObject(m_Target, "Set Bezier Shape Close Loop"); + m_Target.closeLoop = value; + } + } + + float m_Radius + { + get { return m_Target.radius; } + + set + { + if (m_Target.radius != value) + UndoUtility.RecordObject(m_Target, "Set Bezier Shape Radius"); + m_Target.radius = value; + } + } + + int m_Rows + { + get { return m_Target.rows; } + + set + { + if (m_Target.rows != value) + UndoUtility.RecordObject(m_Target, "Set Bezier Shape Rows"); + m_Target.rows = value; + } + } + + int m_Columns + { + get { return m_Target.columns; } + + set + { + if (m_Target.columns != value) + UndoUtility.RecordObject(m_Target, "Set Bezier Shape Columns"); + m_Target.columns = value; + } + } + + bool m_Smooth + { + get { return m_Target.smooth; } + + set + { + if (m_Target.smooth != value) + UndoUtility.RecordObject(m_Target, "Set Bezier Shape Smooth"); + m_Target.smooth = value; + } + } + + private GUIStyle _commandStyle = null; + + public GUIStyle commandStyle + { + get + { + if (_commandStyle == null) + { + _commandStyle = new GUIStyle(EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle("Command")); + _commandStyle.alignment = TextAnchor.MiddleCenter; + } + + return _commandStyle; + } + } + + void OnEnable() + { + m_Target = target as BezierShape; + + Undo.undoRedoPerformed += this.UndoRedoPerformed; + + s_TangentModeIcons[0] = new GUIContent(IconUtility.GetIcon("Toolbar/Bezier_Free"), "Tangent Mode: Free"); + s_TangentModeIcons[1] = new GUIContent(IconUtility.GetIcon("Toolbar/Bezier_Aligned"), "Tangent Mode: Aligned"); + s_TangentModeIcons[2] = new GUIContent(IconUtility.GetIcon("Toolbar/Bezier_Mirrored"), "Tangent Mode: Mirrored"); + + if (m_Target != null) + SetIsEditing(m_Target.isEditing); + + ProBuilderEditor.selectModeChanged += SelectModeChanged; + } + + void OnDisable() + { + Undo.undoRedoPerformed -= this.UndoRedoPerformed; + ProBuilderEditor.selectModeChanged -= SelectModeChanged; + } + + void SelectModeChanged(SelectMode mode) + { + if (!mode.ContainsFlag(SelectMode.InputTool) && m_IsEditing) + { + SetIsEditing(false); + Repaint(); + } + } + + BezierPoint DoBezierPointGUI(BezierPoint point) + { + Vector3 pos = point.position, tin = point.tangentIn, tout = point.tangentOut; + + bool wasInWideMode = EditorGUIUtility.wideMode; + float labelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.wideMode = true; + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 3f; + + EditorGUI.BeginChangeCheck(); + pos = EditorGUILayout.Vector3Field("Position", pos); + if (EditorGUI.EndChangeCheck()) + point.SetPosition(pos); + + EditorGUI.BeginChangeCheck(); + tin = EditorGUILayout.Vector3Field("Tan. In", tin); + if (EditorGUI.EndChangeCheck()) + point.SetTangentIn(tin, m_TangentMode); + Rect r = GUILayoutUtility.GetLastRect(); + r.x += EditorGUIUtility.labelWidth - 12; + GUI.color = Color.blue; + GUI.Label(r, "\u2022"); + GUI.color = Color.white; + + EditorGUI.BeginChangeCheck(); + tout = EditorGUILayout.Vector3Field("Tan. Out", tout); + if (EditorGUI.EndChangeCheck()) + point.SetTangentOut(tout, m_TangentMode); + r = GUILayoutUtility.GetLastRect(); + r.x += EditorGUIUtility.labelWidth - 12; + GUI.color = Color.red; + GUI.Label(r, "\u2022"); + GUI.color = Color.white; + + Vector3 euler = point.rotation.eulerAngles; + euler = EditorGUILayout.Vector3Field("Rotation", euler); + point.rotation = Quaternion.Euler(euler); + + EditorGUIUtility.labelWidth = labelWidth; + EditorGUIUtility.wideMode = wasInWideMode; + + return point; + } + + void SetIsEditing(bool isEditing) + { + GUIUtility.hotControl = 0; + + if (isEditing && !m_IsEditing) + { + if (ProBuilderEditor.instance != null) + ProBuilderEditor.instance.ClearElementSelection(); + + UndoUtility.RecordObject(m_Target, "Edit Bezier Shape"); + UndoUtility.RecordObject(m_Target.mesh, "Edit Bezier Shape"); + + UpdateMesh(true); + } + + m_Target.isEditing = isEditing; + + if (m_Target.isEditing) + ProBuilderEditor.selectMode |= SelectMode.InputTool; + else + ProBuilderEditor.selectMode &= ~SelectMode.InputTool; + + if (m_Target.isEditing) + { + Tools.current = Tool.None; + UpdateControlPoints(); + } + } + + public override void OnInspectorGUI() + { + if (!m_IsEditing) + { + if (GUILayout.Button("Edit Bezier Shape")) + SetIsEditing(true); + + EditorGUILayout.HelpBox("Editing a Bezier Shape will erase any modifications made to the mesh!\n\nIf you accidentally enter Edit Mode you can Undo to get your changes back.", MessageType.Warning); + + return; + } + + if (GUILayout.Button("Editing Bezier Shape", UI.EditorGUIUtility.GetActiveStyle("Button"))) + SetIsEditing(false); + + Event e = Event.current; + + if (m_IsMoving) + { + if (e.type == EventType.Ignore || + e.type == EventType.MouseUp) + OnFinishVertexModification(); + } + + EditorGUI.BeginChangeCheck(); + + bool handleIsValid = (m_currentHandle > -1 && m_currentHandle < m_Points.Count); + + BezierPoint inspectorPoint = handleIsValid ? + m_Points[m_currentHandle] : + new BezierPoint(Vector3_Zero, Vector3_Backward, Vector3_Forward, Quaternion.identity); + + inspectorPoint = DoBezierPointGUI(inspectorPoint); + + if (handleIsValid && EditorGUI.EndChangeCheck()) + { + if (!m_IsMoving) + OnBeginVertexModification(); + + m_Points[m_currentHandle] = inspectorPoint; + UpdateMesh(false); + } + + EditorGUI.BeginChangeCheck(); + + if (GUILayout.Button("Clear Points")) + { + UndoUtility.RecordObject(m_Target, "Clear Bezier Spline Points"); + m_Points.Clear(); + UpdateMesh(true); + } + + if (GUILayout.Button("Add Point")) + { + UndoUtility.RecordObject(m_Target, "Add Bezier Spline Point"); + + if (m_Points.Count > 0) + { + m_Points.Add(new BezierPoint(m_Points[m_Points.Count - 1].position, + m_Points[m_Points.Count - 1].tangentIn, + m_Points[m_Points.Count - 1].tangentOut, + Quaternion.identity)); + UpdateMesh(true); + } + else + { + m_Target.Init(); + } + + m_currentHandle = (BezierHandle)(m_Points.Count - 1); + + SceneView.RepaintAll(); + } + + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + m_TangentMode = (BezierTangentMode)GUILayout.Toolbar((int)m_TangentMode, s_TangentModeIcons, commandStyle); + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + + m_CloseLoop = EditorGUILayout.Toggle("Close Loop", m_CloseLoop); + m_Smooth = EditorGUILayout.Toggle("Smooth", m_Smooth); + m_Radius = Mathf.Max(.001f, EditorGUILayout.FloatField("Radius", m_Radius)); + m_Rows = Math.Clamp(EditorGUILayout.IntField("Rows", m_Rows), 3, 512); + m_Columns = Math.Clamp(EditorGUILayout.IntField("Columns", m_Columns), 3, 512); + + if (EditorGUI.EndChangeCheck()) + UpdateMesh(true); + } + + void UpdateMesh(bool vertexCountChanged) + { + if (m_Target != null) + { + m_Target.Refresh(); + UpdateControlPoints(); + ProBuilderEditor.Refresh(vertexCountChanged); + } + } + + void UpdateControlPoints() + { + m_ControlPoints = Spline.GetControlPoints(m_Points, m_Columns, m_CloseLoop, null); + } + + void OnSceneGUI() + { + Event e = Event.current; + + bool eventHasBeenUsed = false; + + if (m_IsMoving) + { + if (e.type == EventType.Ignore || + e.type == EventType.MouseUp) + { + eventHasBeenUsed = true; + OnFinishVertexModification(); + } + } + + bool sceneViewInUse = EditorHandleUtility.SceneViewInUse(e); + + if (e.type == EventType.KeyDown) + { + if (e.keyCode == KeyCode.Backspace && m_currentHandle > -1 && m_currentHandle < m_Points.Count) + { + UndoUtility.RecordObject(m_Target, "Delete Bezier Point"); + m_Points.RemoveAt(m_currentHandle); + UpdateMesh(true); + } + else if (e.keyCode == KeyCode.Escape) + { + SetIsEditing(false); + } + } + + int count = m_Points.Count; + + Matrix4x4 handleMatrix = Handles.matrix; + Handles.matrix = m_Target.transform.localToWorldMatrix; + + EditorGUI.BeginChangeCheck(); + + for (int index = 0; index < count; index++) + { + if (index < count - 1 || m_CloseLoop) + { + Handles.DrawBezier(m_Points[index].position, + m_Points[(index + 1) % count].position, + m_Points[index].tangentOut, + m_Points[(index + 1) % count].tangentIn, + Color.green, + EditorGUIUtility.whiteTexture, + 1f); + } + + if (!m_IsEditing) + continue; + + // If the index is selected show the full transform gizmo, otherwise use free move handles + if (m_currentHandle == index) + { + BezierPoint point = m_Points[index]; + + if (!m_currentHandle.isTangent) + { + Vector3 prev = point.position; + + prev = Handles.PositionHandle(prev, Quaternion.identity); + + if (!Math.Approx3(prev, point.position)) + { + if (!m_IsMoving) + OnBeginVertexModification(); + + prev = EditorSnapping.MoveSnap(prev); + + Vector3 dir = prev - point.position; + point.position = prev; + point.tangentIn += dir; + point.tangentOut += dir; + } + + // rotation + int prev_index = index > 0 ? index - 1 : (m_CloseLoop ? count - 1 : -1); + int next_index = index < count - 1 ? index + 1 : (m_CloseLoop ? 0 : -1); + Vector3 rd = BezierPoint.GetLookDirection(m_Points, index, prev_index, next_index); + + Quaternion look = Quaternion.LookRotation(rd); + float size = HandleUtility.GetHandleSize(point.position); + Matrix4x4 pm = Handles.matrix; + Handles.matrix = pm * Matrix4x4.TRS(point.position, look, Vector3.one); + point.rotation = Handles.Disc(point.rotation, Vector3.zero, Vector3.forward, size, false, 0f); + Handles.matrix = pm; + } + else + { + Handles.color = bezierTangentHandleColor; + + if (m_currentHandle.tangent == BezierTangentDirection.In && (m_CloseLoop || index > 0)) + { + EditorGUI.BeginChangeCheck(); + point.tangentIn = Handles.PositionHandle(point.tangentIn, Quaternion.identity); + if (EditorGUI.EndChangeCheck()) + { + if (!m_IsMoving) + OnBeginVertexModification(); + + point.tangentIn = EditorSnapping.MoveSnap(point.tangentIn); + point.EnforceTangentMode(BezierTangentDirection.In, m_TangentMode); + } + Handles.color = Color.blue; + Handles.DrawLine(m_Points[index].position, m_Points[index].tangentIn); + } + + if (m_currentHandle.tangent == BezierTangentDirection.Out && (m_CloseLoop || index < count - 1)) + { + EditorGUI.BeginChangeCheck(); + point.tangentOut = Handles.PositionHandle(point.tangentOut, Quaternion.identity); + if (EditorGUI.EndChangeCheck()) + { + if (!m_IsMoving) + OnBeginVertexModification(); + + point.tangentOut = EditorSnapping.MoveSnap(point.tangentOut); + point.EnforceTangentMode(BezierTangentDirection.Out, m_TangentMode); + } + Handles.color = Color.red; + Handles.DrawLine(m_Points[index].position, m_Points[index].tangentOut); + } + } + + m_Points[index] = point; + } + } + + if (!m_IsEditing) + return; + + EventType eventType = e.type; + + if (!eventHasBeenUsed) + eventHasBeenUsed = eventType == EventType.Used; + + for (int index = 0; index < count; index++) + { + Vector3 prev; + BezierPoint point = m_Points[index]; + + // Position Handle + float size = HandleUtility.GetHandleSize(point.position) * k_HandleSize; + Handles.color = bezierPositionHandleColor; + + if (m_currentHandle == index && !m_currentHandle.isTangent) + { + Handles.DotHandleCap(0, point.position, Quaternion.identity, size, e.type); + } + else + { + prev = point.position; + prev = FreeMoveHandle(prev, size, Vector3.zero, Handles.DotHandleCap); + if (!eventHasBeenUsed && eventType == EventType.MouseUp && e.type == EventType.Used) + { + eventHasBeenUsed = true; + m_currentHandle = (BezierHandle)index; + Repaint(); + SceneView.RepaintAll(); + } + else if (!Math.Approx3(prev, point.position)) + { + if (!m_IsMoving) + OnBeginVertexModification(); + + point.SetPosition(EditorSnapping.MoveSnap(prev)); + } + } + + // Tangent handles + Handles.color = bezierTangentHandleColor; + + // Tangent In Handle + if (m_CloseLoop || index > 0) + { + size = HandleUtility.GetHandleSize(point.tangentIn) * k_HandleSize; + Handles.DrawLine(point.position, point.tangentIn); + + if (index == m_currentHandle && m_currentHandle.isTangent && m_currentHandle.tangent == BezierTangentDirection.In) + { + Handles.DotHandleCap(0, point.tangentIn, Quaternion.identity, size, e.type); + } + else + { + prev = point.tangentIn; + prev = FreeMoveHandle(prev, size, Vector3.zero, Handles.DotHandleCap); + + if (!eventHasBeenUsed && eventType == EventType.MouseUp && e.type == EventType.Used) + { + eventHasBeenUsed = true; + m_currentHandle.SetIndexAndTangent(index, BezierTangentDirection.In); + Repaint(); + SceneView.RepaintAll(); + } + else if (!Math.Approx3(prev, point.tangentIn)) + { + if (!m_IsMoving) + OnBeginVertexModification(); + point.tangentIn = EditorSnapping.MoveSnap(prev); + point.EnforceTangentMode(BezierTangentDirection.In, m_TangentMode); + } + } + } + + // Tangent Out + if (m_CloseLoop || index < count - 1) + { + size = HandleUtility.GetHandleSize(point.tangentOut) * k_HandleSize; + Handles.DrawLine(point.position, point.tangentOut); + + if (index == m_currentHandle && m_currentHandle.isTangent && m_currentHandle.tangent == BezierTangentDirection.Out) + { + Handles.DotHandleCap(0, point.tangentOut, Quaternion.identity, size, e.type); + } + else + { + prev = point.tangentOut; + prev = FreeMoveHandle(prev, size, Vector3.zero, Handles.DotHandleCap); + + if (!eventHasBeenUsed && eventType == EventType.MouseUp && e.type == EventType.Used) + { + eventHasBeenUsed = true; + m_currentHandle.SetIndexAndTangent(index, BezierTangentDirection.Out); + Repaint(); + SceneView.RepaintAll(); + } + else if (!Math.Approx3(prev, point.tangentOut)) + { + if (!m_IsMoving) + OnBeginVertexModification(); + point.tangentOut = EditorSnapping.MoveSnap(prev); + point.EnforceTangentMode(BezierTangentDirection.Out, m_TangentMode); + } + } + } + + m_Points[index] = point; + } + + // Do control point insertion + if (!eventHasBeenUsed && m_ControlPoints != null && m_ControlPoints.Count > 1) + { + int index = -1; + float distanceToLine; + + Vector3 p = EditorHandleUtility.ClosestPointToPolyLine(m_ControlPoints, out index, out distanceToLine, false, null); + + if (!IsHoveringHandlePoint(e.mousePosition) && distanceToLine < PreferenceKeys.k_MaxPointDistanceFromControl) + { + Handles.color = Color.green; + Handles.DotHandleCap(-1, p, Quaternion.identity, HandleUtility.GetHandleSize(p) * .05f, e.type); + Handles.color = Color.white; + + if (!eventHasBeenUsed && eventType == EventType.MouseDown && e.button == 0) + { + UndoUtility.RecordObject(m_Target, "Add Point"); + Vector3 dir = m_ControlPoints[(index + 1) % m_ControlPoints.Count] - m_ControlPoints[index]; + m_Points.Insert((index / m_Columns) + 1, new BezierPoint(p, p - dir, p + dir, Quaternion.identity)); + UpdateMesh(true); + e.Use(); + } + + SceneView.RepaintAll(); + } + } + + if (e.type == EventType.MouseUp && !sceneViewInUse) + m_currentHandle.SetIndex(-1); + + Handles.matrix = handleMatrix; + + if (EditorGUI.EndChangeCheck()) + UpdateMesh(false); + } + + Vector3 FreeMoveHandle(Vector3 position, float size, Vector3 snap, Handles.CapFunction capFunction) + { + return Handles.FreeMoveHandle(position, size, snap, capFunction); + } + + bool IsHoveringHandlePoint(Vector2 mpos) + { + if (m_Target == null) + return false; + + int count = m_Points.Count; + + for (int i = 0; i < count; i++) + { + BezierPoint p = m_Points[i]; + + bool ti = m_CloseLoop || i > 0; + bool to = m_CloseLoop || i < (count - 1); + + if (Vector2.Distance(mpos, HandleUtility.WorldToGUIPoint(p.position)) < PreferenceKeys.k_MaxPointDistanceFromControl || + (ti && Vector2.Distance(mpos, HandleUtility.WorldToGUIPoint(p.tangentIn)) < PreferenceKeys.k_MaxPointDistanceFromControl) || + (to && Vector2.Distance(mpos, HandleUtility.WorldToGUIPoint(p.tangentOut)) < PreferenceKeys.k_MaxPointDistanceFromControl)) + return true; + } + + return false; + } + + void UndoRedoPerformed() + { + if (m_Target && m_IsEditing) + { + UpdateControlPoints(); + UpdateMesh(true); + } + } + + void OnBeginVertexModification() + { + m_IsMoving = true; + UndoUtility.RecordObject(m_Target, "Modify Bezier Spline"); + Lightmapping.PushGIWorkflowMode(); + } + + void OnFinishVertexModification() + { + m_IsMoving = false; + Lightmapping.PopGIWorkflowMode(); + m_CurrentObject.Optimize(); + ProBuilderEditor.Refresh(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BezierSplineEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BezierSplineEditor.cs.meta new file mode 100644 index 0000000..badb808 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BezierSplineEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e95f50cd644f90741bb903cb56bcd67e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BooleanEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BooleanEditor.cs new file mode 100644 index 0000000..49a65ef --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BooleanEditor.cs @@ -0,0 +1,384 @@ +#if PROBUILDER_EXPERIMENTAL_FEATURES +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.Csg; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder +{ + /// + /// Editor window for accessing boolean functionality. + /// + sealed class BooleanEditor : ConfigurableWindow + { + enum BooleanOp + { + Intersection, + Union, + Subtraction + } + + const int k_Padding = 6; + const int k_PreviewInset = 2; + + GameObject m_LeftGameObject, m_RightGameObject; + int m_PreviewHeight, m_PreviewWidth; + + Rect m_LeftObjectField = new Rect(k_Padding + k_PreviewInset, k_Padding + k_PreviewInset, 0f, 0f); + Rect m_RightObjectField = new Rect(0f, k_Padding + k_PreviewInset, 0f, 0f); + Rect m_ReverseOperationOrderRect = new Rect(0f, 0f, 42f, 42f); + + static GUIStyle previewBackground; + static GUIStyle unicodeIconStyle; + + Color backgroundColor = new Color(.15625f, .15625f, .15625f, 1f); + Texture2D backgroundTexture; + Editor m_LeftPreviewEditor, m_RightPreviewEditor; + BooleanOp operation = BooleanOp.Intersection; + bool mouseClickedSwapRect = false; + Vector2Int screen = Vector2Int.zero; + static readonly string k_ReverseArrowsIcon = ((char)8644).ToString(); + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Experimental/Boolean (CSG) Tool", false, PreferenceKeys.menuMisc)] + public static void MenuOpenBooleanTool() + { + GetWindow(true, "Boolean (Experimental)", true).Show(); + } + + void OnEnable() + { + minSize = new Vector2(200f, 135f); + + var meshes = Selection.transforms.GetComponents(); + + if (meshes.Length == 2) + { + m_LeftGameObject = meshes[0].gameObject; + m_RightGameObject = meshes[1].gameObject; + } + + previewBackground = new GUIStyle(); + + backgroundTexture = new Texture2D(2, 2); + + backgroundTexture.SetPixels(new Color[] { + backgroundColor, + backgroundColor, + backgroundColor, + backgroundColor + }); + + backgroundTexture.Apply(); + + previewBackground.normal.background = backgroundTexture; + + unicodeIconStyle = new GUIStyle(); + unicodeIconStyle.fontSize = 32; + unicodeIconStyle.normal.textColor = Color.white; + unicodeIconStyle.alignment = TextAnchor.MiddleCenter; + + var arrowSize = unicodeIconStyle.CalcSize(UI.EditorGUIUtility.TempContent(k_ReverseArrowsIcon)); + m_ReverseOperationOrderRect.width = arrowSize.x; + m_ReverseOperationOrderRect.width = arrowSize.y; + } + + void OnDisable() + { + if (backgroundTexture != null) + { + DestroyImmediate(backgroundTexture); + } + } + + void OnGUI() + { + DoContextMenu(); + + Event e = Event.current; + screen.x = (int)position.width; + screen.y = (int)position.height; + + // Since image wells eat mouse clicks, listen for a mouse up when hovering over 'reverse operation order' button + switch (e.type) + { + case EventType.MouseDown: + if (m_ReverseOperationOrderRect.Contains(e.mousePosition)) + { + mouseClickedSwapRect = true; + e.Use(); + } + break; + + case EventType.MouseUp: + if (mouseClickedSwapRect && m_ReverseOperationOrderRect.Contains(Event.current.mousePosition)) + { + ReverseOperationOrder(); + e.Use(); + } + mouseClickedSwapRect = false; + break; + + case EventType.Ignore: + mouseClickedSwapRect = false; + break; + } + + DrawPreviewWells(); + + if (ListenForDragAndDrop()) + return; + + GUILayout.BeginHorizontal(); + ProBuilderMesh lpb = m_LeftGameObject != null ? m_LeftGameObject.GetComponent() : null; + ProBuilderMesh rpb = m_RightGameObject != null ? m_RightGameObject.GetComponent() : null; + + EditorGUI.BeginChangeCheck(); + + lpb = (ProBuilderMesh) EditorGUILayout.ObjectField(lpb, typeof(ProBuilderMesh), true); + rpb = (ProBuilderMesh) EditorGUILayout.ObjectField(rpb, typeof(ProBuilderMesh), true); + + if (EditorGUI.EndChangeCheck()) + { + DestroyImmediate(m_LeftPreviewEditor); + DestroyImmediate(m_RightPreviewEditor); + } + + m_LeftGameObject = lpb != null ? lpb.gameObject : null; + m_RightGameObject = rpb != null ? rpb.gameObject : null; + GUILayout.EndHorizontal(); + + // Boolean controls + GUILayout.Space(4); + + GUI.backgroundColor = PreferenceKeys.proBuilderDarkGray; + UI.EditorGUIUtility.DrawSeparator(2); + GUI.backgroundColor = Color.white; + + operation = (BooleanOp) EditorGUILayout.EnumPopup("Operation", operation); + + if (GUILayout.Button("Apply")) + { + switch (operation) + { + case BooleanOp.Union: + MenuUnion(m_LeftGameObject.GetComponent(), m_RightGameObject.GetComponent()); + break; + + case BooleanOp.Intersection: + MenuIntersect(m_LeftGameObject.GetComponent(), m_RightGameObject.GetComponent()); + break; + + case BooleanOp.Subtraction: + MenuSubtract(m_LeftGameObject.GetComponent(), m_RightGameObject.GetComponent()); + break; + } + } + } + + void ReverseOperationOrder() + { + GameObject tmp = m_LeftGameObject; + m_LeftGameObject = m_RightGameObject; + m_RightGameObject = tmp; + m_LeftPreviewEditor = null; + m_RightPreviewEditor = null; + } + + // Draw the mesh previews + void DrawPreviewWells() + { + GUILayout.BeginHorizontal(); + m_LeftObjectField = GUILayoutUtility.GetRect(GUIContent.none, UI.EditorStyles.sceneTextBox, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true)); + m_RightObjectField = GUILayoutUtility.GetRect(GUIContent.none, UI.EditorStyles.sceneTextBox, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true)); + + GUILayout.EndHorizontal(); + + GUI.Box(m_LeftObjectField, GUIContent.none, UI.EditorStyles.sceneTextBox); + GUI.Box(m_RightObjectField, GUIContent.none, UI.EditorStyles.sceneTextBox); + + m_ReverseOperationOrderRect.x = (screen.x / 2f) - (m_ReverseOperationOrderRect.width / 2f); + m_ReverseOperationOrderRect.y = m_LeftObjectField.y + m_LeftObjectField.height * .5f - m_ReverseOperationOrderRect.height * .5f; + + m_LeftObjectField = InsetRect(m_LeftObjectField, k_PreviewInset); + m_RightObjectField = InsetRect(m_RightObjectField, k_PreviewInset); + + if (m_LeftGameObject != null) + { + if (m_LeftPreviewEditor == null) + m_LeftPreviewEditor = UnityEditor.Editor.CreateEditor(m_LeftGameObject); + m_LeftPreviewEditor.OnPreviewGUI(m_LeftObjectField, previewBackground); + } + else + { + GUI.Label(m_LeftObjectField, "Drag GameObject Here", EditorStyles.centeredGreyMiniLabel); + } + + if (m_RightGameObject != null) + { + if (m_RightPreviewEditor == null) + m_RightPreviewEditor = UnityEditor.Editor.CreateEditor(m_RightGameObject); + + m_RightPreviewEditor.OnPreviewGUI(m_RightObjectField, previewBackground); + } + else + { + GUI.Label(m_RightObjectField, "Drag GameObject Here", EditorStyles.centeredGreyMiniLabel); + } + + // Show text summary + if (m_LeftGameObject && m_RightGameObject) + { + var title = UI.EditorGUIUtility.TempContent( + operation == BooleanOp.Intersection + ? m_LeftGameObject.name + " Intersects " + m_RightGameObject.name + : operation == BooleanOp.Union + ? m_LeftGameObject.name + " Union " + m_RightGameObject.name + : m_LeftGameObject.name + " Subtracts " + m_RightGameObject.name); + + var size = EditorStyles.boldLabel.CalcSize(title); + + GUI.Label(new Rect(k_Padding + 2, k_Padding + 2, screen.x, size.y), title, EditorStyles.boldLabel); + } + + // http://xahlee.info/comp/unicode_arrows.html + if (GUI.Button(m_ReverseOperationOrderRect, k_ReverseArrowsIcon, unicodeIconStyle)) + ReverseOperationOrder(); + } + + static Rect InsetRect(Rect rect, int pad) + { + return new Rect(rect.x + pad, rect.y + pad, rect.width - pad * 2, rect.height - pad * 2); + } + + /** + * Accept drags into window. + * MUST BE CALLED AFTER PREVIEW WELL RECTS ARE CALCULATED + */ + bool ListenForDragAndDrop() + { + Vector2 mPos = Event.current.mousePosition; + + bool inLeft = m_LeftObjectField.Contains(mPos); + + if (!inLeft && !m_RightObjectField.Contains(mPos)) + return false; + + if ((Event.current.type == EventType.DragUpdated || Event.current.type == EventType.DragPerform) && DragAndDrop.objectReferences.Length > 0) + { + DragAndDrop.visualMode = DragAndDropVisualMode.Copy; + + if (Event.current.type == EventType.DragPerform) + { + DragAndDrop.AcceptDrag(); + + foreach (Object pb in DragAndDrop.objectReferences) + { + if ((pb is GameObject && ((GameObject)pb).GetComponent()) || pb is ProBuilderMesh) + { + if (pb == m_LeftGameObject || pb == m_RightGameObject) continue; + + if (inLeft) + { + m_LeftGameObject = (GameObject)pb; + + if (m_LeftPreviewEditor != null) + { + DestroyImmediate(m_LeftPreviewEditor); + m_LeftPreviewEditor = null; + } + } + else + { + m_RightGameObject = (GameObject)pb; + + if (m_RightPreviewEditor != null) + { + DestroyImmediate(m_RightPreviewEditor); + m_RightPreviewEditor = null; + } + } + + return true; + } + } + } + + Repaint(); + } + return false; + } + + enum BooleanOperation + { + Union, + Subtract, + Intersect + } + + static ActionResult MenuBooleanOperation(BooleanOperation operation, ProBuilderMesh lhs, ProBuilderMesh rhs) + { + if (lhs == null || rhs == null) + return new ActionResult(ActionResult.Status.Failure, "Must Select 2 Objects"); + + string op_string = operation == BooleanOperation.Union ? "Union" : (operation == BooleanOperation.Subtract ? "Subtract" : "Intersect"); + + ProBuilderMesh[] sel = new ProBuilderMesh[] { lhs, rhs }; + + UndoUtility.RecordSelection(sel, op_string); + + UnityEngine.ProBuilder.Csg.Model result; + + switch (operation) + { + case BooleanOperation.Union: + result = CSG.Union(lhs.gameObject, rhs.gameObject); + break; + + case BooleanOperation.Subtract: + result = CSG.Subtract(lhs.gameObject, rhs.gameObject); + break; + + default: + result = CSG.Intersect(lhs.gameObject, rhs.gameObject); + break; + } + + var materials = result.materials.ToArray(); + ProBuilderMesh pb = ProBuilderMesh.Create(); + pb.GetComponent().sharedMesh = (Mesh) result; + pb.GetComponent().sharedMaterials = materials; + MeshImporter importer = new MeshImporter(pb.gameObject); + importer.Import(new MeshImportSettings() { quads = true, smoothing = true, smoothingAngle = 1f }); + pb.Rebuild(); + pb.CenterPivot(null); + Selection.objects = new Object[] { pb.gameObject }; + + return new ActionResult(ActionResult.Status.Success, op_string); + } + + /** + * Union operation between two ProBuilder objects. + */ + public static ActionResult MenuUnion(ProBuilderMesh lhs, ProBuilderMesh rhs) + { + return MenuBooleanOperation(BooleanOperation.Union, lhs, rhs); + } + + /** + * Subtract boolean operation between two pb_Objects. + */ + public static ActionResult MenuSubtract(ProBuilderMesh lhs, ProBuilderMesh rhs) + { + return MenuBooleanOperation(BooleanOperation.Subtract, lhs, rhs); + } + + /** + * Intersect boolean operation between two pb_Objects. + */ + public static ActionResult MenuIntersect(ProBuilderMesh lhs, ProBuilderMesh rhs) + { + return MenuBooleanOperation(BooleanOperation.Intersect, lhs, rhs); + } + } +} +#endif diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BooleanEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BooleanEditor.cs.meta new file mode 100644 index 0000000..2931278 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/BooleanEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ff4f787bd1deaee4d82db29948ed6099 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ConfigurableWindow.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ConfigurableWindow.cs new file mode 100644 index 0000000..eacf935 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ConfigurableWindow.cs @@ -0,0 +1,70 @@ +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + abstract class ConfigurableWindow : EditorWindow, IHasCustomMenu + { + protected virtual bool defaultIsUtilityWindow + { + get { return false; } + } + + string utilityWindowKey + { + get { return GetType().ToString() + "-isUtilityWindow"; } + } + + protected static bool IsUtilityWindow(bool defaultIsUtility = false) where T : ConfigurableWindow + { + return ProBuilderSettings.Get(typeof(T).ToString() + "-isUtilityWindow", SettingsScope.Project, defaultIsUtility); + } + + public static new T GetWindow(string title, bool focus = true) where T : ConfigurableWindow + { + return EditorWindow.GetWindow(IsUtilityWindow(), title, focus); + } + + /// + /// Get or create an instance of EditorWindow. Note that `utility` may be overridden by user set preference. + /// + public static new T GetWindow(bool utility, string title, bool focus) where T : ConfigurableWindow + { + return EditorWindow.GetWindow(IsUtilityWindow(utility), title, focus); + } + + public virtual void AddItemsToMenu(GenericMenu menu) + { + bool floating = ProBuilderSettings.Get(utilityWindowKey, SettingsScope.Project, false); + + if (menu.GetItemCount() > 1) + menu.AddSeparator(""); + + menu.AddItem(new GUIContent("Open as Floating Window", ""), floating, () => SetIsUtilityWindow(true)); + menu.AddItem(new GUIContent("Open as Dockable Window", ""), !floating, () => SetIsUtilityWindow(false)); + + menu.AddSeparator(""); + } + + protected void DoContextMenu() + { + var e = Event.current; + + if (e.type == EventType.ContextClick) + { + var menu = new GenericMenu(); + AddItemsToMenu(menu); + menu.ShowAsContext(); + } + } + + void SetIsUtilityWindow(bool isUtilityWindow) + { + ProBuilderSettings.Set(utilityWindowKey, isUtilityWindow, SettingsScope.Project); + ProBuilderSettings.Save(); + var title = titleContent; + Close(); + var res = GetWindow(GetType(), isUtilityWindow); + res.titleContent = title; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ConfigurableWindow.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ConfigurableWindow.cs.meta new file mode 100644 index 0000000..59881ff --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ConfigurableWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f3ab6033657acd04e93e395ba82570ef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ContextClickManipulator.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ContextClickManipulator.cs new file mode 100644 index 0000000..b263587 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ContextClickManipulator.cs @@ -0,0 +1,58 @@ +using System; +using UnityEngine; +using UnityEngine.UIElements; + +namespace UnityEditor.ProBuilder +{ + class ContextClickManipulator : MouseManipulator + { + readonly Action m_Action; + // m_Active is necessary because we want context clicks to fire on mouse up, and CanStopManipulation only checks + // that the mouse button matches the current activator. in our case, the modifier is rmb + alt, so "CanStop" + // passes regardless of modifier state or "CanStart" result. + bool m_Active; + + public ContextClickManipulator(Action action) + { + m_Action = action; + m_Active = false; + + activators.Add(new ManipulatorActivationFilter() { + button = MouseButton.RightMouse + }); + + activators.Add(new ManipulatorActivationFilter() { + button = MouseButton.LeftMouse, modifiers = EventModifiers.Alt + }); + } + + protected override void RegisterCallbacksOnTarget() + { + target.RegisterCallback(OnMouseDown); + target.RegisterCallback(OnMouseUp); + } + + protected override void UnregisterCallbacksFromTarget() + { + target.UnregisterCallback(OnMouseDown); + target.UnregisterCallback(OnMouseUp); + } + + void OnMouseDown(MouseDownEvent evt) + { + if (!CanStartManipulation(evt)) + return; + m_Active = true; + evt.StopPropagation(); + } + + void OnMouseUp(MouseUpEvent evt) + { + if (CanStopManipulation(evt) && m_Active) + { + m_Action(); + evt.StopPropagation(); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ContextClickManipulator.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ContextClickManipulator.cs.meta new file mode 100644 index 0000000..0759392 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ContextClickManipulator.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e7bacce7eace4935a5e59e52618fc826 +timeCreated: 1692299202 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/CutTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/CutTool.cs new file mode 100644 index 0000000..769f84d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/CutTool.cs @@ -0,0 +1,1573 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEngine.UIElements; +using Cursor = UnityEngine.Cursor; +using Edge = UnityEngine.ProBuilder.Edge; +using Math = UnityEngine.ProBuilder.Math; +using UObject = UnityEngine.Object; +using RaycastHit = UnityEngine.ProBuilder.RaycastHit; +using UHandleUtility = UnityEditor.HandleUtility; + +using ToolManager = UnityEditor.EditorTools.ToolManager; +using Vertex = UnityEngine.ProBuilder.Vertex; + +namespace UnityEditor.ProBuilder +{ + [EditorTool("Cut Tool", typeof(ProBuilderMesh), typeof(PositionToolContext))] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Toolbar/CutTool.png")] + class CutTool : EditorTool + { + ProBuilderMesh m_Mesh; + + Texture2D m_CutCursorTexture; + Texture2D m_CutAddCursorTexture; + Texture2D m_CurrentCutCursor = null; + + /// + /// Describes the different vertex types on the path. + /// + [Flags] + public enum VertexTypes + { + None = 0x0, + NewVertex = 1 << 0, + AddedOnEdge = 1 << 1, + ExistingVertex = 1 << 2, + VertexInShape = 1 << 3, + } + + [Serializable] + internal struct CutVertexData + { + [SerializeField] Vector3 m_Position; + [SerializeField] Vector3 m_Normal; + [SerializeField] VertexTypes m_Types; + + public Vector3 position + { + get => m_Position; + set => m_Position = value; + } + + public Vector3 normal + { + get => m_Normal; + } + + public VertexTypes types + { + get => m_Types; + } + + public CutVertexData(Vector3 position, Vector3 normal, VertexTypes types = VertexTypes.None) + { + m_Position = position; + m_Normal = normal; + m_Types = types; + } + } + + static readonly Color k_HandleColor = new Color(.8f, .8f, .8f, 1f); + static readonly Color k_HandleColorAddNewVertex = new Color(.01f, .9f, .3f, 1f); + static Color s_HandleColorAddVertexOnEdge = new Color(.3f, .01f, .9f, 1f); + static Color s_HandleColorUseExistingVertex = new Color(.01f, .5f, 1f, 1f); + static readonly Color k_HandleColorModifyVertex = new Color(1f, .75f, .0f, 1f); + const float k_HandleSize = .05f; + + static readonly Color k_LineColor = new Color(0f, 55f / 255f, 1f, 1f); + static readonly Color k_InvalidLineColor = Color.red; + static readonly Color k_ConnectionsLineColor = new Color(0f, 200f / 255f, 170f / 200f, 1f); + static readonly Color k_DrawingLineColor = new Color(0.01f, .9f, 0.3f, 1f); + + Color m_CurrentHandleColor = k_HandleColor; + + //Handles and point placement + int m_ControlId; + bool m_PlacingPoint; + internal bool m_SnappingPoint; + bool m_ModifyingPoint; // State machine instead? //Status + int m_SelectedIndex = -2; + bool m_IsCutValid = true; + bool m_Dirty = false; + + //Cut tool elements + internal Face m_TargetFace; + internal Face m_CurrentFace; + internal Vector3 m_CurrentPosition = Vector3.positiveInfinity; + internal Vector3 m_CurrentPositionNormal = Vector3.up; + internal VertexTypes m_CurrentVertexTypes = VertexTypes.None; + IList m_SelectedEdges = null; + IList m_SelectedVertices = null; + + //Path composed of position that define a cut in the face + [SerializeField] + internal List m_CutPath = new List(); + //Connection between the path and the mesh vertices to get a 'safe' cut + internal List> m_MeshConnections = new List>(); + + //Snapping + int m_SnapedVertexId = -1; + Edge m_SnapedEdge = Edge.Empty; + + bool m_SnapToGeometry; + float m_SnappingDistance; + + //Overlay fields + GUIContent m_OverlayTitle; + const string k_SnapToGeometryPrefKey = "VertexInsertion.snapToGeometry"; + const string k_SnappingDistancePrefKey = "VertexInsertion.snappingDistance"; + + public bool isALoop + { + get + { + if (m_CutPath.Count < 3) + return false; + + return Math.Approx3(m_CutPath[0].position, m_CutPath[m_CutPath.Count - 1].position); + } + } + + public int connectionsToBordersCount + { + get + { + return m_CutPath.Count(data => (data.types & (VertexTypes.AddedOnEdge | VertexTypes.ExistingVertex)) != 0 + && (data.types & VertexTypes.VertexInShape) == 0); + } + } + + /// + /// Update the mouse cursor depending on the tool status + /// + /// the texture to use as a cursor + Texture2D cursorTexture + { + get + { + if(m_CutPath.Count > 0) + return m_CutAddCursorTexture; + + return m_CutCursorTexture; + } + } + + public override bool IsAvailable() + { + return MeshSelection.selectedObjectCount == 1; + } + + void OnEnable() + { + s_HandleColorUseExistingVertex = Handles.selectedColor; + s_HandleColorAddVertexOnEdge = Handles.selectedColor; + + m_OverlayTitle = new GUIContent("Cut Settings"); + m_SnapToGeometry = EditorPrefs.GetBool( k_SnapToGeometryPrefKey, false ); + m_SnappingDistance = EditorPrefs.GetFloat( k_SnappingDistancePrefKey, 0.1f ); + + m_CutCursorTexture = IconUtility.GetIcon("Cursors/cutCursor"); + m_CutAddCursorTexture = IconUtility.GetIcon("Cursors/cutCursor-add"); + + m_Mesh = null; + } + + public override void OnActivated() + { + if(MeshSelection.selectedObjectCount == 1) + { + m_Mesh = MeshSelection.activeMesh; + m_Mesh.ClearSelection(); + m_SelectedVertices = m_Mesh.sharedVertexLookup.Keys.ToArray(); + m_SelectedEdges = m_Mesh.faces.SelectMany(f => f.edges).Distinct().ToArray(); + } + Undo.undoRedoPerformed += UndoRedoPerformed; + MeshSelection.objectSelectionChanged += UpdateTarget; + ProBuilderEditor.selectModeChanged += OnSelectModeChanged; + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + } + + public override void OnWillBeDeactivated() + { + ExecuteCut(false); + + Undo.undoRedoPerformed -= UndoRedoPerformed; + MeshSelection.objectSelectionChanged -= UpdateTarget; + ProBuilderEditor.selectModeChanged -= OnSelectModeChanged; + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; + } + + /// + /// Clear all data from the cut tool + /// + void Clear() + { + m_Mesh = null; + m_TargetFace = null; + m_CurrentFace = null; + m_PlacingPoint = false; + m_CurrentCutCursor = null; + m_CutPath.Clear(); + m_MeshConnections.Clear(); + + m_SelectedVertices = null; + m_SelectedEdges = null; + + EditorHandleDrawing.ClearHandles(); + + ProBuilderEditor.Refresh(); + } + + /// + /// Exit the tool and restore the previous tool + /// + void ExitTool() + { + Clear(); + ToolManager.RestorePreviousTool(); + } + + private void OnPlayModeStateChanged(PlayModeStateChange state) + { + if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode) + { + // Reset tool state when entering/exiting playmode + if (ToolManager.IsActiveTool(this)) + ExitTool(); + } + } + + /// + /// Undo/Redo callback: Reset and recompute lines, and update the targeted face if needed + /// + void UndoRedoPerformed() + { + if(m_CutPath.Count == 0 && m_Mesh != null) + { + m_TargetFace = null; + + m_SelectedVertices = m_Mesh.sharedVertexLookup.Keys.ToArray(); + m_SelectedEdges = m_Mesh.faces.SelectMany(f => f.edges).Distinct().ToArray(); + } + + m_SelectedIndex = -1; + m_MeshConnections.Clear(); + + m_Dirty = true; + } + + void OnSelectModeChanged(SelectMode mode) + { + ToolManager.RestorePreviousPersistentTool(); + } + + /// + /// Update the mesh targeted by the tool. + /// This is used when the mesh selection is changed to refresh the tool. + /// + internal void UpdateTarget() + { + if(MeshSelection.activeMesh != m_Mesh) + { + Clear(); + if(MeshSelection.selectedObjectCount == 1) + { + m_Mesh = MeshSelection.activeMesh; + m_Mesh.ClearSelection(); + + m_SelectedVertices = m_Mesh.sharedVertexLookup.Keys.ToArray(); + m_SelectedEdges = m_Mesh.faces.SelectMany(f => f.edges).Distinct().ToArray(); + + if(m_CutPath.Count > 0) + { + m_CutPath.Clear(); + m_MeshConnections.Clear(); + } + } + } + } + + /// + /// Creates a toggle for cut tool overlays. + /// + /// toggle title + /// starting value for the toggle + /// new toggle value + bool DoOverlayToggle(string label, bool val) + { + using(new GUILayout.HorizontalScope()) + { + EditorGUILayout.LabelField(label, GUILayout.Width(225)); + GUILayout.FlexibleSpace(); + return EditorGUILayout.Toggle(val); + } + } + + /// + /// Main GUI update for the tool, calls every secondary methods to place points, update lines and compute the cut + /// + /// current window calling the tool : SceneView + public override void OnToolGUI( EditorWindow window ) + { + // todo refactor overlays to use `Overlay` class +#pragma warning disable 618 + SceneViewOverlay.Window( m_OverlayTitle, OnOverlayGUI, 0, SceneViewOverlay.WindowDisplayOption.OneWindowPerTitle ); +#pragma warning restore 618 + + var currentEvent = Event.current; + if (currentEvent.type == EventType.KeyDown) + HandleKeyEvent(currentEvent); + + if(currentEvent.type == EventType.Repaint && m_Mesh != null) + { + DoExistingLinesGUI(); + DoExistingPointsGUI(); + } + + if (EditorHandleUtility.SceneViewInUse(currentEvent)) + return; + + if(m_Mesh != null) + { + m_ControlId = GUIUtility.GetControlID(FocusType.Passive); + if(currentEvent.type == EventType.Layout) + HandleUtility.AddDefaultControl(m_ControlId); + + DoPointPlacement(window); + + //Refresh the cut shape if points have been added to it or removed. + if(m_Dirty) + RebuildCutShape(); + + if(currentEvent.type == EventType.Repaint) + { + DrawGuideLine(); + DoCurrentPointsGUI(); + DoVisualCues(); + + Cursor.SetCursor(m_CurrentCutCursor, Vector2.zero, CursorMode.Auto); + if(m_CurrentCutCursor != null) + { + Rect sceneViewRect = window.position; + sceneViewRect.x = 0; + sceneViewRect.y = 0; + SceneView.AddCursorRect(sceneViewRect, MouseCursor.CustomCursor); + } + } + } + } + + bool IsCursorInSceneView(EditorWindow window) + { + if (!(window is SceneView sceneView)) + return false; + + var mousePos = Event.current.mousePosition; + mousePos = VisualElementExtensions.LocalToWorld(sceneView.cameraViewVisualElement, mousePos); + + var ve = window.rootVisualElement.panel.Pick(mousePos); + if (ve == null) + return false; + + return (ve == sceneView.cameraViewVisualElement); + } + + + /// + /// Overlay GUI + /// + /// the target of this overlay + /// the current SceneView where to display the overlay + void OnOverlayGUI(UObject target, SceneView view) + { + if(MeshSelection.selectedObjectCount != 1) + { + var rect = EditorGUILayout.GetControlRect(false, 45); + EditorGUI.HelpBox(rect, L10n.Tr("One and only one ProBuilder mesh must be selected."), MessageType.Warning); + } + + GUI.enabled = MeshSelection.selectedObjectCount == 1; + + m_SnapToGeometry = DoOverlayToggle(L10n.Tr("Snap to existing edges and vertices"), m_SnapToGeometry); + EditorPrefs.SetBool(k_SnapToGeometryPrefKey, m_SnapToGeometry); + + if(!m_SnapToGeometry) + GUI.enabled = false; + EditorGUI.indentLevel++; + using(new GUILayout.HorizontalScope()) + { + EditorGUILayout.LabelField(L10n.Tr("Snapping distance"), GUILayout.Width(200)); + m_SnappingDistance = EditorGUILayout.FloatField(m_SnappingDistance); + EditorPrefs.SetFloat( k_SnappingDistancePrefKey, m_SnappingDistance); + } + EditorGUI.indentLevel--; + + GUI.enabled = true; + + if(MeshSelection.selectedObjectCount != 1) + GUI.enabled = false; + + using(new GUILayout.HorizontalScope()) + { + if(m_Mesh == null) + { + if(GUILayout.Button(EditorGUIUtility.TrTextContent("Start"))) + UpdateTarget(); + + if(GUILayout.Button(EditorGUIUtility.TrTextContent("Quit"))) + ExitTool(); + } + else + { + if(GUILayout.Button(EditorGUIUtility.TrTextContent("Complete"))) + ExecuteCut(); + + if(GUILayout.Button(EditorGUIUtility.TrTextContent("Cancel"))) + ExitTool(); + } + } + + GUI.enabled = true; + } + + + /// + /// Handle key events + /// + /// the current event to check + void HandleKeyEvent(Event evt) + { + KeyCode key = evt.keyCode; + + switch (key) + { + case KeyCode.Backspace: + { + if (m_CutPath.Count > 0) + { + UndoUtility.RecordObject(m_Mesh, "Delete Selected Points"); + m_CutPath.RemoveAt(m_CutPath.Count - 1); + m_Dirty = true; + } + + evt.Use(); + break; + } + + case KeyCode.Escape: + evt.Use(); + ExitTool(); + break; + + case KeyCode.KeypadEnter: + case KeyCode.Return: + case KeyCode.Space: + evt.Use(); + ExecuteCut(); + ExitTool(); + break; + } + } + + /// + /// Compute the placement of the designated position, this method takes into account the snapping option + /// And check as well if the user is moving existing positions of the cut path. + /// The method is also in charge to add the new positions to the CutPath on user clicks + /// + void DoPointPlacement(EditorWindow window) + { + Event evt = Event.current; + EventType evtType = evt.type; + + bool hasHitPosition = UpdateHitPosition(); + + //Updating visual helpers to get the right position and color to help in the placement + if (evtType == EventType.Repaint) + { + m_SnappingPoint = m_SnapToGeometry || (evt.modifiers & EventModifiers.Control) != 0; + m_ModifyingPoint = evt.shift; + + if(!m_SnappingPoint && + !m_ModifyingPoint && + !m_PlacingPoint) + m_SelectedIndex = -1; + + if (hasHitPosition && IsCursorInSceneView(window)) + { + m_CurrentCutCursor = cursorTexture; + if( (m_CurrentVertexTypes & (VertexTypes.ExistingVertex | VertexTypes.VertexInShape)) != 0) + m_CurrentHandleColor = m_ModifyingPoint ? k_HandleColorModifyVertex : s_HandleColorUseExistingVertex; + else if ((m_CurrentVertexTypes & VertexTypes.AddedOnEdge) != 0) + m_CurrentHandleColor = s_HandleColorAddVertexOnEdge; + else + { + m_CurrentHandleColor = k_HandleColorAddNewVertex; + if(!m_PlacingPoint) + m_SelectedIndex = -1; + } + } + else + { + m_CurrentCutCursor = null; + m_CurrentPosition = Vector3.positiveInfinity; + m_CurrentVertexTypes = VertexTypes.None; + m_CurrentHandleColor = k_HandleColor; + } + } + + //If the user is moving an existing point + if (m_PlacingPoint || m_ModifyingPoint) + { + if( evtType == EventType.MouseDown && evt.button == 0 + && HandleUtility.nearestControl == m_ControlId ) + { + m_PlacingPoint = true; + } + + if (evtType == EventType.MouseDrag) + { + if (hasHitPosition && m_SelectedIndex >= 0) + { + evt.Use(); + CutVertexData data = m_CutPath[m_SelectedIndex]; + data.position = m_CurrentPosition; + m_CutPath[m_SelectedIndex] = data; + m_Dirty = true; + } + } + + if (evtType == EventType.MouseUp || + evtType == EventType.Ignore || + evtType == EventType.KeyDown || + evtType == EventType.KeyUp) + { + evt.Use(); + m_PlacingPoint = false; + m_SelectedIndex = -1; + } + } + //If the user is adding the current position to the cut. + else if (hasHitPosition + && evtType == EventType.MouseDown && evt.button == 0 + && HandleUtility.nearestControl == m_ControlId) + { + if(CanAppendCurrentPointToPath()) + { + AddCurrentPositionToPath(); + evt.Use(); + } + } + + //If nothing in the current cut, then pass the mouse event to ProBuilder Editor to handle selection. + //This might disable the tool depending on the new selection. + if(m_CutPath.Count == 0 + && !hasHitPosition + && HandleUtility.nearestControl == m_ControlId) + { + ProBuilderEditor.instance.HandleMouseEvent(SceneView.lastActiveSceneView, m_ControlId); + } + } + + bool CanAppendCurrentPointToPath() + { + int polyCount = m_CutPath.Count; + + if (!Math.IsNumber(m_CurrentPosition)) + return false; + + if (!(polyCount == 0 || m_SelectedIndex != polyCount - 1)) + return false; + + // duplicate points are not permitted, except the special case where placing a final point on the starting + // point finishes the cut operation. + for(int i = 1; i < polyCount; i++) + if (Math.Approx3(m_CutPath[i].position, m_CurrentPosition)) + return false; + + // when the existing vertex count is less than 3, don't allow the special duplicate first vertex position + return polyCount < 2 || !(polyCount < 3 && Math.Approx3(m_CutPath[0].position, m_CurrentPosition)); + } + + internal void AddCurrentPositionToPath(bool optimize = true) + { + UndoUtility.RecordObject(this, "Add Vertex On Path"); + + if(m_TargetFace == null) + { + m_TargetFace = m_CurrentFace; + + var edges = m_TargetFace.edges; + m_SelectedVertices = edges.Select(e => e.a).ToArray(); + m_SelectedEdges = edges.ToArray(); + } + + m_CutPath.Add(new CutVertexData(m_CurrentPosition, m_CurrentPositionNormal, m_CurrentVertexTypes)); + m_PlacingPoint = true; + m_SelectedIndex = m_CutPath.Count - 1; + + RebuildCutShape(optimize); + } + + /// + /// Compute the position designated by the user in the current mesh/face taking into account snapping + /// + /// true is a valid position is computed in the mesh + bool UpdateHitPosition() + { + Event evt = Event.current; + + Ray ray = UHandleUtility.GUIPointToWorldRay(evt.mousePosition); + RaycastHit pbHit; + + m_CurrentFace = null; + + if (UnityEngine.ProBuilder.HandleUtility.FaceRaycast(ray, m_Mesh, out pbHit)) + { + UpdateCurrentPosition(m_Mesh.faces[pbHit.face], pbHit.point ,pbHit.normal); + return true; + } + + return false; + } + + /// + /// Add the position in the face to the cut taking into account snapping + /// + internal void UpdateCurrentPosition(Face face, Vector3 position, Vector3 normal) + { + m_CurrentPosition = position; + m_CurrentPositionNormal = normal; + m_CurrentFace = face; + m_CurrentVertexTypes = VertexTypes.None; + + CheckPointInCutPath(); + + if (m_CurrentVertexTypes == VertexTypes.None && !m_ModifyingPoint) + CheckPointInMesh(); + } + + /// + /// Updates the connections between the cut path and the mesh vertices + /// + internal void UpdateMeshConnections() + { + m_MeshConnections.Clear(); + if(m_CutPath.Count < 2) + return; + + List existingVerticesInCut = + m_CutPath.Where(v => ( v.types | VertexTypes.ExistingVertex ) != 0) + .Select(v => v.position).ToList(); + + Vector3[] verticesPositions = m_Mesh.positionsInternal; + if(!isALoop) + { + //Connects to start and the end of the path to create a loop + float minDistToStart = Single.PositiveInfinity, minDistToStart2 = Single.PositiveInfinity; + float minDistToEnd = Single.PositiveInfinity, minDistToEnd2 = Single.PositiveInfinity; + int bestVertexIndexToStart = -1, bestVertexIndexToStart2 = -1, bestVertexIndexToEnd = -1, bestVertexIndexToEnd2 = -1; + float dist; + foreach(var vertexIndex in m_TargetFace.distinctIndexes) + { + if(existingVerticesInCut.Count > 0) + { + if(existingVerticesInCut.Exists(vert => Math.Approx3(verticesPositions[vertexIndex], vert))) + continue; + } + + if(( m_CutPath[0].types & VertexTypes.NewVertex ) != 0) + { + dist = Vector3.Distance(verticesPositions[vertexIndex], m_CutPath[0].position); + if(dist < minDistToStart) + { + minDistToStart2 = minDistToStart; + bestVertexIndexToStart2 = bestVertexIndexToStart; + minDistToStart = dist; + bestVertexIndexToStart = vertexIndex; + }else if(dist < minDistToStart2) + { + minDistToStart2 = dist; + bestVertexIndexToStart2 = vertexIndex; + } + } + if(m_CutPath.Count > 1 && ( m_CutPath[m_CutPath.Count - 1].types & VertexTypes.NewVertex ) != 0) + { + dist = Vector3.Distance(verticesPositions[vertexIndex], m_CutPath[m_CutPath.Count - 1].position); + if(dist < minDistToEnd) + { + minDistToEnd2 = minDistToEnd; + bestVertexIndexToEnd2 = bestVertexIndexToEnd; + minDistToEnd = dist; + bestVertexIndexToEnd = vertexIndex; + } + else if(dist < minDistToEnd2) + { + minDistToEnd2 = dist; + bestVertexIndexToEnd2 = vertexIndex; + } + } + } + + //Do not connect the 2 extremities to the same point + if(bestVertexIndexToStart == bestVertexIndexToEnd) + { + if(minDistToStart2 < minDistToEnd2) + bestVertexIndexToStart = bestVertexIndexToStart2; + else + bestVertexIndexToEnd = bestVertexIndexToEnd2; + } + + if(bestVertexIndexToStart >= 0) + m_MeshConnections.Add(new SimpleTuple(0,bestVertexIndexToStart)); + + if(bestVertexIndexToEnd >= 0) + m_MeshConnections.Add(new SimpleTuple(m_CutPath.Count - 1,bestVertexIndexToEnd)); + } + else if(isALoop && connectionsToBordersCount < 2) + { + //The path must have minimum connections with the face borders, find the closest vertices + foreach(var vertexIndex in m_TargetFace.distinctIndexes) + { + if(existingVerticesInCut.Count > 0) + { + if(existingVerticesInCut.Exists(vert => Math.Approx3(verticesPositions[vertexIndex], vert))) + continue; + } + + int pathIndex = -1; + float minDistance = Single.MaxValue; + for(int i = 0; i < m_CutPath.Count; i++) + { + if(( m_CutPath[i].types & (VertexTypes.AddedOnEdge | VertexTypes.ExistingVertex) ) == 0) + { + float dist = Vector3.Distance(verticesPositions[vertexIndex], m_CutPath[i].position); + if(dist < minDistance) + { + minDistance = dist; + pathIndex = i; + } + } + } + + if(pathIndex >= 0) + { + if(m_MeshConnections.Exists(tup => tup.item1 == pathIndex)) + { + var tuple = m_MeshConnections.Find(tup => tup.item1 == pathIndex); + if(Vector3.Distance(m_CutPath[tuple.item1].position, verticesPositions[tuple.item2]) + > Vector3.Distance(m_CutPath[pathIndex].position, verticesPositions[vertexIndex])) + { + m_MeshConnections.Remove(tuple); + m_MeshConnections.Add(new SimpleTuple(pathIndex, vertexIndex)); + } + } + else + m_MeshConnections.Add(new SimpleTuple(pathIndex, vertexIndex)); + } + } + + m_MeshConnections.Sort((a,b) => + (int)Mathf.Sign(Vector3.Distance(m_CutPath[a.item1].position, verticesPositions[a.item2]) + - Vector3.Distance(m_CutPath[b.item1].position, verticesPositions[b.item2]))); + + int connectionsCount = 2 - connectionsToBordersCount; + m_MeshConnections.RemoveRange(connectionsCount,m_MeshConnections.Count - connectionsCount); + } + } + + /// + /// Compute the cut result and display a notification + /// + void ExecuteCut(bool restorePrevious = true) + { + ActionResult result = DoCut(); + EditorUtility.ShowNotification(result.notification); + + if(restorePrevious) + ExitTool(); + } + + /// + /// Compute the faces resulting from the cut: + /// - First inserts points defining the cut as vertices in the face + /// - Compute the central polygon is the cut is creating a closed polygon in the face + /// - Update the rest of the face accordingly to the cut and the central polygon + /// + /// ActionResult success if it was possible to create the cut + internal ActionResult DoCut() + { + if (m_TargetFace == null || m_CutPath.Count < 2) + { + return new ActionResult(ActionResult.Status.Canceled, L10n.Tr("Not enough elements selected for a cut")); + } + + if(!m_IsCutValid) + { + return new ActionResult(ActionResult.Status.Failure, L10n.Tr("The current cut overlaps itself")); + } + + UndoUtility.RecordObject(m_Mesh, "Execute Cut"); + + List meshVertices = new List(); + m_Mesh.GetVerticesInList(meshVertices); + Vertex[] formerVertices = new Vertex[m_MeshConnections.Count]; + for(int i = 0; i < m_MeshConnections.Count; i++) + { + formerVertices[i] = meshVertices[m_MeshConnections[i].item2]; + } + + //Insert cut vertices in the mesh + List cutVertices = InsertVertices(); + m_Mesh.GetVerticesInList(meshVertices); + //Retrieve indexes of the cut points in the mesh vertices + int[] cutIndexes = cutVertices.Select(vert => meshVertices.IndexOf(vert)).ToArray(); + + //Update mesh connections with new indexes + for(int i = 0; i connection = m_MeshConnections[i]; + connection.item1 = meshVertices.IndexOf(cutVertices[connection.item1]); + connection.item2 = meshVertices.IndexOf(formerVertices[i]); + m_MeshConnections[i] = connection; + } + + List newFaces = new List(); + // If the cut defines a loop in the face, create the polygon corresponding to that loop + if (isALoop) + { + Face f = m_Mesh.CreatePolygon(cutIndexes, false); + f.submeshIndex = m_TargetFace.submeshIndex; + + if(f == null) + return new ActionResult(ActionResult.Status.Failure, L10n.Tr("Cut Shape is not valid")); + + Vector3 nrm = Math.Normal(m_Mesh, f); + Vector3 targetNrm = Math.Normal(m_Mesh, m_TargetFace); + // If the shape is define in the wrong orientation compared to the former face, reverse it + if(Vector3.Dot(nrm,targetNrm) < 0f) + f.Reverse(); + + newFaces.Add(f); + } + + //Compute the rest of the new faces (faces outside of the loop or division of the original face) + List faces = ComputeNewFaces(m_TargetFace, cutIndexes); + if(!isALoop) + newFaces.AddRange(faces); + + //Remove inserted vertices only if they were inserted for the process + List verticesIndexesToDelete = new List(); + for(int i = 0; i < m_CutPath.Count; i++) + { + if(( m_CutPath[i].types & VertexTypes.NewVertex ) != 0 + && ( m_CutPath[i].types & VertexTypes.VertexInShape ) == 0) + verticesIndexesToDelete.Add(cutIndexes[i]); + } + m_Mesh.DeleteVertices(verticesIndexesToDelete); + + //Delete former face + m_Mesh.DeleteFace(m_TargetFace); + + m_Mesh.ToMesh(); + m_Mesh.Refresh(); + m_Mesh.Optimize(); + + //Update mesh selection after the cut has been performed + MeshSelection.ClearElementSelection(); + m_Mesh.SetSelectedFaces(newFaces); + ProBuilderEditor.Refresh(); + + Clear(); + + return new ActionResult(ActionResult.Status.Success, L10n.Tr("Cut executed")); + } + + + /// + /// Based on the new vertices inserted in the face, this method computes the different faces + /// created between the cut and the original face (external to the cut if it makes a loop) + /// + /// The faces are created by parsing the edges that defines the border of the original face. Is an edge ends on a + /// vertex that is part of the cut, or belongs to a connection between the cut and the face, + /// we close the defined polygon using the cut (though ComputeFaceClosure method) and create a face out of this polygon + /// + /// Original face to modify + /// Indexes of the new vertices inserted in the face + /// The list of polygons to create (defined by their vertices indexes) + List ComputeNewFaces(Face face, IList cutVertexIndexes) + { + List newFaces = new List(); + + //Get Vertices from the mesh + Dictionary sharedToUnique = m_Mesh.sharedVertexLookup; + var cutVertexSharedIndexes = cutVertexIndexes.Select(ind => sharedToUnique[ind]).ToList(); + + //Parse peripheral edges to unique id and find a common point between the peripheral edges and the cut + var peripheralEdges = WingedEdge.SortEdgesByAdjacency(face); + var peripheralEdgesUnique = new List(); + int startIndex = -1; + for (int i = 0; i < peripheralEdges.Count; i++) + { + Edge eShared = peripheralEdges[i]; + Edge eUnique = new Edge(sharedToUnique[eShared.a], sharedToUnique[eShared.b]); + peripheralEdgesUnique.Add(eUnique); + + if (startIndex == -1 && ( cutVertexSharedIndexes.Contains(eUnique.a) + || m_MeshConnections.Exists(tup => sharedToUnique[tup.item2] == eUnique.a))) + startIndex = i; + } + + //Create a polygon for each cut reaching the mesh edges + List facesToDelete = new List(); + List polygon = new List(); + for (int i = startIndex; i <= peripheralEdgesUnique.Count + startIndex; i++) + { + polygon.Add(peripheralEdges[i % peripheralEdgesUnique.Count].a); + Edge e = peripheralEdgesUnique[i % peripheralEdgesUnique.Count]; + + if(polygon.Count > 1) + { + int index = -1; + if(cutVertexSharedIndexes.Contains(e.a)) // get next vertex + { + index = e.a; + } + else if(m_MeshConnections.Exists(tup => sharedToUnique[tup.item2] == e.a)) + { + SimpleTuple connection = m_MeshConnections.Find(tup => sharedToUnique[tup.item2] == e.a); + polygon.Add(connection.item1); + index = sharedToUnique[connection.item1]; + } + + if(index >= 0) + { + // In the case of only 2 distinct, a face should not be added. + if (polygon.Count != 2) + { + List toDelete; + Face newFace = ComputeFaceClosure(polygon, index, cutVertexSharedIndexes, out toDelete); + newFace.submeshIndex = m_TargetFace.submeshIndex; + + newFaces.Add(newFace); + facesToDelete.AddRange(toDelete); + } + + //Start a new polygon + polygon = new List(); + polygon.Add(peripheralEdges[i % peripheralEdgesUnique.Count].a); + } + } + } + polygon.Clear(); + + m_Mesh.DeleteFaces(facesToDelete); + return newFaces; + } + + + + /// + /// The method computes all the possible faces that can be made starting by the vertices in polygonStart and ending with the cut + /// This method creates faces that are not the final one and that must be deleted at the end. These invalid faces are returned in facesToDelete + /// The only valid face is returned from this method. From all defined faces, the valid face is the one with the smaller area + /// (otherwise it means it covers another face of the mesh). + /// + /// Indexes of the first vertices of the new Face to define, these vertices are coming from the original face only + /// Current vertex index in the cut + /// Indexes of the vertices defining the cut + /// out : extra faces created by this method that will need to be deleted after + /// (these faces cannot be deleted directly as it will break the m_MeshConnections by deleting some indexes before the end of the algorithm) + /// the valid face that need to be kept in the resulting mesh + Face ComputeFaceClosure( List polygonStart, int currentIndex, List cutIndexes, out List facesToDelete) + { + List meshVertices = new List(); + IList uniqueIdToVertexIndex = m_Mesh.sharedVertices; + Dictionary sharedToUnique = m_Mesh.sharedVertexLookup; + + int polygonFirstVertex = polygonStart[0]; + int startIndex = cutIndexes.IndexOf(currentIndex); + + SimpleTuple connection = m_MeshConnections.Find(tup => sharedToUnique[tup.item2] == sharedToUnique[polygonFirstVertex]); + + List> closureCandidates = new List>(); + + //Go through the cut in reverse direction + int index; + int finalIndex = isALoop ?(startIndex - cutIndexes.Count) : 0; + bool connected = false; + List candidate = new List(); + for(index = startIndex - 1; index >= finalIndex; index--) + { + int vertexIndex = uniqueIdToVertexIndex[cutIndexes[(index + cutIndexes.Count) % cutIndexes.Count]][0]; + candidate.Add(vertexIndex); + if(sharedToUnique[vertexIndex] == sharedToUnique[polygonFirstVertex] || + sharedToUnique[vertexIndex] == sharedToUnique[connection.item1]) + { + connected = true; + break; + } + } + + //If we find a valid candidate for the connection, add it to the list + if(connected) + closureCandidates.Add(candidate); + + //Go through the cut in forward direction + finalIndex = isALoop ? (startIndex + cutIndexes.Count) : cutIndexes.Count; + connected = false; + candidate = new List(); + for(index = startIndex + 1; index < finalIndex; index++) + { + int vertexIndex = uniqueIdToVertexIndex[cutIndexes[index % cutIndexes.Count]][0]; + candidate.Add(vertexIndex); + if(sharedToUnique[vertexIndex] == sharedToUnique[polygonFirstVertex] || + sharedToUnique[vertexIndex] == sharedToUnique[connection.item1]) + { + connected = true; + break; + } + } + + //If we find a valid candidate for the connection, add it to the list + if(connected) + closureCandidates.Add(candidate); + + //Go through the different candidate and keep the best one + facesToDelete = new List(); + Face bestFace = null; + float bestArea = 0f; + foreach(var closure in closureCandidates) + { + closure.AddRange(polygonStart); + + Face face = m_Mesh.CreatePolygon(closure, false); + m_Mesh.GetVerticesInList(meshVertices); + uniqueIdToVertexIndex = m_Mesh.sharedVertices; + sharedToUnique = m_Mesh.sharedVertexLookup; + + if(bestFace != null) + { + Vector3[] vertices = meshVertices.Select(vertex => vertex.position).ToArray(); + int[] indexes = face.indexesInternal.Select(i => uniqueIdToVertexIndex[sharedToUnique[i]][0]).ToArray(); + float area = Math.PolygonArea(vertices, indexes); + if(area < bestArea) + { + facesToDelete.Add(bestFace); + bestArea = area; + bestFace = face; + } + else + facesToDelete.Add(face); + } + else + { + bestFace = face; + if (face.indexesInternal != null) + { + Vector3[] vertices = meshVertices.Select(vertex => vertex.position).ToArray(); + int[] indexes = face.indexesInternal.Select(i => uniqueIdToVertexIndex[sharedToUnique[i]][0]).ToArray(); + bestArea = Math.PolygonArea(vertices, indexes); + } + } + } + + return bestFace; + } + + /// + /// Check whether the current position (m_CurrentPosition) can be associated/snapped to an existing position of the path + /// + void CheckPointInCutPath() + { + //Check if trying to reach the start point + if(!m_ModifyingPoint && m_CutPath.Count > 1) + { + float snapDistance = 0.1f; + var vertexData = m_CutPath[0]; + if(Math.Approx3(vertexData.position, m_CurrentPosition, snapDistance)) + { + m_CurrentPosition = vertexData.position; + m_CurrentVertexTypes = vertexData.types | VertexTypes.VertexInShape; + m_SelectedIndex = 0; + } + } + else if (m_SnappingPoint || m_ModifyingPoint) + { + float snapDistance = m_SnappingDistance; + for(int i = 0; i < m_CutPath.Count; i++) + { + var vertexData = m_CutPath[i]; + if(Math.Approx3(vertexData.position, + m_CurrentPosition, + snapDistance)) + { + snapDistance = Vector3.Distance(vertexData.position, m_CurrentPosition); + if(!m_ModifyingPoint) + m_CurrentPosition = vertexData.position; + m_CurrentVertexTypes = vertexData.types | VertexTypes.VertexInShape; + m_SelectedIndex = i; + } + } + } + } + + /// + /// Check whether the current position (m_CurrentPosition) can be associated/snapped to an existing + /// edge or vertex of the current face + /// + void CheckPointInMesh() + { + m_CurrentVertexTypes = VertexTypes.NewVertex; + bool snapedOnVertex = false; + float snapDistance = m_SnappingDistance; + int bestIndex = -1; + float bestDistance = Mathf.Infinity; + + m_SnapedVertexId = -1; + m_SnapedEdge = Edge.Empty; + + Vertex[] vertices = m_Mesh.GetVertices(); + List peripheralEdges = WingedEdge.SortEdgesByAdjacency(m_CurrentFace); + if (m_TargetFace != null && m_CurrentFace != m_TargetFace) + peripheralEdges = WingedEdge.SortEdgesByAdjacency(m_TargetFace); + for (int i = 0; i < peripheralEdges.Count; i++) + { + if ((m_TargetFace == null || m_TargetFace == m_CurrentFace) && m_SnappingPoint) + { + if (Math.Approx3(vertices[peripheralEdges[i].a].position, + m_CurrentPosition, + snapDistance)) + { + bestIndex = i; + snapedOnVertex = true; + break; + } + else + { + float dist = Math.DistancePointLineSegment( + m_CurrentPosition, + vertices[peripheralEdges[i].a].position, + vertices[peripheralEdges[i].b].position); + + if (dist < Mathf.Min(snapDistance, bestDistance)) + { + bestIndex = i; + bestDistance = dist; + } + } + } + //Even with no snapping, try to detect if the first point is on a existing geometry + else if(m_TargetFace == null && !m_SnappingPoint) + { + if (Math.Approx3(vertices[peripheralEdges[i].a].position, + m_CurrentPosition, + 0.01f)) + { + bestIndex = i; + snapedOnVertex = true; + break; + } + else + { + float dist = Math.DistancePointLineSegment( + m_CurrentPosition, + vertices[peripheralEdges[i].a].position, + vertices[peripheralEdges[i].b].position); + + if (dist < Mathf.Min(0.01f, bestDistance)) + { + bestIndex = i; + bestDistance = dist; + } + } + } + else if(m_CurrentFace != m_TargetFace && m_TargetFace != null ) + { + float edgeDist = Math.DistancePointLineSegment(m_CurrentPosition, + vertices[peripheralEdges[i].a].position, + vertices[peripheralEdges[i].b].position); + + float vertexDist = Vector3.Distance(m_CurrentPosition, + vertices[peripheralEdges[i].a].position); + + if (edgeDist < vertexDist && edgeDist < bestDistance) + { + bestIndex = i; + bestDistance = edgeDist; + snapedOnVertex = false; + } + //always prioritize vertex snap on edge snap + else if (vertexDist <= bestDistance) + { + bestIndex = i; + bestDistance = vertexDist; + snapedOnVertex = true; + } + } + } + + //We found a close vertex + if (snapedOnVertex) + { + m_CurrentPosition = vertices[peripheralEdges[bestIndex].a].position; + m_CurrentVertexTypes = VertexTypes.ExistingVertex; + m_SelectedIndex = -1; + + m_SnapedVertexId = peripheralEdges[bestIndex].a; + CheckPointInCutPath(); + } + //If not, did we found a close edge? + else if (bestIndex >= 0) + { + if (m_TargetFace == null || m_TargetFace == m_CurrentFace) + { + Vector3 left = vertices[peripheralEdges[bestIndex].a].position, + right = vertices[peripheralEdges[bestIndex].b].position; + + float x = (m_CurrentPosition - left).magnitude; + float y = (m_CurrentPosition - right).magnitude; + + m_CurrentPosition = left + (x / (x + y)) * (right - left); + } + else //if(m_CurrentFace != m_TargetFace) + { + Vector3 a = m_CurrentPosition - + vertices[peripheralEdges[bestIndex].a].position; + Vector3 b = vertices[peripheralEdges[bestIndex].b].position - + vertices[peripheralEdges[bestIndex].a].position; + + float angle = Vector3.Angle(b, a); + m_CurrentPosition = Vector3.Magnitude(a) * Mathf.Cos(angle * Mathf.Deg2Rad) * b / Vector3.Magnitude(b); + m_CurrentPosition += vertices[peripheralEdges[bestIndex].a].position; + } + + m_SnapedEdge = peripheralEdges[bestIndex]; + + m_CurrentVertexTypes = VertexTypes.AddedOnEdge; + m_SelectedIndex = -1; + } + } + + /// + /// Insert all position from the cut path to the current faces as new vertices + /// + /// The list of Vertex inserted in the face + List InsertVertices() + { + List newVertices = new List(); + + foreach (var vertexData in m_CutPath) + { + switch (vertexData.types) + { + case VertexTypes.ExistingVertex: + case VertexTypes.VertexInShape: + newVertices.Add(InsertVertexOnExistingVertex(vertexData.position)); + break; + case VertexTypes.AddedOnEdge: + newVertices.Add(InsertVertexOnExistingEdge(vertexData.position)); + break; + case VertexTypes.NewVertex: + newVertices.Add(m_Mesh.InsertVertexInMesh(vertexData.position,vertexData.normal)); + break; + default: + break; + } + } + + return newVertices; + } + + /// + /// Method to retrieve a vertex already existing in the face to avoid duplicated + /// + /// The vertex position + /// The retrieved vertex + Vertex InsertVertexOnExistingVertex(Vector3 vertexPosition) + { + Vertex vertex = null; + + List vertices = m_Mesh.GetVertices().ToList(); + for (int vertIndex = 0; vertIndex < vertices.Count; vertIndex++) + { + if (Math.Approx3(vertices[vertIndex].position, vertexPosition) + && !float.IsNaN(vertices[vertIndex].normal.x) ) + { + vertex = vertices[vertIndex]; + break; + } + } + + return vertex; + } + + /// + /// Insert the vertex in an exiting edge + /// + /// The position of the vertex to insert + /// The inew vertex inserted + Vertex InsertVertexOnExistingEdge(Vector3 vertexPosition) + { + List vertices = m_Mesh.GetVertices().ToList(); + List peripheralEdges = WingedEdge.SortEdgesByAdjacency(m_TargetFace); + + int bestIndex = -1; + float bestDistance = Mathf.Infinity; + for (int i = 0; i < peripheralEdges.Count; i++) + { + float dist = UnityEngine.ProBuilder.Math.DistancePointLineSegment(vertexPosition, + vertices[peripheralEdges[i].a].position, + vertices[peripheralEdges[i].b].position); + + if (dist < bestDistance) + { + bestIndex = i; + bestDistance = dist; + } + } + + Vertex v = m_Mesh.InsertVertexOnEdge(peripheralEdges[bestIndex], vertexPosition); + return v; + } + + /// + /// Display existing points of the cut + /// + void DoExistingPointsGUI() + { + Transform trs = m_Mesh.transform; + int len = m_CutPath.Count; + + Event evt = Event.current; + + if (evt.type == EventType.Repaint) + { + for (int index = 0; index < len; index++) + { + Vector3 point = trs.TransformPoint(m_CutPath[index].position); + float size = HandleUtility.GetHandleSize(point) * k_HandleSize; + + Handles.color = k_HandleColor; + Handles.DotHandleCap(-1, point, Quaternion.identity, size, evt.type); + } + + Handles.color = Color.white; + } + } + + /// + /// Display current position to potentially add to the cut + /// + void DoCurrentPointsGUI() + { + Transform trs = m_Mesh.transform; + int len = m_CutPath.Count; + + Event evt = Event.current; + + if (evt.type == EventType.Repaint) + { + if (!m_CurrentPosition.Equals(Vector3.positiveInfinity)) + { + Vector3 point = trs.TransformPoint(m_CurrentPosition); + if(m_SelectedIndex >= 0 && m_SelectedIndex < m_CutPath.Count) + point = trs.TransformPoint(m_CutPath[m_SelectedIndex].position); + + float size = HandleUtility.GetHandleSize(point) * k_HandleSize; + Handles.color = m_CurrentHandleColor; + Handles.DotHandleCap(-1, point, Quaternion.identity, size, evt.type); + } + Handles.color = Color.white; + } + } + + /// + /// Visual indications to help the user: highlighting faces, edges and vertices when snapping on them + /// + void DoVisualCues() + { + if(m_Mesh != null) + { + if(m_TargetFace == null && m_CurrentFace != null) + EditorHandleDrawing.HighlightFaces(m_Mesh, new Face[]{m_CurrentFace}, Color.Lerp(Color.blue, Color.cyan, 0.5f)); + + EditorHandleDrawing.HighlightVertices(m_Mesh, m_SelectedVertices, false); + EditorHandleDrawing.HighlightEdges(m_Mesh, m_SelectedEdges,false); + + if(m_TargetFace != null) + { + if(m_SnapedVertexId != -1) + EditorHandleDrawing.HighlightVertices(m_Mesh, new int[] { m_SnapedVertexId }); + + if(m_SnapedEdge != Edge.Empty) + EditorHandleDrawing.HighlightEdges(m_Mesh, new Edge[] { m_SnapedEdge }); + } + } + } + + /// + /// Rebuild the line mesh when updated + /// + void RebuildCutShape(bool optimize = true) + { + // If Undo is called immediately after creation this situation can occur + if (m_Mesh == null) + return; + + UpdateMeshConnections(); + ValidateCutShape(); + + // While the vertex count may not change, the triangle winding might. So unfortunately we can't take + // advantage of the `vertexCountChanged = false` optimization here. + ProBuilderEditor.Refresh(); + SceneView.RepaintAll(); + + if(optimize && isALoop && m_IsCutValid) + ExecuteCut(); + + m_Dirty = false; + } + + void ValidateCutShape() + { + Vector3[] verticesPositions = m_Mesh.positionsInternal; + + m_IsCutValid = true; + + //For all segments of the current cut + for(int i = 0; i < m_CutPath.Count-1 && m_IsCutValid; i++) + { + Vector2 segment1Start2D = HandleUtility.WorldToGUIPoint(m_Mesh.transform.TransformPoint(m_CutPath[i].position)); + Vector2 segment1End2D = HandleUtility.WorldToGUIPoint(m_Mesh.transform.TransformPoint(m_CutPath[i+1].position)); + + int lastVertexIndex = (isALoop && i == 0) ? m_CutPath.Count-2 : m_CutPath.Count-1; + //Test intersections with the rest of the cut path + for(int j = i + 2; j < lastVertexIndex && m_IsCutValid; j++) + { + if(((m_CutPath[j].types | m_CutPath[j+1].types) & VertexTypes.VertexInShape) == 0) + { + Vector2 segment2Start2D = + HandleUtility.WorldToGUIPoint(m_Mesh.transform.TransformPoint(m_CutPath[j].position)); + Vector2 segment2End2D = + HandleUtility.WorldToGUIPoint(m_Mesh.transform.TransformPoint(m_CutPath[j + 1].position)); + + m_IsCutValid = !Math.GetLineSegmentIntersect(segment1Start2D, segment1End2D, segment2Start2D, + segment2End2D); + } + } + + if(( (m_CutPath[i].types| m_CutPath[i+1].types) & VertexTypes.VertexInShape ) == 0) + { + //Test intersections with the connections to the face vertices + for(int j = 0; j < m_MeshConnections.Count && m_IsCutValid; j++) + { + SimpleTuple connection = m_MeshConnections[j]; + + if(connection.item1 != i && connection.item1 != i + 1) + { + Vector2 segment2Start2D = + HandleUtility.WorldToGUIPoint( + m_Mesh.transform.TransformPoint(m_CutPath[connection.item1].position)); + Vector2 segment2End2D = + HandleUtility.WorldToGUIPoint( + m_Mesh.transform.TransformPoint(verticesPositions[connection.item2])); + + m_IsCutValid = !Math.GetLineSegmentIntersect(segment1Start2D, segment1End2D, + segment2Start2D, + segment2End2D); + } + } + } + } + + //For all connections to the face vertices + for(int i = 0; i < m_MeshConnections.Count-1 && m_IsCutValid; i++) + { + SimpleTuple connection1 = m_MeshConnections[i]; + Vector2 segment1Start2D = + HandleUtility.WorldToGUIPoint( + m_Mesh.transform.TransformPoint(m_CutPath[connection1.item1].position) ); + Vector2 segment1End2D = + HandleUtility.WorldToGUIPoint( + m_Mesh.transform.TransformPoint(verticesPositions[connection1.item2])); + + //Test intersection with the other connections to the face vertices + for(int j = i+1; j < m_MeshConnections.Count && m_IsCutValid; j++) + { + SimpleTuple connection2 = m_MeshConnections[j]; + + Vector2 segment2Start2D = + HandleUtility.WorldToGUIPoint( + m_Mesh.transform.TransformPoint(m_CutPath[connection2.item1].position)); + Vector2 segment2End2D = + HandleUtility.WorldToGUIPoint( + m_Mesh.transform.TransformPoint(verticesPositions[connection2.item2])); + + m_IsCutValid = !Math.GetLineSegmentIntersect(segment1Start2D, segment1End2D, segment2Start2D, segment2End2D); + } + } + + } + + /// + /// Display lines of the cut shape + /// + void DoExistingLinesGUI() + { + DrawCutLine(); + DrawMeshConnectionsHandles(); + } + + + /// + /// Draw the line corresponding to the current cut path in the face + /// + void DrawCutLine() + { + Handles.color = m_IsCutValid ? k_LineColor : k_InvalidLineColor; + Handles.DrawPolyLine(m_CutPath.Select(tup => m_Mesh.transform.TransformPoint(tup.position)).ToArray()); + Handles.color = Color.white; + } + + /// + /// Draw a helper line between the last point of the cut and the current position of the mouse cursor + /// + void DrawGuideLine() + { + if(m_CurrentPosition.Equals(Vector3.positiveInfinity) || m_ModifyingPoint) + return ; + + if(m_CutPath.Count > 0) + { + Handles.color = k_DrawingLineColor; + Handles.DrawDottedLine(m_Mesh.transform.TransformPoint(m_CutPath[m_CutPath.Count - 1].position), + m_Mesh.transform.TransformPoint(m_CurrentPosition), 5f); + Handles.color = Color.white; + } + } + + /// + /// Draw a helper line to show which vertices of the face are connected to points of the cut shape + /// + void DrawMeshConnectionsHandles() + { + if(m_MeshConnections.Count > 0) + { + Vertex[] vertices = m_Mesh.GetVertices(); + foreach(var connection in m_MeshConnections) + { + Handles.color = k_ConnectionsLineColor; + Handles.DrawDottedLine(m_Mesh.transform.TransformPoint(m_CutPath[connection.item1].position), + m_Mesh.transform.TransformPoint(vertices[connection.item2].position), 5f); + Handles.color = Color.white; + } + } + } + + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/CutTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/CutTool.cs.meta new file mode 100644 index 0000000..281123c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/CutTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d14f7e2694bf3944989ac7742561181c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DestroyListener.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DestroyListener.cs new file mode 100644 index 0000000..102bf77 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DestroyListener.cs @@ -0,0 +1,62 @@ +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// Listens for pb_Object::OnDestroy events and deletes or ignores meshes depending on whether or not the mesh is an asset. + /// + [InitializeOnLoad] + static class DestroyListener + { + static DestroyListener() + { + ProBuilderMesh.meshWillBeDestroyed -= OnDestroyObject; + ProBuilderMesh.meshWillBeDestroyed += OnDestroyObject; + } + + static void OnDestroyObject(ProBuilderMesh mesh) + { + if (Experimental.meshesAreAssets) + { + if (EditorUtility.IsPrefab(mesh)) + { + // Debug.Log("will not destroy prefab mesh"); + } + else + { + string cache_path; + Mesh cache_mesh; + + // if it is cached but not a prefab instance or root, destroy the mesh in the cache + // otherwise go ahead and destroy as usual + if (EditorMeshUtility.GetCachedMesh(mesh, out cache_path, out cache_mesh)) + { + // on entering / exiting play mode unity instances everything and destroys the scene, + // which nukes the mesh cache. don't do this. + bool isPlaying = EditorApplication.isPlaying; + bool orWillPlay = EditorApplication.isPlayingOrWillChangePlaymode; + + if (isPlaying || orWillPlay) + return; + + SelectionUtility.Remove(mesh); + AssetDatabase.DeleteAsset(cache_path); + } + else + { + Object.DestroyImmediate(mesh.mesh); + } + } + } + else + { + string path = AssetDatabase.GetAssetPath(mesh.mesh); + + // If the pb_Object is backed by a Mesh asset don't destroy it. + if (string.IsNullOrEmpty(path)) + Object.DestroyImmediate(mesh.mesh); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DestroyListener.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DestroyListener.cs.meta new file mode 100644 index 0000000..1dd5398 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DestroyListener.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2197ea2611109104aa25635ed7b59bcb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DimensionsEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DimensionsEditor.cs new file mode 100644 index 0000000..55ab3cd --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DimensionsEditor.cs @@ -0,0 +1,596 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.SettingsManagement; +using UnityEditor.ShortcutManagement; +using UnityEngine; +using UnityEngine.ProBuilder; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder +{ + [FilePath("Library/Probuilder/DimensionsOverlay", FilePathAttribute.Location.ProjectFolder)] + sealed class DimensionsEditor : ScriptableSingleton + { + struct Trs : IEquatable + { + public Vector3 position { get; set; } + public Quaternion rotation { get; set; } + public Vector3 scale { get; set; } + + public Trs(Transform t) + { + position = t.position; + rotation = t.rotation; + scale = t.localScale; + } + + public bool Equals(Trs other) + { + return position.Equals(other.position) && rotation.Equals(other.rotation) && scale.Equals(other.scale); + } + + public override bool Equals(object obj) + { + return obj is Trs other && Equals(other); + } + + public static explicit operator Trs(Transform trs) + { + return new Trs(trs); + } + + public override int GetHashCode() + { + unchecked + { + var hashCode = position.GetHashCode(); + hashCode = (hashCode * 397) ^ rotation.GetHashCode(); + hashCode = (hashCode * 397) ^ scale.GetHashCode(); + return hashCode; + } + } + } + + bool m_HasBounds; + Bounds m_Bounds; + Dictionary m_Selected = new Dictionary(); + // When ProBuilder is modifying a mesh, it doesn't recalculate the mesh bounds. This lets our bounds encapsulation + // function know that Renderer.bounds is not to be trusted. + static bool s_RecalculateMeshBounds; + + [SerializeField] + bool m_Visible; + + public bool visible + { + get => m_Visible; + set + { + if (m_Visible == value) + return; + + m_Visible = value; + if (m_Visible) + OnShowed(); + else + OnHid(); + + Save(true); + } + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Dimensions Overlay/Hide", true, PreferenceKeys.menuEditor + 30)] + static bool HideVerify() + { + return instance.visible; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Dimensions Overlay/Hide", false, PreferenceKeys.menuEditor + 30)] + static void Hide() + { + instance.visible = false; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Dimensions Overlay/Show", true, PreferenceKeys.menuEditor + 30)] + static bool ShowVerify() + { + return !instance.visible; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Dimensions Overlay/Show", false, PreferenceKeys.menuEditor + 30)] + static void Show() + { + instance.visible = true; + } + + enum BoundsDisplay + { + Object = 1, + Element = 2 + } + + [UserSetting("Dimensions Overlay", "Bounds Display", "Sets what content is considered when calculating the selected" + + "bounds.\nObject displays the world space bounds of the selection.\nElement displays the world space bounds" + + "of the selected mesh elements (vertices, faces, edges).")] + static Pref s_BoundsDisplay = new Pref("s_BoundsDisplay", BoundsDisplay.Object, SettingsScope.User); + + [Shortcut("ProBuilder/Dimensions Overlay/Toggle Overlay", typeof(SceneView))] + static void ToggleUseElementBounds() + { + // toggle between { Off, Visible Object, Visible Selection } + if (instance.visible) + { + var display = s_BoundsDisplay.value; + + // Visible Object -> Visible Selection + if (display == BoundsDisplay.Object) + s_BoundsDisplay.SetValue(BoundsDisplay.Element, true); + // Visible Selection -> Off + else + instance.visible = false; + } + else + { + // Off -> Visible Object + s_BoundsDisplay.SetValue(BoundsDisplay.Object, true); + Show(); + } + + if (instance.visible) + { + instance.RebuildBounds(); + EditorUtility.ShowNotification("Dimensions Overlay\n" + s_BoundsDisplay.value.ToString()); + } + else + { + EditorUtility.ShowNotification("Dimensions Overlay\nOff"); + } + + SceneView.RepaintAll(); + } + + void OnEnable() + { + m_DisplayMesh = new Mesh(); + m_DisplayMaterial = new Material(Shader.Find("ProBuilder/UnlitVertexColor")); + m_DisplayMesh.hideFlags = HideFlags.DontSave; + m_DisplayMaterial.hideFlags = HideFlags.DontSave; + + if (m_Visible) + EditorApplication.delayCall += OnShowed; //Rebuild bounds on the first frame after entering play mode returns no bounds (the selection isn't valid yet) + } + + void OnDisable() + { + DestroyImmediate(m_DisplayMesh); + DestroyImmediate(m_DisplayMaterial); + } + + void OnShowed() + { + SceneView.duringSceneGui += OnSceneGUI; + MeshSelection.objectSelectionChanged += OnObjectSelectionChanged; + ProBuilderMesh.elementSelectionChanged += OnElementSelectionChanged; + ProBuilderEditor.selectionUpdated += OnEditingMeshSelection; + VertexManipulationTool.beforeMeshModification += OnBeginMeshModification; + VertexManipulationTool.afterMeshModification += OnFinishMeshModification; + + RebuildBounds(); + } + + void OnHid() + { + MeshSelection.objectSelectionChanged -= OnObjectSelectionChanged; + ProBuilderMesh.elementSelectionChanged -= OnElementSelectionChanged; + ProBuilderEditor.selectionUpdated -= OnEditingMeshSelection; + VertexManipulationTool.beforeMeshModification -= OnBeginMeshModification; + VertexManipulationTool.afterMeshModification -= OnFinishMeshModification; + SceneView.duringSceneGui -= OnSceneGUI; + } + + static void OnBeginMeshModification(IEnumerable meshes) + { + s_RecalculateMeshBounds = true; + } + + static void OnFinishMeshModification(IEnumerable meshes) + { + s_RecalculateMeshBounds = false; + } + + static bool GetElementBounds(IEnumerable meshes, SelectMode mode, out Bounds bounds) + { + bool initialized = false; + bounds = new Bounds(); + + foreach (var mesh in meshes) + { + var positions = mesh.positionsInternal; + var trs = mesh.transform; + + switch (mode) + { + case SelectMode.Face: + case SelectMode.TextureFace: + { + var faces = mesh.facesInternal; + + foreach (var face in mesh.selectedFaceIndicesInternal) + { + foreach (var index in faces[face].distinctIndexesInternal) + { + var position = trs.TransformPoint(positions[index]); + + if (!initialized) + { + bounds = new Bounds(position, Vector3.zero); + initialized = true; + } + else + { + bounds.Encapsulate(position); + } + } + } + break; + } + + case SelectMode.Edge: + case SelectMode.TextureEdge: + { + foreach (var edge in mesh.selectedEdgesInternal) + { + var a = trs.TransformPoint(positions[edge.a]); + var b = trs.TransformPoint(positions[edge.b]); + + if (!initialized) + { + bounds = new Bounds(a, Vector3.zero); + initialized = true; + } + else + { + bounds.Encapsulate(a); + } + + bounds.Encapsulate(b); + } + + break; + } + + case SelectMode.Vertex: + case SelectMode.TextureVertex: + { + foreach (var index in mesh.selectedIndexesInternal) + { + var position = trs.TransformPoint(positions[index]); + + if (!initialized) + { + bounds = new Bounds(position, Vector3.zero); + initialized = true; + } + else + { + bounds.Encapsulate(position); + } + } + break; + } + } + } + + return initialized; + } + + bool GetSelectedBounds(out Bounds bounds) + { + m_Selected.Clear(); + + var selectMode = ProBuilderEditor.selectMode; + + if (s_BoundsDisplay.value == BoundsDisplay.Element && ProBuilderEditor.selectMode.IsMeshElementMode()) + { + foreach (var m in MeshSelection.topInternal) + m_Selected.Add(m.transform, new Trs(m.transform)); + + return GetElementBounds(MeshSelection.topInternal, selectMode, out bounds); + } + + foreach (var m in Selection.transforms) + m_Selected.Add(m.transform, new Trs(m.transform)); + + if (s_RecalculateMeshBounds) + { + foreach(var mesh in MeshSelection.topInternal) + mesh.mesh.RecalculateBounds(); + } + + var renderers = Selection.transforms + .Where(x => x.GetComponent() != null) + .Select(x => x.GetComponent()); + + if (!renderers.Any()) + { + bounds = new Bounds(); + return false; + } + + bounds = renderers.First().bounds; + + foreach (var ren in renderers) + bounds.Encapsulate(ren.bounds); + + return true; + } + + void OnObjectSelectionChanged() + { + RebuildBounds(); + } + + void OnElementSelectionChanged(ProBuilderMesh mesh) + { + RebuildBounds(); + } + + void OnEditingMeshSelection(IEnumerable meshes) + { + RebuildBounds(); + } + + void RebuildBounds() + { + m_HasBounds = GetSelectedBounds(out m_Bounds); + SceneView.RepaintAll(); + } + + void OnSceneGUI(SceneView scnview) + { + if (Selection.count > 0 && m_HasBounds) + { + foreach (var m in m_Selected) + { + if (!((Trs)m.Key).Equals(m.Value)) + { + RebuildBounds(); + break; + } + } + + RenderBounds(m_Bounds); + } + } + + Mesh m_DisplayMesh; + Material m_DisplayMaterial; + + // readonly Color wirecolor = new Color(.9f, .9f, .9f, .6f); + readonly Color k_LightWhite = new Color(.6f, .6f, .6f, .5f); + + /// + /// Render an axis aligned bounding box in world space. + /// + /// aabb + void RenderBounds(Bounds bounds) + { + if (!m_DisplayMesh) + return; + + // show labels + DrawHeight(bounds.center, bounds.extents); + DrawWidth(bounds.center, bounds.extents); + DrawDepth(bounds.center, bounds.extents); + } + + const float DISTANCE_LINE_OFFSET = .2f; + + static float LineDistance() + { + return HandleUtility.GetHandleSize(Selection.activeTransform.position) * DISTANCE_LINE_OFFSET; + } + + Transform cam { get { return SceneView.lastActiveSceneView.camera.transform; } } + + void DrawHeight(Vector3 cen, Vector3 ext) + { + // positibilities + Vector3[] edges = new Vector3[8] + { + // front left + new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z - ext.z), + new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z - ext.z), + + // front right + new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z - ext.z), + new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z - ext.z), + + // back left + new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z + ext.z), + new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z + ext.z), + + // back right + new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z + ext.z), + new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z + ext.z) + }; + + // figure leftmost height boundary + Vector2 pos = Vector2.right * 20000f; + Vector3 a = Vector3.zero, b = Vector3.zero; + + for (int i = 0; i < edges.Length; i += 2) + { + Vector2 screen = HandleUtility.WorldToGUIPoint((edges[i] + edges[i + 1]) * .5f); + + if (screen.x < pos.x) + { + pos = screen; + a = edges[i + 0]; + b = edges[i + 1]; + } + } + + float dist = Vector3.Distance(a, b); + + if (dist < Mathf.Epsilon) + return; + + Vector3 left = Vector3.Cross(cam.forward, Vector3.up).normalized * LineDistance(); + + Handles.color = k_LightWhite; + Handles.DrawLine(a + left * .1f, a + left); + Handles.DrawLine(b + left * .1f, b + left); + Handles.color = Color.green; + Handles.DrawLine(a + left, b + left); + + a += left; + b += left; + + Handles.BeginGUI(); + pos.x -= UI.EditorStyles.sceneTextBox.CalcSize(gc).x * 2f; + DrawSceneLabel(dist.ToString("F2"), pos); + Handles.EndGUI(); + } + + void DrawDepth(Vector3 cen, Vector3 ext) + { + // positibilities + Vector3[] edges = new Vector3[8] + { + // bottom right + new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z + ext.z), + new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z - ext.z), + + // top right + new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z + ext.z), + new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z - ext.z), + + // bottom left + new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z + ext.z), + new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z - ext.z), + + // top left + new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z + ext.z), + new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z - ext.z), + }; + + // figure leftmost height boundary + Vector2 pos = Vector2.up * -20000f; + Vector3 a = Vector3.zero, b = Vector3.zero; + + for (int i = 0; i < edges.Length; i += 2) + { + Vector2 screen = HandleUtility.WorldToGUIPoint((edges[i] + edges[i + 1]) * .5f); + + if (screen.y > pos.y) + { + pos = screen; + a = edges[i + 0]; + b = edges[i + 1]; + } + } + + float dist = Vector3.Distance(a, b); + + if (dist < Mathf.Epsilon) + return; + + float dot = Vector3.Dot(cam.transform.forward, Vector3.right); + float sign = dot < 0f ? -1f : 1f; + Vector3 offset = -(Vector3.up + (Vector3.right * sign)).normalized * LineDistance(); + + Handles.color = k_LightWhite; + Handles.DrawLine(a + offset * .1f, a + offset); + Handles.DrawLine(b + offset * .1f, b + offset); + + a += offset; + b += offset; + + Handles.color = Color.blue; + Handles.DrawLine(a, b); + + Handles.BeginGUI(); + pos.y += UI.EditorStyles.sceneTextBox.CalcHeight(gc, 20000); + DrawSceneLabel(dist.ToString("F2"), pos); + + Handles.EndGUI(); + } + + void DrawWidth(Vector3 cen, Vector3 extents) + { + Vector3 ext = extents;// + extents.normalized * .2f; + + // positibilities + Vector3[] edges = new Vector3[8] + { + // bottom front + new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z - ext.z), + new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z - ext.z), + + // bottom back + new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z + ext.z), + new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z + ext.z), + + // top front + new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z - ext.z), + new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z - ext.z), + + // top back + new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z + ext.z), + new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z + ext.z) + }; + + // figure leftmost height boundary + Vector2 pos = Vector2.up * -20000f; + Vector3 a = Vector3.zero, b = Vector3.zero; + + for (int i = 0; i < edges.Length; i += 2) + { + Vector2 screen = HandleUtility.WorldToGUIPoint((edges[i] + edges[i + 1]) * .5f); + + if (screen.y > pos.y) + { + pos = screen; + a = edges[i + 0]; + b = edges[i + 1]; + } + } + + float dist = Vector3.Distance(a, b); + + if (dist < Mathf.Epsilon) + return; + // Vector3 offset = -Vector3.up; + // offset = -Vector3.Cross(Vector3.Cross(cam.forward, Vector3.up), cam.forward).normalized * LineDistance(); + + float dot = Vector3.Dot(cam.transform.forward, Vector3.forward); + float sign = dot < 0f ? -1f : 1f; + Vector3 offset = -(Vector3.up + (Vector3.forward * sign)).normalized * LineDistance(); + + Handles.color = k_LightWhite; + Handles.DrawLine(a + offset * .1f, a + offset); + Handles.DrawLine(b + offset * .1f, b + offset); + + a += offset; + b += offset; + + Handles.color = Color.red; + Handles.DrawLine(a, b); + Handles.BeginGUI(); + DrawSceneLabel(dist.ToString("F2"), HandleUtility.WorldToGUIPoint((a + b) * .5f)); + Handles.EndGUI(); + } + + GUIContent gc = new GUIContent("", ""); + + void DrawSceneLabel(string content, Vector2 position) + { + gc.text = content; + float width = UI.EditorStyles.sceneTextBox.CalcSize(gc).x; + float height = UI.EditorStyles.sceneTextBox.CalcHeight(gc, width); + GUI.Label(new Rect(position.x, position.y, width, height), gc, UI.EditorStyles.sceneTextBox); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DimensionsEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DimensionsEditor.cs.meta new file mode 100644 index 0000000..6ad2962 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DimensionsEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ececafedc41a4b4bb1be308a1512857 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DrawShapeTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DrawShapeTool.cs new file mode 100644 index 0000000..7b532be --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DrawShapeTool.cs @@ -0,0 +1,894 @@ +using System; +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.Shapes; +using UObject = UnityEngine.Object; +using Plane = UnityEngine.ProBuilder.Shapes.Plane; +using Sprite = UnityEngine.ProBuilder.Shapes.Sprite; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + + [EditorTool("Create Cube", variantGroup = typeof(DrawShapeTool), variantPriority = 0)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Cube.png")] + class CreateCubeTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Cube %#K", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Cube Shape", nameof(CreateCubeTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Cube", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Cube", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Cube", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Cube)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Cube)); + base.OnActivated(); + } + } + + [EditorTool("Create Sphere",variantGroup = typeof(DrawShapeTool), variantPriority = 1)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Sphere.png")] + class CreateSphereTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Sphere", false, PreferenceKeys.menuEditor + 2)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Sphere Shape", nameof(CreateSphereTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Sphere", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Sphere", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Sphere", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Sphere)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Sphere)); + base.OnActivated(); + } + } + + [EditorTool("Create Plane", variantGroup = typeof(DrawShapeTool), variantPriority = 2)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Plane.png")] + class CreatePlaneTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Plane", false, PreferenceKeys.menuEditor + 3)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Plane Shape", nameof(CreatePlaneTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Plane", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Plane", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Plane", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Plane)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Plane)); + base.OnActivated(); + } + } + + [EditorTool("Create Cylinder",variantGroup = typeof(DrawShapeTool), variantPriority = 3)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Cylinder.png")] + class CreateCylinderTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Cylinder", false, PreferenceKeys.menuEditor + 4)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Cylinder Shape", nameof(CreateCylinderTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Cylinder", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Cylinder", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Cylinder", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Cylinder)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Cylinder)); + base.OnActivated(); + } + } + + [EditorTool("Create Cone", variantGroup = typeof(DrawShapeTool), variantPriority = 4)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Cone.png")] + class CreateConeTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Cone", false, PreferenceKeys.menuEditor + 5)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Cone Shape", nameof(CreateConeTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Cone", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Cone", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Cone", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Cone)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Cone)); + base.OnActivated(); + } + } + + [EditorTool("Create Prism",variantGroup = typeof(DrawShapeTool), variantPriority = 5)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Prism.png")] + class CreatePrismTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Prism", false, PreferenceKeys.menuEditor + 6)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Prism Shape", nameof(CreatePrismTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Prism", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Prism", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Prism", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Prism)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Prism)); + base.OnActivated(); + } + } + + [EditorTool("Create Stairs", variantGroup = typeof(DrawShapeTool), variantPriority = 6)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Stairs.png")] + class CreateStairsTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Stairs", false, PreferenceKeys.menuEditor + 7)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Stairs Shape", nameof(CreateStairsTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Stairs", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Stairs", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Stairs", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Stairs)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Stairs)); + base.OnActivated(); + } + } + + [EditorTool("Create Torus",variantGroup = typeof(DrawShapeTool), variantPriority = 7)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Torus.png")] + class CreateTorusTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Torus", false, PreferenceKeys.menuEditor + 8)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Torus Shape", nameof(CreateTorusTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Torus", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Torus", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Torus", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Torus)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Torus)); + base.OnActivated(); + } + } + + [EditorTool("Create Pipe",variantGroup = typeof(DrawShapeTool), variantPriority = 8)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Pipe.png")] + class CreatePipeTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Pipe", false, PreferenceKeys.menuEditor + 9)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Pipe Shape", nameof(CreatePipeTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Pipe", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Pipe", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Pipe", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Pipe)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Pipe)); + base.OnActivated(); + } + } + + [EditorTool("Create Arch",variantGroup = typeof(DrawShapeTool), variantPriority = 9)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Arch.png")] + class CreateArchTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Arch", false, PreferenceKeys.menuEditor + 10)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Arch Shape", nameof(CreateArchTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Arch", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Arch", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Arch", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Arch)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Arch)); + base.OnActivated(); + } + } + + [EditorTool("Create Door",variantGroup = typeof(DrawShapeTool), variantPriority = 10)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Door.png")] + class CreateDoorTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Door", false, PreferenceKeys.menuEditor + 11)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Door Shape", nameof(CreateDoorTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Door", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Door", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Door", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Door)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Door)); + base.OnActivated(); + } + } + + [EditorTool("Create Sprite",variantGroup = typeof(DrawShapeTool), variantPriority = 11)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/ShapeTool/Sprite.png")] + class CreateSpriteTool : DrawShapeTool + { + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create Shape/Sprite", false, PreferenceKeys.menuEditor + 12)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New Sprite Shape", nameof(CreateSpriteTool)); + } + + Pref m_LastSize = new Pref("ShapeBuilder.LastSize.Sprite", Vector3.one); + protected override Vector3 lastSize { get => m_LastSize.value; set => m_LastSize.SetValue(value); } + + Pref m_LastRotation = new Pref("ShapeBuilder.LastRotation.Sprite", Quaternion.identity); + protected override Quaternion lastRotation { get => m_LastRotation.value; set => m_LastRotation.SetValue(value); } + + Pref m_PivotLocation = new Pref("ShapeBuilder.PivotLocation.Sprite", PivotLocation.Center); + protected override PivotLocation shapePivotLocation { get => m_PivotLocation.value; set => m_PivotLocation.SetValue(value); } + + public override void OnActivated() + { + if (m_LastShapeCreated && !(m_LastShapeCreated.shape is Sprite)) + m_LastShapeCreated = null; + s_ActiveShapeIndex.value = Array.IndexOf(EditorShapeUtility.availableShapeTypes, typeof(Sprite)); + base.OnActivated(); + } + } + + abstract class DrawShapeTool : EditorTool + { + internal const int k_MinOverlayWidth = 300; + + ShapeState m_CurrentState; + + protected internal ProBuilderShape m_LastShapeCreated = null; + + internal ProBuilderShape m_ProBuilderShape; + internal bool m_IsShapeInit; + + Editor m_ShapeEditor; + + bool m_HandleSelectionChanges = false; + + internal bool handleSelectionChange + { + set + { + if(m_HandleSelectionChanges == value) + return; + + m_HandleSelectionChanges = value; + if(value) + MeshSelection.objectSelectionChanged += OnSelectionChanged; + else + MeshSelection.objectSelectionChanged -= OnSelectionChanged; + + } + } + + // Plane of interaction + internal UnityEngine.Plane m_Plane; + internal Vector3 m_PlaneForward, m_PlaneRight; + internal Quaternion m_PlaneRotation; + internal Vector3 m_BB_Origin, m_BB_OppositeCorner, m_BB_HeightCorner; + + // Shape's duplicate + internal GameObject m_DuplicateGO = null; + + //Shape's properties + internal bool m_IsOnGrid; + + internal Bounds m_Bounds; + static readonly Color k_BoundsColor = new Color(.2f, .4f, .8f, 1f); + + static readonly GUIContent k_ShapeTitle = new GUIContent("Shape Settings"); + + internal static Pref s_ActiveShapeIndex = new Pref("ShapeBuilder.ActiveShapeIndex", 0); + public static Pref s_SettingsEnabled = new Pref("ShapeComponent.SettingsEnabled", false, SettingsScope.Project); + + + protected abstract Vector3 lastSize { get; set; } + protected abstract Quaternion lastRotation { get; set; } + protected abstract PivotLocation shapePivotLocation { get; set; } + + public PivotLocation pivotLocation + { + get => shapePivotLocation; + set + { + if (value != shapePivotLocation) + { + if (instance != null && instance.m_LastShapeCreated != null && instance.currentShapeInOverlay == instance.m_LastShapeCreated) + { + var lastShape = instance.m_LastShapeCreated; + var lastShapeTrs = lastShape.transform; + var newPivotPosition = lastShape.shapeWorldCenter; + if (value != PivotLocation.Center) + newPivotPosition += instance.m_PlaneRotation * m_LastNonDuplicateCenterToOrigin; + + instance.m_LastShapeCreated.Rebuild(newPivotPosition, lastShapeTrs.rotation, lastShape.shapeWorldBounds); + } + shapePivotLocation = value; + } + } + } + + internal Vector3 m_LastNonDuplicateCenterToOrigin; + PivotLocation m_LastPreviewPivotLocation; + + internal Vector3 previewPivotPosition + { + get + { + if (pivotLocation == PivotLocation.FirstVertex && instance != null) + { + var lastCenterToOrigin = instance.m_LastNonDuplicateCenterToOrigin; + var lastCenterToOriginNorm = lastCenterToOrigin.normalized; + + var deltaRot = instance.m_PlaneRotation; + lastCenterToOriginNorm = deltaRot * lastCenterToOriginNorm; + + var pivotOffset = lastCenterToOriginNorm * lastCenterToOrigin.magnitude; + return pivotOffset + instance.m_Bounds.center; + } + + return m_Bounds.center; + } + } + + int m_ControlID; + + internal float minSnapSize + { + get + { + if (m_IsOnGrid) + { + return Mathf.Min(EditorSnapping.activeMoveSnapValue.x, + Mathf.Min(EditorSnapping.activeMoveSnapValue.y, + EditorSnapping.activeMoveSnapValue.z)); + } + + return Mathf.Min(EditorSnapping.incrementalSnapMoveValue.x, + Mathf.Min(EditorSnapping.incrementalSnapMoveValue.y, + EditorSnapping.incrementalSnapMoveValue.z)); + } + } + + const float k_MinBoundLength = 0.001f; // 1mm + + // ideally this would be owned by the state machine + public int controlID => m_ControlID; + + public static Type activeShapeType + { + get { return s_ActiveShapeIndex < 0 ? typeof(Cube) : EditorShapeUtility.availableShapeTypes[s_ActiveShapeIndex]; } + } + + public override bool gridSnapEnabled => true; + + internal ProBuilderShape currentShapeInOverlay + { + get + { + if (m_CurrentState is ShapeState_InitShape && m_LastShapeCreated != null) + return m_LastShapeCreated; + + if (m_CurrentState is ShapeState_DrawBaseShape && + m_DuplicateGO != null && m_DuplicateGO.GetComponent().enabled) + return m_DuplicateGO.GetComponent(); + + return proBuilderShape; + } + } + + internal ProBuilderShape proBuilderShape + { + get + { + if (m_ProBuilderShape == null) + { + m_ProBuilderShape = new GameObject("Shape", typeof(ProBuilderShape)).GetComponent(); + m_ProBuilderShape.gameObject.hideFlags = HideFlags.HideAndDontSave; + m_ProBuilderShape.hideFlags = HideFlags.None; + m_ProBuilderShape.SetShape(EditorShapeUtility.CreateShape(activeShapeType)); + m_ProBuilderShape.size = lastSize; + m_ProBuilderShape.shapeRotation = lastRotation; + } + return m_ProBuilderShape; + } + } + + static DrawShapeTool s_Instance = null; + internal static DrawShapeTool instance => s_Instance; + + void OnDisable() + { + if (m_ShapeEditor != null) + DestroyImmediate(m_ShapeEditor); + } + + public override void OnActivated() + { + m_ProBuilderShape = null; + + MeshSelection.SetSelection((GameObject)null); + handleSelectionChange = true; + + Undo.undoRedoPerformed += HandleUndoRedoPerformed; + ToolManager.activeToolChanged += OnActiveToolChanged; + ToolManager.activeContextChanged += OnActiveContextChanged; + ProBuilderEditor.selectModeChanged += OnSelectModeChanged; + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + + if (m_CurrentState == null) + m_CurrentState = InitStateMachine(); + else + m_CurrentState = ShapeState.ResetTool(this); + + s_Instance = this; + } + + public override void OnWillBeDeactivated() + { + s_Instance = null; + handleSelectionChange = false; + m_LastShapeCreated = null; + Undo.undoRedoPerformed -= HandleUndoRedoPerformed; + ToolManager.activeToolChanged -= OnActiveToolChanged; + ToolManager.activeContextChanged -= OnActiveContextChanged; + ProBuilderEditor.selectModeChanged -= OnSelectModeChanged; + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; + + if (m_ProBuilderShape != null) + m_CurrentState = ShapeState.ResetState(); + + if (m_DuplicateGO != null) + DestroyImmediate(m_DuplicateGO); + } + + void OnSelectModeChanged(SelectMode mode) + { + ToolManager.RestorePreviousPersistentTool(); + } + + void OnActiveToolChanged() + { + if(ToolManager.IsActiveTool(this)) + SetBounds(currentShapeInOverlay.size); + } + + void OnActiveContextChanged() + { + if(ToolManager.activeContextType != typeof(GameObjectToolContext)) + ToolManager.RestorePreviousPersistentTool(); + } + + private void OnPlayModeStateChanged(PlayModeStateChange state) + { + if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode) + { + // Reset tool state when entering/exiting playmode + if (ToolManager.IsActiveTool(this)) + { + m_CurrentState = ShapeState.ResetState(); + ToolManager.RestorePreviousPersistentTool(); + } + } + } + + void HandleUndoRedoPerformed() + { + if(ToolManager.IsActiveTool(this)) + m_CurrentState = ShapeState.ResetState(); + } + + void OnSelectionChanged() + { + if(ToolManager.IsActiveTool(this)) + { + if(Selection.activeGameObject != null + && (m_LastShapeCreated == null || Selection.activeGameObject != m_LastShapeCreated.gameObject)) + { + m_CurrentState = ShapeState.ResetState(); + ToolManager.RestorePreviousPersistentTool(); + } + } + } + + /// + /// Init the state machine associated to the tool. + /// All states are linked together and initialized. + /// + /// + /// Returns the current state of the StateMachine, + /// this state machine will self-handle during its lifetime. + /// + ShapeState InitStateMachine() + { + ShapeState.tool = this; + ShapeState initState = new ShapeState_InitShape(); + ShapeState drawBaseState = new ShapeState_DrawBaseShape(); + ShapeState drawHeightState = new ShapeState_DrawHeightShape(); + ShapeState.s_defaultState = initState; + initState.m_nextState = drawBaseState; + drawBaseState.m_nextState = drawHeightState; + drawHeightState.m_nextState = initState; + + return ShapeState.StartStateMachine(); + } + + internal void SaveShapeParams(ProBuilderShape proBuilderShape) + { + lastSize = proBuilderShape.size; + lastRotation = proBuilderShape.shapeRotation; + + EditorShapeUtility.SaveParams(proBuilderShape.shape); + } + + internal void ApplyPrefsSettings(ProBuilderShape pBShape) + { + pBShape.size = lastSize; + pBShape.shapeRotation = lastRotation; + } + + // Transform the point according to the snapping settings + public Vector3 GetPoint(Vector3 point, bool useIncrementSnap = false) + { + if(useIncrementSnap) + return ProBuilderSnapping.Snap(point, EditorSnapping.incrementalSnapMoveValue); + + if (m_IsOnGrid && EditorSnapSettings.gridSnapActive) + return ProBuilderSnapping.Snap(point, EditorSnapping.activeMoveSnapValue); + + return point; + } + + internal void SetBounds(Vector3 size) + { + //Keep orientation created using mouse drag + var dragDirection = m_BB_OppositeCorner - m_BB_Origin; + float x = dragDirection.x < 0 ? -size.x : size.x; + float z = dragDirection.z < 0 ? -size.z : size.z; + + m_BB_OppositeCorner = m_BB_Origin + new Vector3(x, 0, z); + m_BB_HeightCorner = m_BB_Origin + size; + } + + void UpdatePlaneRotation() + { + m_PlaneRotation = Mathf.Approximately(m_PlaneForward.sqrMagnitude, 0f) ? Quaternion.identity : Quaternion.LookRotation(m_PlaneForward, m_Plane.normal); + } + + internal void DoDuplicateShapePreviewHandle(Vector3 position) + { + var evt = Event.current; + + if(evt.type != EventType.Repaint) + return; + + bool previewShortcutActive = evt.shift && !(evt.control || evt.command); + + if (HandleUtility.nearestControl != m_ControlID || !previewShortcutActive) + { + if(m_DuplicateGO) + m_DuplicateGO.GetComponent().enabled = false; + return; + } + + var size = currentShapeInOverlay.size; + m_Bounds.size = size; + position = GetPoint(position); + var cornerPosition = position - size / 2f; + cornerPosition.y = position.y; + + m_Bounds.center = cornerPosition + new Vector3(size.x / 2f, 0, size.z / 2f) + (size.y / 2f) * m_Plane.normal; + var lastPreviewRotation = m_PlaneRotation; + UpdatePlaneRotation(); + var forceRebuildPreview = !m_PlaneRotation.Equals(lastPreviewRotation) || + m_LastPreviewPivotLocation != pivotLocation; + m_LastPreviewPivotLocation = pivotLocation; + + var preview_BB_Origin = m_Bounds.center - m_PlaneRotation * (size / 2f); + var preview_BB_HeightCorner = m_Bounds.center + m_PlaneRotation * (size / 2f); + var preview_BB_OppositeCorner = preview_BB_HeightCorner - m_PlaneRotation * new Vector3(0, size.y, 0); + + + ProBuilderShape shape; + if (m_DuplicateGO == null) + { + var instantiated = ShapeFactory.Instantiate(activeShapeType); + shape = instantiated.GetComponent(); + m_DuplicateGO = shape.gameObject; + m_DuplicateGO.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy; + ApplyPrefsSettings(shape); + shape.GetComponent().sharedMaterial = BuiltinMaterials.ShapePreviewMaterial; + + EditorShapeUtility.CopyLastParams(shape.shape, shape.shape.GetType()); + shape.Rebuild(previewPivotPosition, m_PlaneRotation, m_Bounds); + + ProBuilderEditor.Refresh(false); + } + else + { + var rendererWasEnabled = true; + if (m_DuplicateGO.TryGetComponent(out var renderer) && !renderer.enabled) + { + rendererWasEnabled = false; + renderer.enabled = true; + } + + if (forceRebuildPreview || !rendererWasEnabled) + { + shape = m_DuplicateGO.GetComponent(); + + ApplyPrefsSettings(shape); + EditorShapeUtility.CopyLastParams(shape.shape, shape.shape.GetType()); + shape.Rebuild(previewPivotPosition, m_PlaneRotation, m_Bounds); + + ProBuilderEditor.Refresh(false); + } + } + + var pivot = GetPoint(position); + if (pivotLocation == PivotLocation.Center) + pivot += .5f * size.y * m_Plane.normal; + else + pivot = previewPivotPosition; + m_DuplicateGO.transform.SetPositionAndRotation(pivot, m_PlaneRotation); + + DrawBoundingBox(preview_BB_Origin, preview_BB_HeightCorner, preview_BB_OppositeCorner, false); + } + + /// + /// Recalculates the bounding box for this mesh's shape. + /// + void RecalculateBounds() + { + var diag = m_BB_OppositeCorner - m_BB_Origin; + var forward = Vector3.Dot(diag, m_PlaneForward.normalized); + var right = Vector3.Dot(diag, m_PlaneRight.normalized); + + var localHeight = Quaternion.Inverse(m_PlaneRotation) * (m_BB_HeightCorner - m_BB_OppositeCorner); + var height = localHeight.y; + + m_Bounds.size = forward * Vector3.forward + right * Vector3.right + height * Vector3.up; + m_Bounds.center = m_BB_Origin + 0.5f * ( m_BB_OppositeCorner - m_BB_Origin ) + 0.5f * (m_BB_HeightCorner - m_BB_OppositeCorner); + + //Prevent Z-fighting with the drawing surface + if(Mathf.Abs(m_Bounds.center.y) < 0.0001f) + m_Bounds.center = m_Bounds.center + 0.0001f * Vector3.up; + + UpdatePlaneRotation(); + } + + internal void RebuildShape() + { + RecalculateBounds(); + + if(m_Bounds.size.sqrMagnitude <= Mathf.Min(.01f , minSnapSize*minSnapSize) + || Mathf.Abs(m_Bounds.extents.x) < k_MinBoundLength + || Mathf.Abs(m_Bounds.extents.z) < k_MinBoundLength) + { + if(m_ProBuilderShape != null + && m_ProBuilderShape.mesh.vertexCount > 0) + { + m_ProBuilderShape.size = Vector3.zero; + m_ProBuilderShape.mesh.Clear(); + m_ProBuilderShape.mesh.Rebuild(); + m_ProBuilderShape.Rebuild(new Bounds(m_BB_Origin, Vector3.zero), m_PlaneRotation); + ProBuilderEditor.Refresh(true); + } + return; + } + + if (!m_IsShapeInit) + { + var shapeComponent = currentShapeInOverlay; + EditorShapeUtility.CopyLastParams(shapeComponent.shape, shapeComponent.shape.GetType()); + shapeComponent.gameObject.hideFlags = HideFlags.HideInHierarchy; + shapeComponent.mesh.renderer.sharedMaterial = EditorMaterialUtility.GetUserMaterial(); + shapeComponent.shapeRotation = Quaternion.identity; + shapeComponent.gameObject.name = EditorShapeUtility.GetName(shapeComponent.shape); + m_IsShapeInit = true; + } + + proBuilderShape.Rebuild(pivotLocation == PivotLocation.Center ? m_Bounds.center : m_BB_Origin, m_PlaneRotation, m_Bounds); + // PBLD-137 - continously refresh the material, otherwise if Resident Drawer is on, new faces are drawn without material applied until there's some other trigger: + // renderer enable/disable, material re-apply, etc. + m_ProBuilderShape.mesh.renderer.sharedMaterial = EditorMaterialUtility.GetUserMaterial(); + + ProBuilderEditor.Refresh(false); + + SceneView.RepaintAll(); + } + + public override void OnToolGUI(EditorWindow window) + { + //A current problem on EditorTools with MacOS seems to be calling OnToolGUI before OnActivated after a domain reload. + if(s_Instance == null) + return; + + // todo refactor overlays to use `Overlay` class +#pragma warning disable 618 + SceneViewOverlay.Window(k_ShapeTitle, OnOverlayGUI, 0, SceneViewOverlay.WindowDisplayOption.OneWindowPerTitle); +#pragma warning restore 618 + + var evt = Event.current; + if (EditorHandleUtility.SceneViewInUse(evt)) + return; + + m_ControlID = GUIUtility.GetControlID(FocusType.Passive); + HandleUtility.AddDefaultControl(m_ControlID); + + if(GUIUtility.hotControl == 0) + EditorGUIUtility.AddCursorRect(new Rect(0, 0, Screen.width, Screen.height), MouseCursor.ArrowPlus); + + m_CurrentState = m_CurrentState.DoState(evt); + } + + internal void DrawBoundingBox(Vector3 origin, Vector3 oppositeCorner, Vector3 heightCorner, bool drawCorners = true) + { + using (new Handles.DrawingScope(k_BoundsColor, Matrix4x4.TRS(m_Bounds.center, m_PlaneRotation.normalized, Vector3.one))) + { + Handles.DrawWireCube(Vector3.zero, m_Bounds.size); + } + + if(!drawCorners) + return; + + using (new Handles.DrawingScope(Color.white)) + { + Handles.DotHandleCap(-1, origin, Quaternion.identity, HandleUtility.GetHandleSize(origin) * 0.05f, EventType.Repaint); + Handles.DotHandleCap(-1, oppositeCorner, Quaternion.identity, HandleUtility.GetHandleSize(oppositeCorner) * 0.05f, EventType.Repaint); + } + using (new Handles.DrawingScope(EditorHandleDrawing.vertexSelectedColor)) + { + Handles.DotHandleCap(-1, heightCorner, Quaternion.identity, HandleUtility.GetHandleSize(heightCorner) * 0.05f, EventType.Repaint); + } + } + + internal void DrawBoundingBox(bool drawCorners = true) + { + DrawBoundingBox(m_BB_Origin, m_BB_OppositeCorner, m_BB_HeightCorner, drawCorners); + } + + void OnOverlayGUI(UObject overlayTarget, SceneView view) + { + string foldoutName = $"Shape Properties (New {currentShapeInOverlay.shape.GetType().Name})"; + if(currentShapeInOverlay == m_LastShapeCreated) + foldoutName = "Shape Properties (" + m_LastShapeCreated.name + ")"; + + Editor.CreateCachedEditor(currentShapeInOverlay, typeof(ProBuilderShapeEditor), ref m_ShapeEditor); + + GUILayout.BeginVertical(GUILayout.MinWidth(k_MinOverlayWidth)); + ((ProBuilderShapeEditor)m_ShapeEditor).m_ShapePropertyLabel.text = foldoutName; + ((ProBuilderShapeEditor)m_ShapeEditor).DrawShapeParametersGUI(this); + GUILayout.EndVertical(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DrawShapeTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DrawShapeTool.cs.meta new file mode 100644 index 0000000..2cce0b4 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/DrawShapeTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 624538515085b4f498dc59dc27eb69ce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditShapeTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditShapeTool.cs new file mode 100644 index 0000000..fa2662a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditShapeTool.cs @@ -0,0 +1,525 @@ +using System.Linq; +using UnityEngine; +using UnityEditor.EditorTools; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.Shapes; +using Math = UnityEngine.ProBuilder.Math; +using Object = UnityEngine.Object; +using FaceData = UnityEditor.ProBuilder.EditorShapeUtility.FaceData; +using Plane = UnityEngine.ProBuilder.Shapes.Plane; +using Sprite = UnityEngine.ProBuilder.Shapes.Sprite; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + [EditorTool("Edit Shape", typeof(ProBuilderShape))] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Tools/EditShape.png")] + sealed class EditShapeTool : EditorTool + { + [MenuItem("Tools/ProBuilder/Edit/Edit Shape", true, PreferenceKeys.menuEditor + 10)] + static bool ValidateEditShapeTool() + { + foreach (var go in Selection.gameObjects) + if (go.TryGetComponent(out _)) return true; + + return false; + } + + [MenuItem("Tools/ProBuilder/Edit/Edit Shape", false, PreferenceKeys.menuEditor + 10)] + static void ActivateEditShapeTool() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("Edit Shape Tool", nameof(EditShapeTool)); + } + + Editor m_ShapeEditor; + + static readonly Color k_BoundsHandleColor = new Color(.2f, .4f, .8f, 1f); + + GUIContent m_OverlayTitle; + + static FaceData[] s_Faces; + + public static FaceData[] faces + { + get + { + if(s_Faces == null) + { + s_Faces = new FaceData[6]; + for(int i = 0; i < s_Faces.Length; i++) + s_Faces[i] = new FaceData(); + } + return s_Faces; + } + } + + //Handle Manipulation + static int s_CurrentId = -1; + static readonly int[] k_OrientationControlIDs = new int[4]; + static int[] s_FaceControlIDs = new int[6]; + + //Size Handle management + static Vector2 s_StartMousePosition; + static Vector3 s_StartSize; + static Vector3 s_StartPositionLocal; + static Vector3 s_StartPositionGlobal; + static Vector3 s_StartScale; + static Vector3 s_StartScaleInverse; + static Vector3 s_StartCenter; + static Vector3 s_Direction; + static bool s_SizeManipulationInit; + static float s_SizeDelta; + + static float s_DefaultMidpointHandleSize = 0.03f; + static float s_DefaultMidpointSquareSize = 0.15f; + + //Orientation Handle Manipulation + static float s_CurrentAngle = 0; + static int s_CurrentArrowHovered = -1; + static Quaternion s_ShapeRotation = Quaternion.identity; + static Vector3[][] s_ArrowsLines; + + static Vector3[][] arrowsLines + { + get + { + if(s_ArrowsLines == null) + { + s_ArrowsLines = new Vector3[4][]; + for (int i = 0; i < s_ArrowsLines.Length; i++) + s_ArrowsLines[i] = new Vector3[3]; + } + + return s_ArrowsLines; + } + } + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_Faces = null; + s_CurrentId = -1; + s_SizeManipulationInit = false; + s_SizeDelta = 0f; + s_StartMousePosition = Vector2.zero; + s_StartSize = Vector3.zero; + s_StartPositionLocal = Vector3.zero; + s_StartPositionGlobal = Vector3.zero; + s_StartScale = Vector3.zero; + s_StartScaleInverse = Vector3.zero; + s_StartCenter = Vector3.zero; + s_Direction = Vector3.zero; + s_DefaultMidpointHandleSize = 0.03f; + s_DefaultMidpointSquareSize = 0.15f; + s_CurrentAngle = 0f; + s_CurrentArrowHovered = -1; + s_ShapeRotation = Quaternion.identity; + s_ArrowsLines = null; + } + + public override bool gridSnapEnabled => true; + + void OnEnable() + { + m_OverlayTitle = new GUIContent("Shape Settings"); + m_ShapeEditor = Editor.CreateEditor(targets.ToArray(), typeof(ProBuilderShapeEditor)); + } + + void OnDisable() + { + if(m_ShapeEditor != null) + DestroyImmediate(m_ShapeEditor); + } + + void PlaymodeStateChanged(PlayModeStateChange stateChange) + { + if(stateChange == PlayModeStateChange.ExitingEditMode + || stateChange == PlayModeStateChange.ExitingPlayMode) + return; + + if(m_ShapeEditor != null) + DestroyImmediate(m_ShapeEditor); + + m_ShapeEditor = Editor.CreateEditor(targets.ToArray(), typeof(ProBuilderShapeEditor)); + } + + public override void OnActivated() + { + base.OnActivated(); + EditorApplication.playModeStateChanged += PlaymodeStateChanged ; + ProBuilderEditor.selectModeChanged += OnSelectModeChanged; + ToolManager.activeContextChanged += OnActiveContextChanged; + } + + public override void OnWillBeDeactivated() + { + base.OnWillBeDeactivated(); + ToolManager.activeContextChanged -= OnActiveContextChanged; + ProBuilderEditor.selectModeChanged -= OnSelectModeChanged; + EditorApplication.playModeStateChanged -= PlaymodeStateChanged ; + } + + void OnSelectModeChanged(SelectMode selectMode) + { + if(ToolManager.IsActiveTool(this)) + ToolManager.RestorePreviousTool(); + } + + void OnActiveContextChanged() + { + ToolManager.RestorePreviousPersistentTool(); + } + + public override void OnToolGUI(EditorWindow window) + { +// todo refactor overlays to use `Overlay` class +#pragma warning disable 618 + SceneViewOverlay.Window( m_OverlayTitle, OnOverlayGUI, 0, SceneViewOverlay.WindowDisplayOption.OneWindowPerTitle ); +#pragma warning restore 618 + + if(Event.current.type == EventType.MouseMove) + { + SceneView.RepaintAll(); + return; + } + + foreach(var obj in targets) + { + var shape = obj as ProBuilderShape; + + if (shape != null && shape.isEditable) + DoEditingHandles(shape); + } + } + + void OnOverlayGUI(Object obj, SceneView view) + { + GUILayout.BeginVertical(GUILayout.MinWidth(DrawShapeTool.k_MinOverlayWidth)); + ( (ProBuilderShapeEditor) m_ShapeEditor ).DrawShapeGUI(); + ( (ProBuilderShapeEditor) m_ShapeEditor ).DrawShapeParametersGUI(null); + GUILayout.EndVertical(); + } + + /// + /// The Editing handles are used to manipulate and resize ProBuilderShapes + /// These handles are used in 2 tools : EditShapeTool and DrawShapeTool. In this second tool, + /// these handles allow to modified the last created shape. + /// + /// The Shape on which to attach the handles + internal static void DoEditingHandles(ProBuilderShape proBuilderShape, DrawShapeTool tool = null) + { + if(proBuilderShape == null) + return; + + var matrix = Matrix4x4.TRS(proBuilderShape.shapeWorldCenter, proBuilderShape.transform.rotation, Vector3.one); + + using (new Handles.DrawingScope(matrix)) + { + EditorShapeUtility.UpdateFaces(proBuilderShape.editionBounds, proBuilderShape.transform.lossyScale, faces); + + for (int i = 0; i < 4; ++i) + k_OrientationControlIDs[i] = GUIUtility.GetControlID(FocusType.Passive); + for (int i = 0; i < faces.Length; ++i) + s_FaceControlIDs[i] = GUIUtility.GetControlID(FocusType.Passive); + + if (!(proBuilderShape.shape is Cube)) + { + var absSize = Math.Abs(proBuilderShape.editionBounds.size); + if (absSize.x > Mathf.Epsilon && absSize.y > Mathf.Epsilon && absSize.z > Mathf.Epsilon) + DoOrientationHandles(proBuilderShape, tool); + } + + DoSizeHandles(proBuilderShape, tool); + } + } + + static void DoSizeHandles(ProBuilderShape proBuilderShape, DrawShapeTool tool = null) + { + int faceCount = s_Faces.Length; + + var evt = Event.current; + + var is2D = proBuilderShape.shape is Plane || proBuilderShape.shape is Sprite; + for(int i = 0; i < faceCount; i++) + { + var face = faces[i]; + if(is2D && !face.IsValid) + continue; + + if(Event.current.type == EventType.Repaint) + { + Color color = k_BoundsHandleColor; + color.a *= face.IsVisible ? 1f : 0.5f; + using(new Handles.DrawingScope(color)) + { + int pointsCount = face.Points.Length; + for(int k = 0; k < pointsCount; k++) + Handles.DrawLine(face.Points[k], face.Points[( k + 1 ) % pointsCount]); + } + } + + if( DoFaceSizeHandle(proBuilderShape.transform, face, s_FaceControlIDs[i]) ) + { + + if(!s_SizeManipulationInit) + { + s_StartCenter = proBuilderShape.shapeWorldCenter; + s_StartScale = proBuilderShape.transform.lossyScale; + s_StartScaleInverse = new Vector3(1f / Mathf.Abs(s_StartScale.x), 1f/Mathf.Abs(s_StartScale.y), 1f/Mathf.Abs(s_StartScale.z)); + s_StartPositionLocal = proBuilderShape.shapeLocalBounds.center + face.CenterPosition; + s_StartPositionGlobal = proBuilderShape.transform.TransformPoint(s_StartPositionLocal); + s_StartSize = proBuilderShape.size; + s_SizeManipulationInit = true; + s_Direction = Vector3.Scale(face.Normal, Math.Sign(s_StartSize)); + } + + var targetSize = s_StartSize; + //Should we expand on the 2 sides? + var modifier = evt.alt ? 2f : 1f; + var delta = modifier * ( s_SizeDelta * s_Faces[i].Normal ); + + if(Math.IsCardinalAxis(proBuilderShape.transform.up) + && EditorSnapSettings.gridSnapEnabled + && !EditorSnapSettings.incrementalSnapActive + && !evt.alt) + { + var facePosition = s_StartPositionGlobal + Vector3.Scale(delta,s_StartScaleInverse); + var snapValue = Vector3.Scale(Vector3.Scale(EditorSnapping.activeMoveSnapValue, s_StartScaleInverse), Math.Abs(face.Normal)); + + facePosition = ProBuilderSnapping.Snap(facePosition, snapValue); + targetSize += Vector3.Scale((facePosition - s_StartPositionGlobal), s_Direction); + } + else + { + var snapValue = EditorSnapSettings.incrementalSnapActive + ? Vector3.Scale(Vector3.Scale(EditorSnapping.activeMoveSnapValue, s_StartScaleInverse), Math.Abs(face.Normal)) + : Vector3.zero; + + //Move regarding the face tangent direction + delta.Scale(s_Direction); + //scale by the object scale factor + delta.Scale(s_StartScaleInverse); + + targetSize += ProBuilderSnapping.Snap(delta, snapValue); + } + + var center = Vector3.zero; + if(!evt.alt) + { + center = Vector3.Scale((targetSize - s_StartSize) / 2f, s_Direction); + center = Vector3.Scale(center, Math.Sign(s_StartScale)); + center = proBuilderShape.transform.TransformVector(center); + } + ApplyProperties(proBuilderShape, s_StartCenter + center, targetSize); + + if(tool != null) + tool.SaveShapeParams(proBuilderShape); + } + } + } + + static bool DoFaceSizeHandle(Transform trs, FaceData face, int controlID) + { + if( k_OrientationControlIDs.Contains(HandleUtility.nearestControl) && !EditorShapeUtility.PointerIsInFace(face) ) + return false; + + Event evt = Event.current; + float handleSize = HandleUtility.GetHandleSize(face.CenterPosition) * s_DefaultMidpointHandleSize; + bool isSelected = (HandleUtility.nearestControl == controlID && s_CurrentId == -1) || s_CurrentId == controlID; + + switch(evt.GetTypeForControl(controlID)) + { + case EventType.MouseDown: + if (HandleUtility.nearestControl == controlID && evt.button == 0) + { + s_CurrentId = controlID; + GUIUtility.hotControl = controlID; + s_StartMousePosition = evt.mousePosition; + s_SizeManipulationInit = false; + evt.Use(); + SceneView.RepaintAll(); + } + break; + case EventType.MouseUp: + if (GUIUtility.hotControl == controlID && evt.button == 0) + { + GUIUtility.hotControl = 0; + evt.Use(); + s_CurrentId = -1; + s_SizeManipulationInit = false; + } + break; + case EventType.Layout: + HandleUtility.AddControl(controlID, HandleUtility.DistanceToLine(face.CenterPosition, face.CenterPosition) / 2f); + break; + case EventType.Repaint: + Color color = isSelected ? EditorHandleDrawing.edgeSelectedColor : k_BoundsHandleColor; + color.a *= face.IsVisible ? 1f : 0.25f; + using(new Handles.DrawingScope(color)) + Handles.DotHandleCap(controlID, face.CenterPosition , Quaternion.identity, handleSize, EventType.Repaint); + break; + case EventType.MouseDrag: + if(s_CurrentId == controlID) + { + using(new Handles.DrawingScope(Matrix4x4.identity)) + s_SizeDelta = HandleUtility.CalcLineTranslation(s_StartMousePosition, evt.mousePosition, s_StartPositionGlobal, trs.TransformDirection(face.Normal).normalized); + return true; + } + break; + } + return false; + } + + static void DoOrientationHandles(ProBuilderShape proBuilderShape, DrawShapeTool tool) + { + if( GUIUtility.hotControl != 0 && !k_OrientationControlIDs.Contains(GUIUtility.hotControl) ) + return; + + foreach(var f in faces) + { + if(f.IsVisible && EditorShapeUtility.PointerIsInFace(f)) + { + if(DoOrientationHandle(f, proBuilderShape)) + { + UndoUtility.RecordComponents(proBuilderShape.GetComponents(typeof(Component)),"Rotate Shape"); + proBuilderShape.RotateInsideBounds(s_ShapeRotation); + + ProBuilderEditor.Refresh(); + + if(tool != null) + tool.SaveShapeParams(proBuilderShape); + } + } + } + + } + + static bool DoOrientationHandle(FaceData face, ProBuilderShape proBuilderShape) + { + Event evt = Event.current; + bool hasRotated = false; + + switch(evt.type) + { + case EventType.MouseDown: + if ( k_OrientationControlIDs.Contains(HandleUtility.nearestControl) && evt.button == 0 ) + { + s_CurrentId = HandleUtility.nearestControl; + GUIUtility.hotControl = s_CurrentId; + evt.Use(); + } + break; + case EventType.MouseUp: + if (k_OrientationControlIDs.Contains(HandleUtility.nearestControl) && evt.button == 0 ) + { + GUIUtility.hotControl = 0; + evt.Use(); + if(s_CurrentId == HandleUtility.nearestControl) + { + //Execute rotation + Vector3 targetedNormal = Vector3.zero; + for(int i = 0; i < k_OrientationControlIDs.Length; i++) + { + if(k_OrientationControlIDs[i] == s_CurrentId) + { + targetedNormal = (arrowsLines[i][1] - face.CenterPosition).normalized; + break; + } + } + + var currentNormal = face.Normal; + currentNormal.Scale(Math.Sign(proBuilderShape.size)); + targetedNormal.Scale(Math.Sign(proBuilderShape.size)); + Vector3 rotationAxis = Vector3.Cross(currentNormal,targetedNormal); + var angle = Vector3.SignedAngle(currentNormal, targetedNormal, rotationAxis); + s_ShapeRotation = Quaternion.AngleAxis(angle, rotationAxis); + s_CurrentAngle = (s_CurrentAngle + angle) % 360; + + hasRotated = true; + } + s_CurrentId = -1; + } + break; + case EventType.Layout: + for(int i = 0; i < 4; i++) + { + var rectPos = 0.8f * arrowsLines[i][1] + 0.2f * face.CenterPosition; + float dist = HandleUtility.DistanceToRectangle( rectPos, + Quaternion.LookRotation(face.Normal), + HandleUtility.GetHandleSize(face.CenterPosition) * s_DefaultMidpointSquareSize/2f); + HandleUtility.AddControl(k_OrientationControlIDs[i], dist); + } + break; + case EventType.Repaint: + if(s_CurrentArrowHovered != HandleUtility.nearestControl) + s_CurrentAngle = 0f; + + int pointsCount = face.Points.Length; + s_CurrentArrowHovered = -1; + for(int i = 0; i < pointsCount; i++) + { + var rectHandleSize = HandleUtility.GetHandleSize(face.CenterPosition) * s_DefaultMidpointSquareSize; + + var sideDirection = ( face.Points[( i + 1 ) % pointsCount] - face.Points[i] ).normalized; + var arrowDirection = Vector3.Cross(face.Normal.normalized, sideDirection).normalized; + + var topDirection = 2.5f * rectHandleSize * arrowDirection; + var top = face.CenterPosition + topDirection; + var A = topDirection.magnitude; + var a = 0.33f * Mathf.Sqrt(2f * A * A); + var h = 0.5f * Mathf.Sqrt(2f * a * a); + arrowsLines[i][0] = top - ( h * arrowDirection + h * sideDirection ); + arrowsLines[i][1] = top; + arrowsLines[i][2] = top - ( h * arrowDirection - h * sideDirection ); + + bool selected = HandleUtility.nearestControl == k_OrientationControlIDs[i]; + + Color color = selected + ? EditorHandleDrawing.edgeSelectedColor + : k_BoundsHandleColor; + color.a = 1.0f; + + using(new Handles.DrawingScope(color)) + { + Handles.DrawAAPolyLine(5f, arrowsLines[i]); + if(selected) + { + EditorGUIUtility.AddCursorRect(new Rect(0,0,Screen.width, Screen.height), MouseCursor.RotateArrow); + s_CurrentArrowHovered = HandleUtility.nearestControl; + Handles.DrawAAPolyLine(3f, + new Vector3[] + { + Vector3.Scale(proBuilderShape.shapeRotation * Vector3.up, proBuilderShape.size / 2f), + Vector3.zero, + Vector3.Scale(proBuilderShape.shapeRotation * Vector3.forward, proBuilderShape.size / 2f) + }); + } + } + } + break; + case EventType.MouseDrag: + if(k_OrientationControlIDs.Contains(s_CurrentId) && HandleUtility.nearestControl != s_CurrentId) + { + GUIUtility.hotControl = 0; + s_CurrentId = -1; + } + break; + } + return hasRotated; + } + + static void ApplyProperties(ProBuilderShape proBuilderShape, Vector3 newCenterPosition, Vector3 newSize) + { + var bounds = new Bounds(); + bounds.center = newCenterPosition; + bounds.size = newSize; + + UndoUtility.RecordComponents(proBuilderShape.GetComponents(typeof(Component)),"Resize Shape"); + proBuilderShape.UpdateBounds(bounds); + + ProBuilderEditor.Refresh(false); + } + + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditShapeTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditShapeTool.cs.meta new file mode 100644 index 0000000..50849d5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditShapeTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 99a28d28a160b4da78802caf2a3484a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorEnum.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorEnum.cs new file mode 100644 index 0000000..5981dce --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorEnum.cs @@ -0,0 +1,29 @@ +using System; + +namespace UnityEditor.ProBuilder +{ + /// + /// Where the sceneview toolbar sits in relation the scene view rect. + /// + enum SceneToolbarLocation + { + UpperCenter, + UpperLeft, + UpperRight, + BottomCenter, + BottomLeft, + BottomRight + } + + /// + /// How should Unity represent selected objects? + /// + /// Editor only. + [System.Flags] + enum SelectionRenderState + { + None = 0x0, + Wireframe = 0x1, + Outline = 0x2 + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorEnum.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorEnum.cs.meta new file mode 100644 index 0000000..13037a8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorEnum.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f90915a295ab524097b6e004b64d015 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUILayout.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUILayout.cs new file mode 100644 index 0000000..17ebf11 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUILayout.cs @@ -0,0 +1,273 @@ +using System; +using UnityEngine; +using System.Collections.Generic; + +namespace UnityEditor.ProBuilder.UI +{ + /// + /// Additional GUI functions for Editor use. + /// + static class EditorGUILayout + { + static bool s_RowToggle = true; + static readonly Color s_RowOddColor = new Color(.45f, .45f, .45f, .2f); + static readonly Color s_RowEvenColor = new Color(.30f, .30f, .30f, .2f); + + public static void BeginRow(int index = -1) + { + if (index > -1) + s_RowToggle = index % 2 == 0; + + EditorGUIUtility.PushBackgroundColor(s_RowToggle ? s_RowEvenColor : s_RowOddColor); + GUILayout.BeginHorizontal(EditorStyles.rowStyle); + s_RowToggle = !s_RowToggle; + EditorGUIUtility.PopBackgroundColor(); + } + + public static void EndRow() + { + GUILayout.EndHorizontal(); + } + + /// + /// An automatically laid out toolbar that returns the index of the selected button. Optionally allows no selection. + /// + /// + /// + /// + /// + /// + /// + public static int Toolbar(int index, GUIContent[] content, GUIStyle style, bool allowNoSelection = false, params GUILayoutOption[] addlParams) + { + return Toolbar(index, content, style, style, style, allowNoSelection, addlParams); + } + + public static int Toolbar(int index, GUIContent[] content, GUIStyle left, GUIStyle mid, GUIStyle right, bool allowNoSelection = false, params GUILayoutOption[] addlParams) + { + GUILayout.BeginHorizontal(); + + for (int i = 0; i < content.Length; i++) + { + GUIStyle m_Style = i < 1 ? left : (i >= content.Length - 1 ? right : mid); + + if (index == i) + m_Style = EditorGUIUtility.GetOnStyle(m_Style); + + if (GUILayout.Button(content[i], m_Style, addlParams)) + { + if (index == i && allowNoSelection) + index = -1; + else + index = i; + } + } + + GUILayout.EndHorizontal(); + + return index; + } + + /** + * An automatically laid out toolbar that toggles flags. Content corresponds to the bits starting at 1 - ex: + * - content[0] = 0x1 + * - content[1] = 0x2 + * - content[2] = 0x4 + */ + public static int FlagToolbar(int index, GUIContent[] content, GUIStyle style, bool allowNoSelection = false, bool allowMultipleSelected = true, params GUILayoutOption[] addlParams) + { + return FlagToolbar(index, content, style, style, style, allowNoSelection, allowMultipleSelected, addlParams); + } + + public static int FlagToolbar(int index, GUIContent[] content, bool allowNoSelection = false, bool allowMultipleSelected = true, params GUILayoutOption[] addlParams) + { + return FlagToolbar(index, content, UnityEditor.EditorStyles.miniButtonLeft, UnityEditor.EditorStyles.miniButtonMid, UnityEditor.EditorStyles.miniButtonRight, allowNoSelection, allowMultipleSelected, addlParams); + } + + public static int FlagToolbar(int index, GUIContent[] content, GUIStyle left, GUIStyle mid, GUIStyle right, bool allowNoSelection = false, bool allowMultipleSelected = true, params GUILayoutOption[] addlParams) + { + GUILayout.BeginHorizontal(); + + for (int i = 0; i < content.Length; i++) + { + GUIStyle m_Style = i < 1 ? left : (i >= content.Length - 1 ? right : mid); + + if ((index & (0x1 << i)) > 0) + m_Style = EditorGUIUtility.GetOnStyle(m_Style); + + if (GUILayout.Button(content[i], m_Style, addlParams)) + { + if (!allowMultipleSelected) + index = (index & (0x1 << i)); + + index ^= (0x1 << i); + + if (!allowNoSelection && index == 0x0) + index = 0x1 << i; + } + } + + GUILayout.EndHorizontal(); + + return index; + } + + class ResizeHandleState + { + public Vector2 origin; + public Rect startingRect; + } + + delegate Rect ComputeResize(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight); + + static KeyValuePair> CreateResizeHandleControl(Rect activeRect, String suffix, Rect parentWindowRect, UnityEditor.MouseCursor cursor, ComputeResize resizeDelegate) + { + int id = GUIUtility.GetControlID(("ProBuilderWindowResize" + suffix).GetHashCode(), FocusType.Passive, parentWindowRect); + HandleUtility.AddControl(id, Vector2.Distance(activeRect.center, Event.current.mousePosition)); + UnityEditor.EditorGUIUtility.AddCursorRect(activeRect, cursor); + return new KeyValuePair>(id, new Tuple(activeRect, resizeDelegate)); + } + + static Rect ResizeBottomRight(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.width = handleState.startingRect.width + (currentEvent.mousePosition.x - handleState.origin.x); + currentRect.height = handleState.startingRect.height + (currentEvent.mousePosition.y - handleState.origin.y); + return currentRect; + } + + static Rect ResizeBottomLeft(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.width = currentRect.width - (currentEvent.mousePosition.x - handleState.origin.x); + currentRect.width = Mathf.Max(currentRect.width, minimumWidth); + currentRect.x = handleState.startingRect.xMax - currentRect.width; + currentRect.height = handleState.startingRect.height + (currentEvent.mousePosition.y - handleState.origin.y); + return currentRect; + } + + static Rect ResizeBottom(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.height = handleState.startingRect.height + (currentEvent.mousePosition.y - handleState.origin.y); + return currentRect; + } + + static Rect ResizeTop(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.height = currentRect.height - (currentEvent.mousePosition.y - handleState.origin.y); + currentRect.height = Mathf.Max(currentRect.height, minimumHeight); + currentRect.y = handleState.startingRect.yMax - currentRect.height; + return currentRect; + } + + static Rect ResizeLeft(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.width = currentRect.width - (currentEvent.mousePosition.x - handleState.origin.x); + currentRect.width = Mathf.Max(currentRect.width, minimumWidth); + currentRect.x = handleState.startingRect.xMax - currentRect.width; + return currentRect; + } + + static Rect ResizeRight(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.width = handleState.startingRect.width + (currentEvent.mousePosition.x - handleState.origin.x); + return currentRect; + } + + static Rect ResizeTopLeft(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.height = currentRect.height - (currentEvent.mousePosition.y - handleState.origin.y); + currentRect.height = Mathf.Max(currentRect.height, minimumHeight); + currentRect.y = handleState.startingRect.yMax - currentRect.height; + currentRect.width = currentRect.width - (currentEvent.mousePosition.x - handleState.origin.x); + currentRect.width = Mathf.Max(currentRect.width, minimumWidth); + currentRect.x = handleState.startingRect.xMax - currentRect.width; + return currentRect; + } + + static Rect ResizeTopRight(Rect currentRect, ResizeHandleState handleState, Event currentEvent, int minimumWidth, int minimumHeight) + { + currentRect.height = currentRect.height - (currentEvent.mousePosition.y - handleState.origin.y); + currentRect.height = Mathf.Max(currentRect.height, minimumHeight); + currentRect.y = handleState.startingRect.yMax - currentRect.height; + currentRect.width = handleState.startingRect.width + (currentEvent.mousePosition.x - handleState.origin.x); + return currentRect; + } + + static int s_ResizeHandleAreaDimension = 6; + static int s_MoveWindowAreaHeight = 30; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_RowToggle = true; + s_ResizeHandleAreaDimension = 6; + s_MoveWindowAreaHeight = 30; + } + + public static Rect DoResizeHandle(Rect rect, int minimumWidth, int minimumHeight) + { + var evt = Event.current; + if (evt.type == EventType.Used) + { + return rect; + } + IDictionary> resizeHandles = new Dictionary>(); + resizeHandles.Add(CreateResizeHandleControl(new Rect(rect.width - s_ResizeHandleAreaDimension, rect.height - s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension), "BottomRight", rect, MouseCursor.ResizeUpLeft, ResizeBottomRight)); + resizeHandles.Add(CreateResizeHandleControl(new Rect(0, rect.height - s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension), "BottomLeft", rect, MouseCursor.ResizeUpRight, ResizeBottomLeft)); + resizeHandles.Add(CreateResizeHandleControl(new Rect(s_ResizeHandleAreaDimension, rect.height - s_ResizeHandleAreaDimension, rect.width - 2*s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension), "Bottom", rect, MouseCursor.ResizeVertical, ResizeBottom)); + resizeHandles.Add(CreateResizeHandleControl(new Rect(s_ResizeHandleAreaDimension, 0, rect.width - 2* s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension), "Top", rect, MouseCursor.ResizeVertical, ResizeTop)); + resizeHandles.Add(CreateResizeHandleControl(new Rect(0, s_MoveWindowAreaHeight, s_ResizeHandleAreaDimension, rect.height - (s_MoveWindowAreaHeight + s_ResizeHandleAreaDimension)), "Left", rect, MouseCursor.ResizeHorizontal, ResizeLeft)); + resizeHandles.Add(CreateResizeHandleControl(new Rect(rect.width - s_ResizeHandleAreaDimension, s_MoveWindowAreaHeight, s_ResizeHandleAreaDimension, rect.height - (s_MoveWindowAreaHeight + s_ResizeHandleAreaDimension)), "Right", rect, MouseCursor.ResizeHorizontal, ResizeRight)); + resizeHandles.Add(CreateResizeHandleControl(new Rect(0, 0, s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension), "TopLeft", rect, MouseCursor.ResizeUpLeft, ResizeTopLeft)); + resizeHandles.Add(CreateResizeHandleControl(new Rect(rect.width - s_ResizeHandleAreaDimension, 0, s_ResizeHandleAreaDimension, s_ResizeHandleAreaDimension), "TopRight", rect, MouseCursor.ResizeUpRight, ResizeTopRight)); + + if (evt.type == EventType.MouseDown && evt.button == 0) + { + bool initializedControl = false; + foreach (KeyValuePair> kvp in resizeHandles) + { + if (kvp.Value.Item1.Contains(evt.mousePosition)) + { + GUIUtility.hotControl = kvp.Key; + initializedControl = true; + break; + } + } + + if (!initializedControl) + { + return rect; + } + GUI.changed = true; + var state = (ResizeHandleState)GUIUtility.GetStateObject(typeof(ResizeHandleState), GUIUtility.hotControl); + state.origin = evt.mousePosition; + state.startingRect = rect; + evt.Use(); + } + else if (!resizeHandles.ContainsKey(GUIUtility.hotControl)) + { + return rect; + } + if (evt.type == EventType.MouseUp) + { + GUIUtility.hotControl = 0; + GUI.changed = true; + evt.Use(); + } + else if (evt.type == EventType.MouseDrag) + { + var state = (ResizeHandleState)GUIUtility.GetStateObject(typeof(ResizeHandleState), GUIUtility.hotControl); + rect = resizeHandles[GUIUtility.hotControl].Item2(rect, state, evt, minimumWidth, minimumHeight); + + GUI.changed = true; + evt.Use(); + } + + return rect; + } + + public static Rect GetSliderRect(bool hasLabel, params GUILayoutOption[] options) + { + return UnityEditor.EditorGUILayout.GetSliderRect(hasLabel, options); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUILayout.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUILayout.cs.meta new file mode 100644 index 0000000..6375e23 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUILayout.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4891ddee861208843a4495ed6e404a57 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUIUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUIUtility.cs new file mode 100644 index 0000000..bde822b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUIUtility.cs @@ -0,0 +1,559 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder.UI +{ + /// + /// Generic GUI utility methods used in ProBuilder windows. + /// + static class EditorGUIUtility + { + internal static class Styles + { + private static GUIStyle s_Command; + public static GUIStyle command => s_Command ??= "command"; + public static GUIContent[] selectModeIcons; + + static Texture2D s_ObjectIcon; + public static Texture2D ObjectIcon => s_ObjectIcon ??= IconUtility.GetIcon("Modes/Mode_Object"); + + static Texture2D s_VertexIcon; + public static Texture2D VertexIcon => s_VertexIcon ??= IconUtility.GetIcon("Modes/Mode_Vertex"); + + static Texture2D s_EdgeIcon; + public static Texture2D EdgeIcon => s_EdgeIcon ??= IconUtility.GetIcon("Modes/Mode_Edge"); + + static Texture2D s_FaceIcon; + public static Texture2D FaceIcon => s_FaceIcon ??= IconUtility.GetIcon("Modes/Mode_Face"); + + public static void Init() + { + selectModeIcons = new GUIContent[] + { + ObjectIcon != null + ? new GUIContent(s_ObjectIcon, "Object Selection") + : new GUIContent("OBJ", "Object Selection"), + VertexIcon != null + ? new GUIContent(s_VertexIcon, "Vertex Selection") + : new GUIContent("VRT", "Vertex Selection"), + EdgeIcon != null + ? new GUIContent(s_EdgeIcon, "Edge Selection") + : new GUIContent("EDG", "Edge Selection"), + FaceIcon != null + ? new GUIContent(s_FaceIcon, "Face Selection") + : new GUIContent("FCE", "Face Selection"), + }; + } + + internal static void ResetForPlayMode() + { + selectModeIcons = null; + s_ObjectIcon = null; + s_VertexIcon = null; + s_EdgeIcon = null; + s_FaceIcon = null; + } + } + + static readonly Color TOOL_SETTINGS_COLOR = UnityEditor.EditorGUIUtility.isProSkin + ? Color.green + : new Color(.2f, .2f, .2f, .2f); + + static GUIStyle _splitStyle; + static GUIStyle SplitStyle + { + get + { + if (_splitStyle == null) + { + _splitStyle = new GUIStyle(); + _splitStyle.normal.background = UnityEditor.EditorGUIUtility.whiteTexture; + _splitStyle.margin = new RectOffset(6, 6, 0, 0); + } + return _splitStyle; + } + } + + static GUIStyle _centeredGreyMiniLabel; + public static GUIStyle CenteredGreyMiniLabel + { + get + { + if (_centeredGreyMiniLabel == null) + { + _centeredGreyMiniLabel = new GUIStyle(UnityEditor.EditorStyles.label); + _centeredGreyMiniLabel.normal.textColor = Color.gray; + _centeredGreyMiniLabel.alignment = TextAnchor.MiddleCenter; + } + return _centeredGreyMiniLabel; + } + } + + static GUIStyle _solidBackgroundStyle; + public static GUIStyle solidBackgroundStyle + { + get + { + if (_solidBackgroundStyle == null) + { + _solidBackgroundStyle = new GUIStyle(); + _solidBackgroundStyle.normal.background = UnityEditor.EditorGUIUtility.whiteTexture; + } + return _solidBackgroundStyle; + } + } + + static GUIStyle _buttonNoBackgroundSmallMarginStyle = null; + public static GUIStyle ButtonNoBackgroundSmallMarginStyle + { + get + { + if (_buttonNoBackgroundSmallMarginStyle == null) + { + _buttonNoBackgroundSmallMarginStyle = new GUIStyle(); + _buttonNoBackgroundSmallMarginStyle.margin = new RectOffset(0, 0, 0, 0); + _buttonNoBackgroundSmallMarginStyle.alignment = TextAnchor.MiddleCenter; + _buttonNoBackgroundSmallMarginStyle.padding = new RectOffset(2, 2, 2, 2); + } + return _buttonNoBackgroundSmallMarginStyle; + } + } + + static GUIContent _guiContent = null; + + public static GUIContent TempContent(string label, string tooltip = null, Texture2D icon = null) + { + if (_guiContent == null) + _guiContent = new GUIContent(); + + _guiContent.text = label; + _guiContent.tooltip = tooltip; + _guiContent.image = icon; + + return _guiContent; + } + + static Stack s_GuiEnabled = new Stack(); + static Stack s_ContentColor = new Stack(); + static Stack s_BackgroundColor = new Stack(); + + public static void PushGUIEnabled(bool enabled) + { + s_GuiEnabled.Push(GUI.enabled); + GUI.enabled = enabled; + } + + public static void PopGUIEnabled() + { + GUI.enabled = s_GuiEnabled.Pop(); + } + + public static void PushGUIContentColor(Color color) + { + s_ContentColor.Push(GUI.color); + GUI.contentColor = color; + } + + public static void PopGUIContentColor() + { + GUI.contentColor = s_ContentColor.Pop(); + } + + public static void PushBackgroundColor(Color color) + { + s_BackgroundColor.Push(GUI.backgroundColor); + GUI.backgroundColor = color; + } + + public static void PopBackgroundColor() + { + GUI.backgroundColor = s_BackgroundColor.Pop(); + } + + /** + * Draws a horizontal line and inserts a GUILayout.Space(2). + * @param lines How many lines to draw. Typically 1 or 2 suffice. + */ + public static void DrawSeparator(int lines, Color color) + { + Color old = UnityEngine.GUI.backgroundColor; + UnityEngine.GUI.backgroundColor = color; + DrawSeparator(lines); + UnityEngine.GUI.backgroundColor = old; + } + + public static void DrawSeparator(int lines) + { + GUILayout.Box("", SplitStyle, GUILayout.MaxHeight(2)); + + for (int i = 1; i < lines; i++) + { + GUILayout.Space(2); + GUILayout.Box("", SplitStyle, GUILayout.MaxHeight(2)); + } + } + + static Dictionary onStyles = new Dictionary(); + + public static GUIStyle GetOnStyle(GUIStyle style) + { + GUIStyle on; + + if (onStyles.TryGetValue(style, out on)) + return on; + + on = new GUIStyle(style); + on.normal.textColor = on.onNormal.textColor; + on.normal.background = on.onNormal.background; + onStyles.Add(style, on); + return on; + } + + static Dictionary activeStyles = new Dictionary(); + + public static GUIStyle GetActiveStyle(GUIStyle style) + { + GUIStyle activeStyle; + + if (activeStyles.TryGetValue(style, out activeStyle)) + return activeStyle; + + activeStyle = new GUIStyle(style); + activeStyle.normal.textColor = activeStyle.active.textColor; + activeStyle.normal.background = activeStyle.active.background; + activeStyles.Add(style, activeStyle); + return activeStyle; + } + + /** + * Draw a solid color block at rect. + */ + public static void DrawSolidColor(Rect rect, Color col) + { + Color old = UnityEngine.GUI.backgroundColor; + UnityEngine.GUI.backgroundColor = col; + + UnityEngine.GUI.Box(rect, "", SplitStyle); + + UnityEngine.GUI.backgroundColor = old; + } + + const int FieldBoxWidth = 64; + + public static float FloatFieldConstrained(GUIContent content, float value, int width) + { + GUILayout.BeginHorizontal(); + GUILayout.Label(content, GUILayout.MaxWidth(width - FieldBoxWidth)); + value = UnityEditor.EditorGUILayout.FloatField("", value, GUILayout.MaxWidth(FieldBoxWidth - 4)); + GUILayout.EndHorizontal(); + + return value; + } + + public static int IntFieldConstrained(GUIContent content, int value, int width) + { + GUILayout.BeginHorizontal(); + GUILayout.Label(content, GUILayout.MaxWidth(width - FieldBoxWidth)); + value = UnityEditor.EditorGUILayout.IntField("", value, GUILayout.MaxWidth(FieldBoxWidth - 4)); + GUILayout.EndHorizontal(); + + return value; + } + + static GUIContent slider_guicontent = new GUIContent("", ""); + + public static float FreeSlider(string content, float value, float min, float max) + { + slider_guicontent.text = content; + return FreeSlider(slider_guicontent, value, min, max); + } + + /** + * Similar to EditorGUILayoutUtility.Slider, except this allows for values outside of the min/max bounds via the float field. + */ + public static float FreeSlider(GUIContent content, float value, float min, float max) + { + float pixelsPerPoint = 1f; + + pixelsPerPoint = UnityEditor.EditorGUIUtility.pixelsPerPoint; + + float PAD = 8f / pixelsPerPoint; + float sliderHeight = UnityEditor.EditorGUIUtility.singleLineHeight; + const float MIN_LABEL_WIDTH = 0f; + const float MAX_LABEL_WIDTH = 128f; + const float MIN_FIELD_WIDTH = 48f; + + Rect rect = EditorGUILayout.GetSliderRect(true); + float y = rect.y; + + float labelWidth = content != null ? Mathf.Max(MIN_LABEL_WIDTH, Mathf.Min(GUI.skin.label.CalcSize(content).x + PAD, MAX_LABEL_WIDTH)) : 0f; + float remaining = ((Screen.width / pixelsPerPoint) - (PAD * 2f)) - labelWidth; + float sliderWidth = remaining - (MIN_FIELD_WIDTH + PAD); + float floatWidth = MIN_FIELD_WIDTH; + + Rect labelRect = new Rect(PAD, y + 2f, labelWidth, sliderHeight); + Rect sliderRect = new Rect(labelRect.x + labelWidth, y + 1f, sliderWidth, sliderHeight); + Rect floatRect = new Rect(sliderRect.x + sliderRect.width + PAD, y + 1f, floatWidth, sliderHeight); + + if (content != null) + GUI.Label(labelRect, content); + + EditorGUI.BeginChangeCheck(); + + int controlID = GUIUtility.GetControlID(FocusType.Passive, sliderRect); + float tmp = value; + tmp = GUI.Slider(sliderRect, tmp, 0f, min, max, GUI.skin.horizontalSlider, (!EditorGUI.showMixedValue) ? GUI.skin.horizontalSliderThumb : "SliderMixed", true, controlID); + + if (EditorGUI.EndChangeCheck()) + value = Event.current.control ? 1f * Mathf.Round(tmp / 1f) : tmp; + + value = EditorGUI.FloatField(floatRect, value); + + return value; + } + + public static int FreeSliderWithRange(string content, int value, int min, int max, ref int uiMin, ref int uiMax, ref bool expanded) + { + slider_guicontent.text = content; + return FreeSliderWithRange(slider_guicontent, value, min, max, ref uiMin, ref uiMax, ref expanded); + } + + /** + * Similar to EditorGUILayoutUtility.Slider, except this allows for values outside of the uiMin/uiMax bounds via the int field. + * Contrary to the FreeSlider however it has a hard range defined with min and max. + */ + public static int FreeSliderWithRange(GUIContent content, int value, int min, int max, ref int uiMin, ref int uiMax, ref bool expanded) + { + float pixelsPerPoint = 1f; + + pixelsPerPoint = UnityEditor.EditorGUIUtility.pixelsPerPoint; + + float PAD = 6f / pixelsPerPoint; + const float SLIDER_HEIGHT = 16f; + const float MIN_LABEL_WIDTH = 0f; + const float MAX_LABEL_WIDTH = 128f; + const float MIN_FIELD_WIDTH = 48f; + + GUILayoutUtility.GetRect(UnityEditor.EditorGUIUtility.currentViewWidth / pixelsPerPoint, 18); + + Rect previousRect = GUILayoutUtility.GetLastRect(); + float y = previousRect.y; + + float labelWidth = content != null ? Mathf.Max(MIN_LABEL_WIDTH, Mathf.Min(GUI.skin.label.CalcSize(content).x + PAD, MAX_LABEL_WIDTH)) : 0f; + float remaining = ((Screen.width / pixelsPerPoint) - (PAD * 4f)) - labelWidth; + float sliderWidth = remaining - (MIN_FIELD_WIDTH + PAD); + float intWidth = MIN_FIELD_WIDTH; + float indentOffset = EditorGUI.indentLevel * 15f; + + Rect labelRect = new Rect(PAD, y + 2f, labelWidth, SLIDER_HEIGHT); + Rect sliderRect = new Rect(labelRect.x + labelWidth + 2*PAD, y + 1f, sliderWidth, SLIDER_HEIGHT); + Rect intRect = new Rect(sliderRect.x + sliderRect.width + PAD, y + 1f, intWidth, SLIDER_HEIGHT); + + Rect totalRect = GUILayoutUtility.GetRect(1, UnityEditor.EditorGUIUtility.singleLineHeight); + Rect foldoutRect = new Rect(labelRect.xMax - PAD, labelRect.y, 15, totalRect.height); + + if (content != null) + GUI.Label(labelRect, content); + + EditorGUI.BeginChangeCheck(); + + int controlID = GUIUtility.GetControlID(FocusType.Passive, sliderRect); + float tmp = value; + float tmpUIMin = uiMin; + float tmpUIMax = uiMax; + tmp = GUI.Slider(sliderRect, tmp, 0f, tmpUIMin, tmpUIMax, GUI.skin.horizontalSlider, (!EditorGUI.showMixedValue) ? GUI.skin.horizontalSliderThumb : "SliderMixed", true, controlID); + + if (EditorGUI.EndChangeCheck()) + value = (int) (Event.current.control ? 1 * Mathf.Round(tmp / 1f) : tmp); + + value = EditorGUI.DelayedIntField(intRect, value); + + if (value > uiMax) + uiMax = value; + + if (value < uiMin) + uiMin = value; + + expanded = EditorGUI.Foldout(foldoutRect, expanded, GUIContent.none); + if (expanded) + { + Rect rangeLabelRect = new Rect(sliderRect.x, sliderRect.yMax, sliderRect.width / 2, intRect.height); + Rect minRect = new Rect(intRect.x - (intRect.width + indentOffset + PAD), sliderRect.yMax + 2f, intRect.width, intRect.height); + Rect maxRect = new Rect(intRect.x, sliderRect.yMax + 2f, intRect.width, intRect.height); + + EditorGUI.PrefixLabel(rangeLabelRect, new GUIContent("Range:")); + uiMin = UnityEditor.EditorGUI.DelayedIntField(minRect, uiMin); + uiMin = UnityEngine.ProBuilder.Math.Clamp(uiMin, min, uiMax); + if (value < uiMin) + value = uiMin; + uiMax = UnityEditor.EditorGUI.DelayedIntField(maxRect, uiMax); + uiMax = UnityEngine.ProBuilder.Math.Clamp(uiMax, uiMin + 1, max); + if (value > uiMax) + value = uiMax; + } + + return UnityEngine.ProBuilder.Math.Clamp(value, min, max); + } + + public static bool ToolSettingsGUI(string text, + string description, + bool showSettings, + Func action, + Action gui, + ProBuilderMesh[] selection) + { + return ToolSettingsGUI(text, description, showSettings, action, gui, true, selection); + } + + public static bool ToolSettingsGUI(string text, + string description, + bool showSettings, + Func action, + Action gui, + bool enabled, + ProBuilderMesh[] selection) + { + if (enabled) + { + GUILayout.BeginHorizontal(); + + if (GUILayout.Button(new GUIContent(text, description), UnityEditor.EditorStyles.miniButtonLeft)) + action(selection); + + if (GUILayout.Button(showSettings ? "-" : "+", UnityEditor.EditorStyles.miniButtonRight, GUILayout.MaxWidth(24))) + showSettings = !showSettings; + GUILayout.EndHorizontal(); + + if (showSettings) + { + GUILayout.BeginVertical(EditorStyles.sceneTextBox); + gui(); + GUILayout.EndVertical(); + GUILayout.Space(4); + } + } + else + { + if (GUILayout.Button(new GUIContent(text, description), UnityEditor.EditorStyles.miniButton)) + action(selection); + } + + return showSettings; + } + + /** + * Similar to EditorGUILayout.Slider, except that this won't return clamped values + * unless the user modifies the value. + */ + public static float Slider(GUIContent content, float value, float min, float max) + { + float tmp = value; + + EditorGUI.BeginChangeCheck(); + + tmp = UnityEditor.EditorGUILayout.Slider(content, value, min, max); + + if (EditorGUI.EndChangeCheck()) + return tmp; + else + return value; + } + + static Rect sceneLabelRect = new Rect(0f, 0f, 0f, 0f); + static Color SceneLabelBackgroundColor = new Color(.12f, .12f, .12f, 1f); + + static GUIStyle sceneBoldLabel + { + get + { + if (_sceneBoldLabel == null) + { + _sceneBoldLabel = new GUIStyle(UnityEditor.EditorStyles.boldLabel); + _sceneBoldLabel.normal.textColor = Color.white; + } + return _sceneBoldLabel; + } + } + + static GUIStyle _sceneBoldLabel = null; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + Styles.ResetForPlayMode(); + _splitStyle = null; + _centeredGreyMiniLabel = null; + _solidBackgroundStyle = null; + _buttonNoBackgroundSmallMarginStyle = null; + _sceneBoldLabel = null; + sceneLabelRect = new Rect(0f, 0f, 0f, 0f); + } + + /** + * Draw a label in the scene view with a solid color background. + */ + public static void SceneLabel(string text, Vector2 position, bool center = true) + { + GUIContent gc = TempContent(text); + + float width = UnityEditor.EditorStyles.boldLabel.CalcSize(gc).x; + float height = UnityEditor.EditorStyles.label.CalcHeight(gc, width) + 4; + + sceneLabelRect.x = center ? position.x - width * .5f : position.x; + sceneLabelRect.y = center ? position.y - height * .5f : position.y - height; + sceneLabelRect.width = width; + sceneLabelRect.height = height; + + DrawSolidColor(sceneLabelRect, SceneLabelBackgroundColor); + + GUI.Label(sceneLabelRect, gc, sceneBoldLabel); + } + + public static SelectMode DoElementModeToolbar(Rect rect, SelectMode mode) + { + Styles.Init(); + + EditorGUI.BeginChangeCheck(); + + var textureMode = mode.ContainsFlag(SelectMode.TextureVertex | SelectMode.TextureEdge | SelectMode.TextureFace); + + int currentSelectionMode = -1; + + switch (mode) + { + case SelectMode.Vertex: + case SelectMode.TextureVertex: + currentSelectionMode = 1; + break; + case SelectMode.Edge: + case SelectMode.TextureEdge: + currentSelectionMode = 2; + break; + case SelectMode.Face: + case SelectMode.TextureFace: + currentSelectionMode = 3; + break; + default: + currentSelectionMode = -1; + break; + } + + currentSelectionMode = GUI.Toolbar(rect, currentSelectionMode, Styles.selectModeIcons, Styles.command); + + if (EditorGUI.EndChangeCheck()) + { + mode = currentSelectionMode switch + { + 1 => textureMode ? SelectMode.TextureVertex : SelectMode.Vertex, + 2 => textureMode ? SelectMode.TextureEdge : SelectMode.Edge, + 3 => textureMode ? SelectMode.TextureFace : SelectMode.Face, + _ => mode + }; + } + + return mode; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUIUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUIUtility.cs.meta new file mode 100644 index 0000000..c2e8664 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorGUIUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a931ba2bdb160804eb3438f28aa0def3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawing.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawing.cs new file mode 100644 index 0000000..7738040 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawing.cs @@ -0,0 +1,520 @@ +using System; +using UnityEngine; +using UnityEngine.ProBuilder; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.EditorTools; +using UnityEngine.Rendering; +using UnityEditor.SettingsManagement; +using UnityObject = UnityEngine.Object; +using Edge = UnityEngine.ProBuilder.Edge; + +namespace UnityEditor.ProBuilder +{ + static partial class EditorHandleDrawing + { + const HideFlags k_ResourceHideFlags = HideFlags.HideAndDontSave; + const float k_MinLineWidthForGeometryShader = .01f; + static readonly Color k_OccludedTint = new Color(.75f, .75f, .75f, 1f); + + static bool s_Initialized; + + static ObjectPool s_MeshPool2; + + static Dictionary s_WireHandles; + static Dictionary s_VertexHandles; + static Dictionary s_SelectedFaceHandles; + static Dictionary s_SelectedVertexHandles; + static Dictionary s_SelectedEdgeHandles; + + // Edge, vert, wire, and line materials Can be either point to a geometry shader or an alternative for devices + // without geometry shader support + static Material s_EdgeMaterial; + static Material s_VertMaterial; + static Material s_WireMaterial; + static Material s_LineMaterial; + static Material s_FaceMaterial; + static Material s_GlWireMaterial; + + static Material edgeMaterial { get { Init(); return s_EdgeMaterial; } } + static Material vertMaterial { get { Init(); return s_VertMaterial; } } + static Material wireMaterial { get { Init(); return s_WireMaterial; } } + static Material lineMaterial { get { Init(); return s_LineMaterial; } } + static Material faceMaterial { get { Init(); return s_FaceMaterial; } } + static Material glWireMaterial { get { Init(); return s_GlWireMaterial; } } + + static ObjectPool meshPool { get { Init(); return s_MeshPool2; } } + static Dictionary wireHandles { get { Init(); return s_WireHandles; } } + static Dictionary vertexHandles { get { Init(); return s_VertexHandles; } } + static Dictionary selectedFaceHandles { get { Init(); return s_SelectedFaceHandles; } } + static Dictionary selectedVertexHandles { get { Init(); return s_SelectedVertexHandles; } } + static Dictionary selectedEdgeHandles { get { Init(); return s_SelectedEdgeHandles; } } + + static Color wireframeColor { get { return s_UseUnityColors ? k_WireframeDefault : s_WireframeColorPref; } } + internal static Color faceSelectedColor { get { return s_UseUnityColors ? Handles.selectedColor : s_SelectedFaceColorPref; } } + internal static Color preselectionColor { get { return s_UseUnityColors ? Handles.preselectionColor : s_PreselectionColorPref; } } + internal static Color edgeSelectedColor { get { return s_UseUnityColors ? Handles.selectedColor : s_SelectedEdgeColorPref; } } + static Color edgeUnselectedColor { get { return s_UseUnityColors ? k_WireframeDefault : s_UnselectedEdgeColorPref; } } + internal static Color vertexSelectedColor { get { return s_UseUnityColors ? Handles.selectedColor : s_SelectedVertexColorPref; } } + static Color vertexUnselectedColor { get { return s_UseUnityColors ? k_VertexUnselectedDefault : s_UnselectedVertexColorPref; } } + + // Force line rendering to use GL.LINE without geometry shader billboards. This is set by the + // EnsureResourcesLoaded function based on available graphics API + static bool m_ForceEdgeLinesGL; + static bool m_ForceWireframeLinesGL; + + + static Dictionary s_TemporaryHandles; + + static readonly Color k_VertexUnselectedDefault = new Color(.7f, .7f, .7f, 1f); + static readonly Color k_WireframeDefault = new Color(94.0f / 255.0f, 119.0f / 255.0f, 155.0f / 255.0f, 1f); + + [UserSetting] static Pref s_UseUnityColors = + new Pref("graphics.handlesUseUnityColors", true, SettingsScope.User); + + [UserSetting] static Pref s_DitherFaceHandle = + new Pref("graphics.ditherFaceHandles", true, SettingsScope.User); + + [UserSetting] static Pref s_SelectedFaceColorPref = new Pref("graphics.userSelectedFaceColor", + new Color(0f, 210f / 255f, 239f / 255f, 1f), SettingsScope.User); + + [UserSetting] static Pref s_WireframeColorPref = new Pref("graphics.userWireframeColor", + new Color(125f / 255f, 155f / 255f, 185f / 255f, 1f), SettingsScope.User); + + [UserSetting] static Pref s_UnselectedEdgeColorPref = new Pref("graphics.userUnselectedEdgeColor", + new Color(44f / 255f, 44f / 255f, 44f / 255f, 1f), SettingsScope.User); + + [UserSetting] static Pref s_SelectedEdgeColorPref = new Pref("graphics.userSelectedEdgeColor", + new Color(0f, 210f / 255f, 239f / 255f, 1f), SettingsScope.User); + + [UserSetting] static Pref s_UnselectedVertexColorPref = new Pref( + "graphics.userUnselectedVertexColor", new Color(44f / 255f, 44f / 255f, 44f / 255f, 1f), + SettingsScope.User); + + [UserSetting] static Pref s_SelectedVertexColorPref = new Pref("graphics.userSelectedVertexColor", + new Color(0f, 210f / 255f, 239f / 255f, 1f), SettingsScope.User); + + [UserSetting] static Pref s_PreselectionColorPref = new Pref("graphics.userPreselectionColor", + new Color(179f / 255f, 246f / 255f, 255f / 255f, 1f), SettingsScope.User); + + [UserSetting] static Pref s_WireframeLineSize = + new Pref("graphics.wireframeLineSize", .5f, SettingsScope.User); + + [UserSetting] + static Pref s_EdgeLineSize = new Pref("graphics.edgeLineSize", 1f, SettingsScope.User); + + [UserSetting] + static Pref s_VertexPointSize = new Pref("graphics.vertexPointSize", 3f, SettingsScope.User); + + [UserSetting] + static Pref s_XRayView = new Pref("graphics.xRayView", true, SettingsScope.User); + + [Obsolete] + static Pref s_DepthTestHandles = new Pref("graphics.handleZTest", true, SettingsScope.User); + + static readonly GUIContent k_XRaySetting = new GUIContent("Selection X-Ray", "When enabled, selected mesh elements that are occluded by geometry will be rendered with a faded appearance."); + + [UserSettingBlock("Graphics")] + static void HandleColorPreferences(string searchContext) + { + EditorGUI.BeginChangeCheck(); + + s_XRayView.value = SettingsGUILayout.SettingsToggle(k_XRaySetting, s_XRayView, searchContext); + + s_UseUnityColors.value = SettingsGUILayout.SettingsToggle("Use Unity Colors", s_UseUnityColors, searchContext); + + if(!s_UseUnityColors.value) + { + using(new SettingsGUILayout.IndentedGroup()) + { + s_DitherFaceHandle.value = + SettingsGUILayout.SettingsToggle("Dither Face Overlay", s_DitherFaceHandle, searchContext); + s_WireframeColorPref.value = + SettingsGUILayout.SettingsColorField("Wireframe", s_WireframeColorPref, searchContext); + s_PreselectionColorPref.value = + SettingsGUILayout.SettingsColorField("Preselection", s_PreselectionColorPref, searchContext); + s_SelectedFaceColorPref.value = SettingsGUILayout.SettingsColorField("Selected Face Color", + s_SelectedFaceColorPref, searchContext); + s_UnselectedEdgeColorPref.value = SettingsGUILayout.SettingsColorField("Unselected Edge Color", + s_UnselectedEdgeColorPref, searchContext); + s_SelectedEdgeColorPref.value = SettingsGUILayout.SettingsColorField("Selected Edge Color", + s_SelectedEdgeColorPref, searchContext); + s_UnselectedVertexColorPref.value = SettingsGUILayout.SettingsColorField("Unselected Vertex Color", + s_UnselectedVertexColorPref, searchContext); + s_SelectedVertexColorPref.value = SettingsGUILayout.SettingsColorField("Selected Vertex Color", + s_SelectedVertexColorPref, searchContext); + } + } + + s_VertexPointSize.value = SettingsGUILayout.SettingsSlider("Vertex Size", s_VertexPointSize, 1f, 10f, searchContext); + s_EdgeLineSize.value = SettingsGUILayout.SettingsSlider("Line Size", s_EdgeLineSize, 0f, 10f, searchContext); + s_WireframeLineSize.value = SettingsGUILayout.SettingsSlider("Wireframe Size", s_WireframeLineSize, 0f, 10f, searchContext); + + if(EditorGUI.EndChangeCheck()) + ProBuilderEditor.UpdateMeshHandles(); + } + + internal static float dotCapSize + { + get { return s_VertexPointSize * .0125f; } + } + + internal static bool xRay + { + get => s_XRayView; + set => s_XRayView.value = value; + } + + static void Init() + { + if (s_Initialized) + return; + + s_Initialized = true; + + ReleaseResources(); + + s_MeshPool2 = new ObjectPool(0, 8, CreateMesh, DestroyMesh); + s_WireHandles = new Dictionary(); + s_VertexHandles = new Dictionary(); + s_SelectedFaceHandles = new Dictionary(); + s_SelectedEdgeHandles = new Dictionary(); + s_SelectedVertexHandles = new Dictionary(); + + s_TemporaryHandles = new Dictionary(); + + var lineShader = BuiltinMaterials.geometryShadersSupported + ? BuiltinMaterials.lineShader + : BuiltinMaterials.lineShaderMetal; + var vertShader = BuiltinMaterials.geometryShadersSupported + ? BuiltinMaterials.pointShader + : BuiltinMaterials.dotShader; + + s_EdgeMaterial = CreateMaterial(Shader.Find(lineShader), "ProBuilder::LineMaterial"); + s_WireMaterial = CreateMaterial(Shader.Find(lineShader), "ProBuilder::WireMaterial"); + s_LineMaterial = CreateMaterial(Shader.Find(lineShader), "ProBuilder::GeneralUseLineMaterial"); + s_VertMaterial = CreateMaterial(Shader.Find(vertShader), "ProBuilder::VertexMaterial"); + s_GlWireMaterial = CreateMaterial(Shader.Find(BuiltinMaterials.faceShader), "ProBuilder::GLWire"); + s_FaceMaterial = CreateMaterial(Shader.Find(BuiltinMaterials.faceShader), "ProBuilder::FaceMaterial"); + + ResetPreferences(); + } + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + ReleaseResources(); + s_Initialized = false; + s_WireHandles = null; + s_VertexHandles = null; + s_SelectedFaceHandles = null; + s_SelectedVertexHandles = null; + s_SelectedEdgeHandles = null; + s_TemporaryHandles = null; + } + + internal static void ReleaseResources() + { + ClearHandles(); + if (s_MeshPool2 != null) s_MeshPool2.Dispose(); + if (s_FaceMaterial != null) UnityObject.DestroyImmediate(s_FaceMaterial); + if (s_EdgeMaterial != null) UnityObject.DestroyImmediate(s_EdgeMaterial); + if (s_VertMaterial != null) UnityObject.DestroyImmediate(s_VertMaterial); + if (s_WireMaterial != null) UnityObject.DestroyImmediate(s_WireMaterial); + if (s_LineMaterial != null) UnityObject.DestroyImmediate(s_LineMaterial); + if (s_GlWireMaterial != null) UnityObject.DestroyImmediate(s_GlWireMaterial); + s_MeshPool2 = null; + s_FaceMaterial = null; + s_EdgeMaterial = null; + s_VertMaterial = null; + s_WireMaterial = null; + s_LineMaterial = null; + s_GlWireMaterial = null; + } + + internal static void ResetPreferences() + { + faceMaterial.SetFloat("_Dither", (s_UseUnityColors || s_DitherFaceHandle) ? 1f : 0f); + + m_ForceEdgeLinesGL = s_EdgeLineSize.value < k_MinLineWidthForGeometryShader; + m_ForceWireframeLinesGL = s_WireframeLineSize.value < k_MinLineWidthForGeometryShader; + + wireMaterial.SetColor("_Color", wireframeColor); + wireMaterial.SetFloat("_HandleZTest", (int)CompareFunction.LessEqual); + + SetMaterialsScaleAttribute(); + } + + static Material CreateMaterial(Shader shader, string materialName) + { + if(shader == null) + shader = BuiltinMaterials.defaultMaterial.shader; + + Material mat = new Material(shader); + mat.name = materialName; + mat.hideFlags = k_ResourceHideFlags; + return mat; + } + + static Mesh CreateMesh() + { + var mesh = new Mesh(); + mesh.name = "EditorMeshHandles.MeshHandle" + mesh.GetObjectId(); + mesh.hideFlags = HideFlags.HideAndDontSave; + return mesh; + } + + static void DestroyMesh(Mesh mesh) + { + if(mesh == null) + throw new ArgumentNullException("mesh"); + + UnityObject.DestroyImmediate(mesh); + } + + public static void DrawSceneSelection(SceneSelection selection) + { + var mesh = selection.mesh; + + if(mesh == null) + return; + + var positions = mesh.positionsInternal; + + // Draw nearest edge + using (new TriangleDrawingScope(preselectionColor)) + { + GL.MultMatrix(mesh.transform.localToWorldMatrix); + foreach(var face in selection.faces) + { + var ind = face.indexes; + + for(int i = 0, c = ind.Count; i < c; i += 3) + { + GL.Vertex(positions[ind[i]]); + GL.Vertex(positions[ind[i + 1]]); + GL.Vertex(positions[ind[i + 2]]); + } + } + } + + using (var drawingScope = new LineDrawingScope(preselectionColor, mesh.transform.localToWorldMatrix, -1f, CompareFunction.Always)) + { + foreach(var edge in selection.edges) + { + drawingScope.DrawLine(positions[edge.a], positions[edge.b]); + } + } + using (var drawingScope = new PointDrawingScope(preselectionColor, CompareFunction.Always) { matrix = mesh.transform.localToWorldMatrix }) + { + foreach(var vertex in selection.vertexes) + { + drawingScope.Draw(positions[vertex]); + } + } + } + + public static void DrawSceneHandles(SelectMode mode) + { + if (Event.current.type != EventType.Repaint) + return; + + // Update the scale based on EditorGUIUtility.pixelsPerPoints in case the DPI would have changed. + SetMaterialsScaleAttribute(); + + switch(mode) + { + case SelectMode.Edge: + case SelectMode.TextureEdge: + { + // When in Edge mode, use the same material for wireframe + Render(wireHandles, m_ForceEdgeLinesGL ? glWireMaterial : edgeMaterial, edgeUnselectedColor, CompareFunction.LessEqual, false); + if(xRay) Render(s_SelectedEdgeHandles, m_ForceEdgeLinesGL ? s_GlWireMaterial : s_EdgeMaterial, edgeSelectedColor * k_OccludedTint, CompareFunction.Greater); + Render(s_SelectedEdgeHandles, m_ForceEdgeLinesGL ? s_GlWireMaterial : s_EdgeMaterial, edgeSelectedColor, CompareFunction.LessEqual); + break; + } + case SelectMode.Face: + case SelectMode.TextureFace: + { + Render(wireHandles, m_ForceWireframeLinesGL ? glWireMaterial : wireMaterial, wireframeColor, CompareFunction.LessEqual, false); + if(xRay) Render(s_SelectedFaceHandles, s_FaceMaterial, faceSelectedColor * k_OccludedTint, CompareFunction.Greater); + Render(s_SelectedFaceHandles, s_FaceMaterial, faceSelectedColor, CompareFunction.LessEqual); + break; + } + case SelectMode.Vertex: + case SelectMode.TextureVertex: + { + Render(s_WireHandles, m_ForceWireframeLinesGL ? s_GlWireMaterial : s_WireMaterial, wireframeColor, CompareFunction.LessEqual, false); + Render(s_VertexHandles, s_VertMaterial, vertexUnselectedColor, CompareFunction.LessEqual, false); + if(xRay) Render(s_SelectedVertexHandles, s_VertMaterial, vertexSelectedColor * k_OccludedTint, CompareFunction.Greater, false); + Render(s_SelectedVertexHandles, s_VertMaterial, vertexSelectedColor, CompareFunction.LessEqual, false); + break; + } + default: + { + Render(wireHandles, m_ForceWireframeLinesGL ? glWireMaterial : wireMaterial, wireframeColor, CompareFunction.LessEqual, false); + break; + } + } + } + + + static void Render(Dictionary handles, Material material, Color color, CompareFunction func, bool zWrite = false) + { + material.SetFloat("_HandleZTest", (int) func); + material.SetFloat("_HandleZWrite", zWrite ? 1 : 0); + material.SetColor("_Color", color); + + if(material.SetPass(0)) + { + foreach(var kvp in handles) + kvp.Value.DrawMeshNow(0); + } + } + + public static void ClearHandles() + { + if(s_WireHandles != null) + ClearHandlesInternal(wireHandles); + if(s_VertexHandles != null) + ClearHandlesInternal(s_VertexHandles); + if(selectedFaceHandles != null) + ClearHandlesInternal(s_SelectedFaceHandles); + if(s_SelectedEdgeHandles != null) + ClearHandlesInternal(s_SelectedEdgeHandles); + if(s_SelectedVertexHandles != null) + ClearHandlesInternal(s_SelectedVertexHandles); + if(s_TemporaryHandles != null) + ClearHandlesInternal(s_TemporaryHandles); + } + + public static void RebuildSelectedHandles(IEnumerable meshes, SelectMode selectionMode) + { + ClearHandles(); + + foreach(var mesh in meshes) + { + switch(selectionMode) + { + case SelectMode.Vertex: + case SelectMode.TextureVertex: + { + RebuildMeshHandle(mesh, vertexHandles, MeshHandles.CreateVertexMesh); + var handle = GetMeshHandle(mesh, selectedVertexHandles); + MeshHandles.CreateVertexMesh(mesh, handle.mesh, mesh.selectedIndexesInternal); + goto default; + } + + case SelectMode.Edge: + case SelectMode.TextureEdge: + { + if(m_ForceEdgeLinesGL || BuiltinMaterials.geometryShadersSupported) + RebuildMeshHandle(mesh, wireHandles, MeshHandles.CreateEdgeMesh); + else + RebuildMeshHandle(mesh, wireHandles, MeshHandles.CreateEdgeBillboardMesh); + + var handle = GetMeshHandle(mesh, selectedEdgeHandles); + + if(m_ForceEdgeLinesGL || BuiltinMaterials.geometryShadersSupported) + MeshHandles.CreateEdgeMesh(mesh, handle.mesh, mesh.selectedEdgesInternal); + else + MeshHandles.CreateEdgeBillboardMesh(mesh, handle.mesh, mesh.selectedEdgesInternal); + + break; + } + + case SelectMode.Face: + case SelectMode.TextureFace: + { + RebuildMeshHandle(mesh, selectedFaceHandles, MeshHandles.CreateFaceMesh); + goto default; + } + + default: + if(m_ForceWireframeLinesGL || BuiltinMaterials.geometryShadersSupported) + RebuildMeshHandle(mesh, wireHandles, MeshHandles.CreateEdgeMesh); + else + RebuildMeshHandle(mesh, wireHandles, MeshHandles.CreateEdgeBillboardMesh); + break; + } + } + } + + static MeshHandle GetMeshHandle(ProBuilderMesh mesh, Dictionary cache) + { + MeshHandle handle; + + if(!cache.TryGetValue(mesh, out handle)) + { + var m = meshPool.Dequeue(); + handle = new MeshHandle(mesh.transform, m); + cache.Add(mesh, handle); + } + + return handle; + } + + static void RebuildMeshHandle(ProBuilderMesh mesh, Dictionary list, Action ctor) + { + var handle = GetMeshHandle(mesh, list); + ctor(mesh, handle.mesh); + } + + static void RebuildMeshHandleFromFaces(ProBuilderMesh mesh, IList faces, + Dictionary list, Action, Mesh> ctor) + { + var handle = GetMeshHandle(mesh, list); + ctor(mesh, faces, handle.mesh); + } + + static void ClearHandlesInternal(Dictionary handles) + { + foreach (var kvp in handles) + meshPool.Enqueue(kvp.Value.mesh); + handles.Clear(); + } + + static void SetMaterialsScaleAttribute() + { + vertMaterial.SetFloat("_Scale", s_VertexPointSize * EditorGUIUtility.pixelsPerPoint); + wireMaterial.SetFloat("_Scale", s_WireframeLineSize * EditorGUIUtility.pixelsPerPoint); + edgeMaterial.SetFloat("_Scale", s_EdgeLineSize * EditorGUIUtility.pixelsPerPoint); + } + + public static void HighlightFaces(ProBuilderMesh mesh, IList faces, Color highlightColor) + { + RebuildMeshHandleFromFaces(mesh, faces, s_TemporaryHandles, MeshHandles.CreateFaceMeshFromFaces); + Render(s_TemporaryHandles, s_FaceMaterial, highlightColor,CompareFunction.LessEqual, false); + } + + public static void HighlightEdges(ProBuilderMesh mesh, IList edges, bool highlight = true) + { + HighlightEdges(mesh,edges, highlight ? edgeSelectedColor : edgeUnselectedColor); + } + + public static void HighlightEdges(ProBuilderMesh mesh, IList edges, Color highlightColor) + { + var handle = GetMeshHandle(mesh, s_TemporaryHandles); + + if(m_ForceEdgeLinesGL || BuiltinMaterials.geometryShadersSupported) + MeshHandles.CreateEdgeMesh(mesh, handle.mesh, edges.ToArray()); + else + MeshHandles.CreateEdgeBillboardMesh(mesh, handle.mesh, edges.ToArray()); + + Render(s_TemporaryHandles, s_EdgeMaterial, highlightColor, CompareFunction.LessEqual, false); + } + + public static void HighlightVertices(ProBuilderMesh mesh, IList vertexIndexes, bool highlight = true) + { + HighlightVertices(mesh,vertexIndexes, highlight ? vertexSelectedColor : vertexUnselectedColor); + } + + public static void HighlightVertices(ProBuilderMesh mesh, IList vertexIndexes, Color highlightColor) + { + var handle = GetMeshHandle(mesh, s_TemporaryHandles); + MeshHandles.CreateVertexMesh(mesh, handle.mesh, vertexIndexes); + + Render(s_TemporaryHandles, s_VertMaterial, highlightColor, CompareFunction.LessEqual, false); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawing.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawing.cs.meta new file mode 100644 index 0000000..7061815 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawing.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5abceb5fc06c0954682d5b5addb0c3d4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawingScopes.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawingScopes.cs new file mode 100644 index 0000000..9552d3d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawingScopes.cs @@ -0,0 +1,372 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UObject = UnityEngine.Object; +using UnityEngine.ProBuilder; +using UnityEngine.Rendering; + +namespace UnityEditor.ProBuilder +{ + static partial class EditorHandleDrawing + { + const float k_DefaultGizmoSize = .2f; + + internal static void DrawGizmo(Vector3 position, Quaternion rotation, float size = -1f) + { + var p = position; + size = HandleUtility.GetHandleSize(p) * size < 0f ? .5f : size; + + using (var lineDrawer = new LineDrawingScope(Color.green, -1f, CompareFunction.Always)) + { + lineDrawer.DrawLine(p, p + rotation * Vector3.up * size); + lineDrawer.SetColor(Color.red); + lineDrawer.DrawLine(p, p + rotation * Vector3.right * size); + lineDrawer.SetColor(Color.blue); + lineDrawer.DrawLine(p, p + rotation * Vector3.forward * size); + } + } + + internal static void DrawGizmo(Vector3 position, Matrix4x4 matrix, float size = -1f) + { + var p = matrix.MultiplyPoint3x4(position); + size = HandleUtility.GetHandleSize(p) * size < 0f ? k_DefaultGizmoSize : size; + + using (var lineDrawer = new LineDrawingScope(Color.green, -1f, CompareFunction.Always)) + { + lineDrawer.DrawLine(p, p + matrix.MultiplyVector(Vector3.up) * size); + lineDrawer.SetColor(Color.red); + lineDrawer.DrawLine(p, p + matrix.MultiplyVector(Vector3.right) * size); + lineDrawer.SetColor(Color.blue); + lineDrawer.DrawLine(p, p + matrix.MultiplyVector(Vector3.forward) * size); + } + } + + internal static void DrawTransformOriginGizmo(Matrix4x4 matrix, Vector3 direction, float size = -1f) + { + var p = matrix.MultiplyPoint(Vector3.zero); + var s = HandleUtility.GetHandleSize(p); + var d = size < 0f ? k_DefaultGizmoSize : size; + var e = Event.current.type; + + Handles.color = Color.gray; + Handles.DotHandleCap(0, p, Quaternion.identity, s * dotCapSize, e); + Handles.DotHandleCap(0, p + matrix.MultiplyVector(direction) * d, Quaternion.identity, s * dotCapSize, e); + Handles.DrawLine(p, p + matrix.MultiplyVector(direction) * d); + Handles.color = Color.white; + } + + public struct PointDrawingScope : IDisposable + { + Color m_Color; + CompareFunction m_ZTest; + bool m_IsDisposed; + Mesh m_Mesh; + List m_Points; + List m_Indices; + Matrix4x4 m_Matrix; + + public Color color + { + get { return m_Color; } + set + { + End(); + m_Color = value; + Begin(); + } + } + + public CompareFunction zTest + { + get { return m_ZTest; } + + set + { + End(); + m_ZTest = value; + Begin(); + } + } + + public Matrix4x4 matrix + { + get { return m_Matrix; } + set { m_Matrix = value; } + } + + public PointDrawingScope(Color color, CompareFunction zTest = CompareFunction.LessEqual) + { + m_Color = color; + m_ZTest = zTest; + m_IsDisposed = false; + m_Mesh = meshPool.Dequeue(); + m_Points = new List(64); + m_Indices = new List(64); + m_Matrix = Matrix4x4.identity; + Begin(); + } + + void Begin() + { + vertMaterial.SetColor("_Color", color); + vertMaterial.SetFloat("_HandleZTest", (int)zTest); + + if (!vertMaterial.SetPass(0)) + throw new Exception("Failed initializing vertex material."); + + m_Points.Clear(); + } + + void End() + { + m_Mesh.Clear(); + + if (BuiltinMaterials.geometryShadersSupported) + { + for (int i = 0, c = m_Points.Count; i < c; ++i) + m_Indices.Add(i); + + m_Mesh.SetVertices(m_Points); + + m_Mesh.SetIndices(m_Indices, MeshTopology.Points, 0, false); + } + else + { + MeshHandles.CreatePointBillboardMesh(m_Points, m_Mesh); + } + + Graphics.DrawMeshNow(m_Mesh, m_Matrix, 0); + } + + public void Dispose() + { + if (m_IsDisposed) + return; + + m_IsDisposed = true; + + End(); + + if(m_Mesh != null) + meshPool.Enqueue(m_Mesh); + } + + public void Draw(Vector3 point) + { + m_Points.Add(point); + } + } + + public struct LineDrawingScope : IDisposable + { + bool m_Wire; + bool m_LineTopology; + Color m_Color; + float m_Thickness; + CompareFunction m_ZTest; + Matrix4x4 m_Matrix; + bool m_IsDisposed; + + Mesh m_LineMesh; + List m_Positions; + List m_Tangents; + List m_Colors; + List m_Indices; + + public Color color + { + get { return m_Color; } + } + + public void SetColor(Color color) + { + if (!m_Wire) + End(); + m_Color = color; + if (!m_Wire) + Begin(); + } + + public float thickness + { + get { return m_Thickness; } + } + + public CompareFunction zTest + { + get { return m_ZTest; } + } + + public LineDrawingScope(Color color, float thickness = -1f, CompareFunction zTest = CompareFunction.LessEqual) + : this(color, Matrix4x4.identity, thickness, zTest) { } + + public LineDrawingScope(Color color, Matrix4x4 matrix, float thickness = -1f, CompareFunction zTest = CompareFunction.LessEqual) + { + m_LineMesh = meshPool.Dequeue(); + m_IsDisposed = false; + m_Matrix = matrix; + m_Color = color; + m_Thickness = thickness < 0f ? s_EdgeLineSize : thickness; + m_ZTest = zTest; + + m_Positions = new List(4); + m_Tangents = new List(4); + m_Colors = new List(4); + m_Indices = new List(4); + + m_Wire = m_Thickness < k_MinLineWidthForGeometryShader || lineMaterial == null; + m_LineTopology = m_Wire || BuiltinMaterials.geometryShadersSupported; + + Begin(); + } + + void Begin() + { + if (!m_Wire) + { + lineMaterial.SetColor("_Color", color); + lineMaterial.SetFloat("_Scale", thickness * EditorGUIUtility.pixelsPerPoint); + lineMaterial.SetFloat("_HandleZTest", (int)zTest); + } + + if (m_Wire || !lineMaterial.SetPass(0)) + HandleUtility.ApplyWireMaterial(zTest); + } + + void End() + { + m_LineMesh.Clear(); + m_LineMesh.SetVertices(m_Positions); + if(m_Wire) + m_LineMesh.SetColors(m_Colors); + else + m_LineMesh.SetTangents(m_Tangents); + m_LineMesh.subMeshCount = 1; + m_LineMesh.SetIndices(m_Indices, m_LineTopology ? MeshTopology.Lines : MeshTopology.Quads, 0); + + Graphics.DrawMeshNow(m_LineMesh, m_Matrix); + + m_Positions.Clear(); + m_Tangents.Clear(); + m_Colors.Clear(); + m_Indices.Clear(); + } + + public void DrawLine(Vector3 a, Vector3 b) + { + var count = m_Positions.Count; + + if (!m_Wire && !m_LineTopology) + { + Vector3 c = b + (b - a); + + m_Tangents.Add(new Vector4(b.x, b.y, b.z, 1f)); + m_Positions.Add(a); + m_Indices.Add(count + 0); + + m_Tangents.Add(new Vector4(b.x, b.y, b.z, -1f)); + m_Positions.Add(a); + m_Indices.Add(count + 1); + + m_Tangents.Add(new Vector4(c.x, c.y, c.z, -1f)); + m_Positions.Add(b); + m_Indices.Add(count + 2); + + m_Tangents.Add(new Vector4(c.x, c.y, c.z, 1f)); + m_Positions.Add(b); + m_Indices.Add(count + 3); + } + else + { + m_Colors.Add(color); + m_Positions.Add(a); + m_Indices.Add(count + 0); + + m_Colors.Add(color); + m_Positions.Add(b); + m_Indices.Add(count + 1); + } + } + + public void Dispose() + { + if (m_IsDisposed) + return; + m_IsDisposed = true; + End(); + if(m_LineMesh != null) + meshPool.Enqueue(m_LineMesh); + } + } + + internal class TriangleDrawingScope : IDisposable + { + Color m_Color; + CompareFunction m_ZTest; + bool m_IsDisposed; + + public Color color + { + get { return m_Color; } + set + { + End(); + m_Color = value; + Begin(); + } + } + + public CompareFunction zTest + { + get { return m_ZTest; } + + set + { + End(); + m_ZTest = value; + Begin(); + } + } + + public TriangleDrawingScope(Color color, CompareFunction zTest = CompareFunction.LessEqual) + { + m_Color = color; + m_ZTest = zTest; + Begin(); + } + + void Begin() + { + faceMaterial.SetColor("_Color", color); + faceMaterial.SetFloat("_HandleZTest", (int)zTest); + + if (!faceMaterial.SetPass(0)) + throw new Exception("Failed initializing face material."); + + GL.PushMatrix(); + GL.Begin(GL.TRIANGLES); + } + + void End() + { + GL.End(); + GL.PopMatrix(); + } + + public void Dispose() + { + if (m_IsDisposed) + return; + m_IsDisposed = true; + End(); + } + + public void Draw(Vector3 a, Vector3 b, Vector3 c) + { + GL.Vertex(a); + GL.Vertex(b); + GL.Vertex(c); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawingScopes.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawingScopes.cs.meta new file mode 100644 index 0000000..b313078 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleDrawingScopes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 50a4f82d9b25145fb91d03a7bef21d24 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleUtility.cs new file mode 100644 index 0000000..c22ea25 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleUtility.cs @@ -0,0 +1,737 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.ShortcutManagement; +using UnityEngine.ProBuilder; +using RaycastHit = UnityEngine.ProBuilder.RaycastHit; + +namespace UnityEditor.ProBuilder +{ + /// + /// Utilities for creating and manipulating Handles and points in GUI space. + /// + static class EditorHandleUtility + { + static Stack s_HandleMatrix = new Stack(); + + public static bool SceneViewInUse(Event e) + { + return Tools.viewToolActive || Tools.current == Tool.View || (e.modifiers & EventModifiers.Alt) == EventModifiers.Alt; + } + + public static bool IsAppendModifier(EventModifiers em) + { + return (em & EventModifiers.Shift) == EventModifiers.Shift || + (em & EventModifiers.Control) == EventModifiers.Control || + (em & EventModifiers.Alt) == EventModifiers.Alt || + (em & EventModifiers.Command) == EventModifiers.Command; + } + + public static bool IsSelectionAddModifier(EventModifiers em) + { + return (em & EventModifiers.Shift) == EventModifiers.Shift; + } + + public static bool IsSelectionAppendOrRemoveIfPresentModifier(EventModifiers em) + { + return (((Application.platform == RuntimePlatform.OSXEditor) && (em & EventModifiers.Command) == EventModifiers.Command) || + ((Application.platform != RuntimePlatform.OSXEditor) && (em & EventModifiers.Control) == EventModifiers.Control)); + } + + const int HANDLE_PADDING = 8; + const int LEFT_MOUSE_BUTTON = 0; + const int MIDDLE_MOUSE_BUTTON = 2; + + static readonly Quaternion QuaternionUp = Quaternion.Euler(Vector3.right * 90f); + static readonly Quaternion QuaternionRight = Quaternion.Euler(Vector3.up * 90f); + static readonly Vector3 ConeDepth = new Vector3(0f, 0f, 16f); + + static readonly Color k_HandleColorUp = new Color(0f, .7f, 0f, .8f); + static readonly Color k_HandleColorRight = new Color(0f, 0f, .7f, .8f); + static readonly Color k_HandleColorRotate = new Color(0f, .7f, 0f, .8f); + static readonly Color k_HandleColorScale = new Color(.7f, .7f, .7f, .8f); + + static Material s_HandleMaterial = null; + + public static Material handleMaterial + { + get + { + if (s_HandleMaterial == null) + s_HandleMaterial = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleLines.mat"); + + return s_HandleMaterial; + } + } + + public static int CurrentID { get { return currentId; } } + static int currentId = -1; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + if (s_HandleMaterial != null) + Object.DestroyImmediate(s_HandleMaterial); + s_HandleMaterial = null; + currentId = -1; + s_HandleMatrix.Clear(); + handleOffset = Vector2.zero; + initialMousePosition = Vector2.zero; + axisConstraint = new HandleConstraint2D(0, 0); + } + + static Vector2 handleOffset = Vector2.zero; + static Vector2 initialMousePosition = Vector2.zero; + + static HandleConstraint2D axisConstraint = new HandleConstraint2D(0, 0); // Multiply this value by input to mask axis movement. + public static HandleConstraint2D CurrentAxisConstraint { get { return axisConstraint; } } + + public static bool limitToLeftButton = true; + + /** + * A 2D GUI view position handle. + * @param id The Handle id. + * @param position The position in GUI coordinates. + * @param size How large in pixels to draw this handle. + */ + public static Vector2 PositionHandle2d(int id, Vector2 position, int size) + { + int width = size / 4; + var evt = Event.current; + + Rect handleRectUp = new Rect(position.x - width / 2, position.y - size - HANDLE_PADDING, width, size + HANDLE_PADDING); + Rect handleRectRight = new Rect(position.x, position.y - width / 2, size, width + HANDLE_PADDING); + + if (evt.type == EventType.Repaint) + { + Handles.color = Color.yellow; + Handles.CircleHandleCap(id, position, Quaternion.identity, width / 2f, evt.type); + Handles.color = k_HandleColorUp; + + // Y Line + Handles.DrawLine(position, position - Vector2.up * size); + + // Y Cone + if (position.y - size > 0f) + Handles.ConeHandleCap(id, ((Vector3) ((position - Vector2.up * size))) - ConeDepth, QuaternionUp, + width / 2, evt.type); + + Handles.color = k_HandleColorRight; + + // X Line + Handles.DrawLine(position, position + Vector2.right * size); + + // X Cap + if (position.y > 0f) + Handles.ConeHandleCap(id, ((Vector3) ((position + Vector2.right * size))) - ConeDepth, + QuaternionRight, width / 2, evt.type); + } + + // If a Tool already is engaged and it's not this one, bail. + if (currentId >= 0 && currentId != id) + return position; + + Vector2 mousePosition = evt.mousePosition; + Vector2 newPosition = position; + + if (currentId == id) + { + switch (evt.type) + { + case EventType.MouseDrag: + newPosition = axisConstraint.Mask(mousePosition + handleOffset) + axisConstraint.InverseMask(position); + break; + + case EventType.MouseUp: + case EventType.Ignore: + currentId = -1; + break; + } + } + else + { + if (evt.type == EventType.MouseDown && ((!limitToLeftButton && evt.button != MIDDLE_MOUSE_BUTTON) || evt.button == LEFT_MOUSE_BUTTON)) + { + if (Vector2.Distance(mousePosition, position) < width / 2f) + { + currentId = id; + handleOffset = position - mousePosition; + axisConstraint = new HandleConstraint2D(1, 1); + } + else if (handleRectRight.Contains(mousePosition)) + { + currentId = id; + handleOffset = position - mousePosition; + axisConstraint = new HandleConstraint2D(1, 0); + } + else if (handleRectUp.Contains(mousePosition)) + { + currentId = id; + handleOffset = position - mousePosition; + axisConstraint = new HandleConstraint2D(0, 1); + } + } + } + + return newPosition; + } + + static Vector2 s_InitialDirection; + + /// + /// A 2D rotation handle. Behaves like HandleUtility.RotationHandle + /// + /// + /// + /// + /// + /// + public static float RotationHandle2d(int id, Vector2 position, float rotation, int radius) + { + Event evt = Event.current; + Vector2 mousePosition = evt.mousePosition; + float newRotation = rotation; + + Vector2 currentDirection = (mousePosition - position).normalized; + + // Draw gizmos + Handles.color = k_HandleColorRotate; + Handles.CircleHandleCap(-1, position, Quaternion.identity, radius, evt.type); + + if (currentId == id) + { + Handles.color = Color.gray; + Handles.DrawLine(position, position + (mousePosition - position).normalized * radius); + GUI.Label(new Rect(position.x, position.y, 90f, 30f), newRotation.ToString("F2") + PreferenceKeys.DEGREE_SYMBOL); + } + + // If a Tool already is engaged and it's not this one, bail. + if (currentId >= 0 && currentId != id) + return rotation; + + if (currentId == id) + { + switch (evt.type) + { + case EventType.MouseDrag: + + newRotation = Vector2.Angle(s_InitialDirection, currentDirection); + + if (Vector2.Dot(new Vector2(-s_InitialDirection.y, s_InitialDirection.x), currentDirection) < 0) + newRotation = 360f - newRotation; + break; + + case EventType.MouseUp: + case EventType.Ignore: + currentId = -1; + break; + } + } + else + { + if (evt.type == EventType.MouseDown && ((!limitToLeftButton && evt.button != MIDDLE_MOUSE_BUTTON) || evt.button == LEFT_MOUSE_BUTTON)) + { + if (Mathf.Abs(Vector2.Distance(mousePosition, position) - radius) < 8) + { + currentId = id; + initialMousePosition = mousePosition; + s_InitialDirection = (initialMousePosition - position).normalized; + handleOffset = position - mousePosition; + } + } + } + + return newRotation; + } + + /// + /// Scale handle in 2d space. + /// + /// + /// + /// + /// + /// + public static Vector2 ScaleHandle2d(int id, Vector2 position, Vector2 scale, int size) + { + Event evt = Event.current; + Vector2 mousePosition = evt.mousePosition; + int width = size / 4; + + if (evt.type == EventType.Repaint) + { + Handles.color = k_HandleColorUp; + Handles.DrawLine(position, position - scale.y * size * Vector2.up); + + if (position.y - size > 0f) + Handles.CubeHandleCap(0, + ((Vector3) ((position - scale.y * size * Vector2.up))) - Vector3.forward * 16, QuaternionUp, + width / 3, evt.type); + + Handles.color = k_HandleColorRight; + Handles.DrawLine(position, position + scale.x * size * Vector2.right); + + if (position.y > 0f) + Handles.CubeHandleCap(0, + ((Vector3) ((position + scale.x * size * Vector2.right))) - Vector3.forward * 16, + Quaternion.Euler(Vector3.up * 90f), + width / 3f, + evt.type); + + Handles.color = k_HandleColorScale; + + Handles.CubeHandleCap(0, + ((Vector3) position) - Vector3.forward * 16, + QuaternionUp, + width / 2f, + evt.type); + } + + // If a Tool already is engaged and it's not this one, bail. + if (currentId >= 0 && currentId != id) + return scale; + + Rect handleRectUp = new Rect(position.x - width / 2f, position.y - size - HANDLE_PADDING, width, size + HANDLE_PADDING); + Rect handleRectRight = new Rect(position.x, position.y - width / 2f, size + 8, width); + Rect handleRectCenter = new Rect(position.x - width / 2f, position.y - width / 2f, width, width); + + if (currentId == id) + { + switch (evt.type) + { + case EventType.MouseDrag: + Vector2 diff = axisConstraint.Mask(mousePosition - initialMousePosition); + diff.x += size; + diff.y = -diff.y; // gui space Y is opposite-world + diff.y += size; + scale = diff / size; + if (axisConstraint == HandleConstraint2D.None) + { + scale.x = Mathf.Min(scale.x, scale.y); + scale.y = Mathf.Min(scale.x, scale.y); + } + break; + + case EventType.MouseUp: + case EventType.Ignore: + currentId = -1; + break; + } + } + else + { + if (evt.type == EventType.MouseDown && ((!limitToLeftButton && evt.button != MIDDLE_MOUSE_BUTTON) || evt.button == LEFT_MOUSE_BUTTON)) + { + if (handleRectCenter.Contains(mousePosition)) + { + currentId = id; + handleOffset = position - mousePosition; + initialMousePosition = mousePosition; + axisConstraint = new HandleConstraint2D(1, 1); + } + else if (handleRectRight.Contains(mousePosition)) + { + currentId = id; + handleOffset = position - mousePosition; + initialMousePosition = mousePosition; + axisConstraint = new HandleConstraint2D(1, 0); + } + else if (handleRectUp.Contains(mousePosition)) + { + currentId = id; + handleOffset = position - mousePosition; + initialMousePosition = mousePosition; + axisConstraint = new HandleConstraint2D(0, 1); + } + } + } + + return scale; + } + + internal static void GetAllOverlapping(Vector2 mousePosition, List list) + { + list.Clear(); + + GameObject nearestGameObject = null; + + do + { + nearestGameObject = HandleUtility.PickGameObject(mousePosition, false, list.ToArray()); + + if (nearestGameObject != null) + list.Add(nearestGameObject); + else + break; + } + while (nearestGameObject != null); + } + + internal static void GetHovered(Vector2 mousePosition, List list) + { + list.Clear(); + var go = HandleUtility.PickGameObject(mousePosition, false); + if (go != null) + list.Add(go); + } + + /** + * Given two Vector2[] arrays, find the nearest two points within maxDelta and return the difference in offset. + * @param points First Vector2[] array. + * @param compare The Vector2[] array to compare @c points againts. + * @mask If mask is not null, any index in mask will not be used in the compare array. + * @param maxDelta The maximum distance for two points to be apart to be considered for nearness. + * @notes This should probably use a divide and conquer algorithm instead of the O(n^2) approach (http://www.geeksforgeeks.org/closest-pair-of-points/) + + */ + public static bool NearestPointDelta(Vector2[] points, Vector2[] compare, int[] mask, float maxDelta, out Vector2 offset) + { + float dist = 0f; + float minDist = maxDelta; + bool foundMatch = false; + offset = Vector2.zero; + + for (int i = 0; i < points.Length; i++) + { + for (int n = 0; n < compare.Length; n++) + { + if (points[i] == compare[n]) continue; + + dist = Vector2.Distance(points[i], compare[n]); + + if (dist < minDist) + { + if (mask != null && System.Array.IndexOf(mask, n) > -1) + continue; + + minDist = dist; + offset = compare[n] - points[i]; + foundMatch = true; + } + } + } + + return foundMatch; + } + + /** + * Returns the index of the nearest point in the points array, or -1 if no point is within maxDelta range. + */ + public static int NearestPoint(Vector2 point, Vector2[] points, float maxDelta) + { + float dist = 0f; + float minDist = maxDelta; + int index = -1; + + for (int i = 0; i < points.Length; i++) + { + if (point == points[i]) continue; + + dist = Vector2.Distance(point, points[i]); + + if (dist < minDist) + { + minDist = dist; + index = i; + } + } + + return index; + } + + /// + /// Pick the closest point on a world space set of line segments. + /// Similar to UnityEditor.HandleUtility version except this also + /// returns the index of the segment that best matched (source modified + /// from UnityEngine.HandleUtility class). + /// + /// + /// + /// + /// + /// + /// + public static Vector3 ClosestPointToPolyLine(List vertices, out int index, out float distanceToLine, bool closeLoop = false, Transform trs = null) + { + distanceToLine = Mathf.Infinity; + + if (trs != null) + distanceToLine = HandleUtility.DistanceToLine(trs.TransformPoint(vertices[0]), trs.TransformPoint(vertices[1])); + else + distanceToLine = HandleUtility.DistanceToLine(vertices[0], vertices[1]); + + index = 0; + int count = vertices.Count; + + for (int i = 2; i < (closeLoop ? count + 1 : count); i++) + { + var distance = 0f; + + if (trs != null) + distance = HandleUtility.DistanceToLine(trs.TransformPoint(vertices[i - 1]), trs.TransformPoint(vertices[i % count])); + else + distance = HandleUtility.DistanceToLine(vertices[i - 1], vertices[i % count]); + + if (distance < distanceToLine) + { + distanceToLine = distance; + index = i - 1; + } + } + + Vector3 point_a = trs != null ? trs.TransformPoint(vertices[index]) : vertices[index]; + Vector3 point_b = trs != null ? trs.TransformPoint(vertices[(index + 1) % count]) : vertices[index + 1]; + + index++; + + Vector2 gui_a = Event.current.mousePosition - HandleUtility.WorldToGUIPoint(point_a); + Vector2 gui_b = HandleUtility.WorldToGUIPoint(point_b) - HandleUtility.WorldToGUIPoint(point_a); + + float magnitude = gui_b.magnitude; + float travel = Vector3.Dot(gui_b, gui_a); + + if (magnitude > 1E-06f) + travel /= magnitude * magnitude; + + Vector3 p = Vector3.Lerp(point_a, point_b, Mathf.Clamp01(travel)); + + return trs != null ? trs.InverseTransformPoint(p) : p; + } + + internal static void PushMatrix() + { + s_HandleMatrix.Push(Handles.matrix); + } + + internal static void PopMatrix() + { + Handles.matrix = s_HandleMatrix.Pop(); + } + + static Vector3 GetBitangent(Vector3 planeNormal) + { + var rhs = Vector3.forward; + if(Mathf.Abs(Vector3.Dot(planeNormal, rhs)) > .9f) + rhs = Vector3.right; + + return Vector3.Cross(planeNormal, Vector3.Cross( rhs , planeNormal)); + } + + /// + /// Get a plane suitable for mouse input in a scene view. + /// + /// + /// + internal static Plane FindBestPlane(Vector2 mousePosition) + { + var res = FindBestPlaneAndBitangent(mousePosition); + return res.item1; + } + + internal static SimpleTuple FindBestPlaneAndBitangent(Vector2 mousePosition, GameObject objectToIgnore = null) + { + // Priority in finding the "best" plane for input from a mouse position: + // 1. Take the plane from the first hit mesh. + // 2. If ProGrids is drawing a grid, use the plane normal and raycast for position + // 3. Use the nearest matching plane based on the scene snapping settings or else the scene camera direction + + Plane plane; + Vector3 bitangent; + + if(GetPlaneFromPickedObject(mousePosition, objectToIgnore, out plane, out bitangent)) + return new SimpleTuple(plane, bitangent); + + if (!GetPlaneFromProGridsAxis(mousePosition, out plane)) + plane = GetPlaneFromSceneView(); + + bitangent = GetBitangent(plane.normal); + + return new SimpleTuple(plane, bitangent); + } + + static bool GetPlaneFromPickedObject(Vector2 mousePosition, GameObject objectToIgnore, out Plane plane, out Vector3 bitangent) + { + GameObject go = objectToIgnore; + var ignorePicking = new List(); + + do + { + if (go != null) + ignorePicking.Add(go); + + go = HandleUtility.PickGameObject(mousePosition, false, ignorePicking.ToArray()); + } while (go != null && go.GetComponent() == null && go.GetComponent() == null); + + if (go != null) + { + if (go.GetComponent() != null && go.GetComponent().sharedMesh != null) + { + RaycastHit hit; + if (UnityEngine.ProBuilder.HandleUtility.MeshRaycast( + HandleUtility.GUIPointToWorldRay(mousePosition), + go, + out hit)) + { + plane = new Plane( + go.transform.TransformDirection(hit.normal), + go.transform.TransformPoint(hit.point)); + + bitangent = GetBitangent(plane.normal); + + return true; + } + } + else if (go.GetComponent() != null) + { + UnityEngine.RaycastHit hit; + if (Physics.Raycast(HandleUtility.GUIPointToWorldRay(mousePosition), out hit)) + { + plane = new Plane(hit.normal, hit.point); + var forward = go.transform.forward; + bitangent = Mathf.Abs(Vector3.Dot(plane.normal, forward)) > .9f ? go.transform.up : forward; + return true; + } + } + } + + plane = default(Plane); + bitangent = Vector3.forward; + return false; + } + + static bool GetPlaneFromProGridsAxis(Vector2 mousePosition, out Plane plane) + { + if (!ProGridsInterface.IsActive() || !ProGridsInterface.GridVisible()) + { + plane = default(Plane); + return false; + } + + Vector3 point = SceneView.lastActiveSceneView.pivot; + Vector3 progridsPivot; + if(ProGridsInterface.GetPivot(out progridsPivot)) + point = progridsPivot; + Vector3 normal = Vector3.up; + + if (ProGridsInterface.IsFullGridEnabled()) + { + var ray = HandleUtility.GUIPointToWorldRay(mousePosition); + + Plane[] planes = new Plane[3] + { + new Plane(Vector3.right, point), + new Plane(Vector3.up, point), + new Plane(Vector3.forward, point) + }; + + float closestDistance = Mathf.Infinity; + Plane closestPlane = default(Plane); + + for (int i = 0; i < planes.Length; ++i) + { + float distance; + + if (planes[i].Raycast(ray, out distance)) + { + if (distance < closestDistance) + { + closestDistance = distance; + closestPlane = planes[i]; + } + } + } + + plane = new Plane(closestPlane.normal, point); + } + else + { + + var axis = ProGridsInterface.GetActiveGridAxis(); + float offset = ProGridsInterface.GetActiveGridOffset(); + + switch (axis) + { + case HandleAxis.X: + point.x += offset; + normal = Vector3.right; + break; + + case HandleAxis.Y: + point.y += offset; + normal = Vector3.up; + break; + case HandleAxis.Z: + point.z += offset; + normal = Vector3.forward; + break; + } + + plane = new Plane(normal, point); + } + + return true; + } + + internal static Plane GetPlaneFromSceneView() + { + Plane plane; + Vector3 normal = Vector3.up; + if(EditorSnapSettings.gridSnapActive || SceneView.lastActiveSceneView.showGrid) + { + var sceneView = SceneView.lastActiveSceneView; + var cameraTransform = sceneView.camera.transform; + var axis = sceneView.sceneViewGrids.gridAxis; + var point = sceneView.sceneViewGrids.GetPivot(axis); + + switch (axis) + { + case SceneViewGrid.GridRenderAxis.X: + normal = Vector3.right; + break; + + case SceneViewGrid.GridRenderAxis.Y: + normal = Vector3.up; + break; + case SceneViewGrid.GridRenderAxis.Z: + normal = Vector3.forward; + break; + } + + //Invert normal if camera if facing the other side of the plane + if(Vector3.Dot(cameraTransform.forward, normal) > 0) + normal *= -1f; + + plane = new Plane(normal, point); + + //If the camera if on the right side of the plane, return this plane + if(plane.GetSide(cameraTransform.position)) + return plane; + } + + return GetPlaneFromCameraDirection(); + } + + static Plane GetPlaneFromCameraDirection() + { + var sceneView = SceneView.lastActiveSceneView; + var cameraDirection = sceneView.camera.transform.forward; + + float pitch = Mathf.Abs(Vector3.Dot(cameraDirection, Vector3.up)); + float right = Mathf.Abs(Vector3.Dot(cameraDirection, Vector3.right)); + float forward = Mathf.Abs(Vector3.Dot(cameraDirection, Vector3.forward)); + + ProjectionAxis axis = ProjectionAxis.Y; + + // Orthographic view, use X or Z + if (pitch < .02f) + { + if (right > forward) + axis = ProjectionAxis.X; + else + axis = ProjectionAxis.Z; + } + + return new Plane(Projection.ProjectionAxisToVector(axis), EditorSnapping.MoveSnap(SceneView.lastActiveSceneView.pivot)); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleUtility.cs.meta new file mode 100644 index 0000000..1b84f75 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorHandleUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 31b2d23ee6bb16a42bdc704a0b1df42c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMaterialUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMaterialUtility.cs new file mode 100644 index 0000000..86a3a4f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMaterialUtility.cs @@ -0,0 +1,75 @@ +using UnityEditor.SettingsManagement; +using UnityEngine; +using UObject = UnityEngine.Object; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + static class EditorMaterialUtility + { + [UserSetting("Mesh Settings", "Material", "The default material to be applied to newly created shapes.")] + static Pref s_DefaultMaterial = new Pref("mesh.userMaterial", null); + + internal static Texture2D GetPreviewTexture(Material material) + { + if (material == null || material.shader == null) + return null; + + Texture2D best = null; + + for (int i = 0; i < material.shader.GetPropertyCount(); i++) + { + if (material.shader.GetPropertyType(i) == UnityEngine.Rendering.ShaderPropertyType.Texture) + { + string propertyName = material.shader.GetPropertyName(i); + + Texture2D tex = material.GetTexture(propertyName) as Texture2D; + + if (tex != null) + { + if (propertyName.Contains("_MainTex") || propertyName.Contains("Albedo")) + return tex; + else if (best == null) + best = tex; + } + } + } + + return best; + } + + /// + /// Get the material best matching the active mesh selection. + /// + internal static Material GetActiveSelection() + { + var mesh = MeshSelection.activeMesh; + + if (mesh != null) + { + var face = MeshSelection.activeFace; + + if (face == null) + return mesh.renderer.sharedMaterial; + + var sharedMaterials = mesh.renderer.sharedMaterials; + + if (sharedMaterials != null) + { + var length = sharedMaterials.Length; + return sharedMaterials[System.Math.Min(face.submeshIndex, length - 1)]; + } + } + + return null; + } + + internal static Material GetUserMaterial() + { + var mat = (Material)s_DefaultMaterial; + if (mat != null) + return mat; + return BuiltinMaterials.defaultMaterial; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMaterialUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMaterialUtility.cs.meta new file mode 100644 index 0000000..3a16f54 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMaterialUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6832442ae76f440d9a8a532b98ebfc57 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMeshUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMeshUtility.cs new file mode 100644 index 0000000..12136f7 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMeshUtility.cs @@ -0,0 +1,277 @@ +using UnityEngine; +using System; +using System.IO; +using System.Linq; +using UnityEditor.SettingsManagement; +using UnityEngine.ProBuilder; +using Math = UnityEngine.ProBuilder.Math; + +namespace UnityEditor.ProBuilder +{ + /// + /// Contains helper functions for mesh editing that are only available in the Editor. + /// + public static class EditorMeshUtility + { + const string k_MeshCacheDirectoryName = "ProBuilderMeshCache"; + static string k_MeshCacheDirectory = "Assets/ProBuilder Data/ProBuilderMeshCache"; + + [UserSetting("Mesh Editing", "Auto Resize Colliders", "Automatically resize colliders with mesh bounds as you edit.")] + static Pref s_AutoResizeCollisions = new Pref("editor.autoRecalculateCollisions", false, SettingsScope.Project); + + /// + /// Raised after a ProBuilderMesh has been successfully optimized. + /// + /// + public static event Action meshOptimized = null; + + /// + /// Optimizes the mesh geometry, and generates a UV2 channel if object is marked as + /// or you set the `generateLightmapUVs` parameter to true. + /// + /// This is only applicable to meshes with triangle topology. Quad meshes are not affected by this function. + /// The ProBuilder mesh component to optimize. + /// True to force ProBuilder to build UV2s if the Auto UV2 preference is disabled. + public static void Optimize(this ProBuilderMesh mesh, bool generateLightmapUVs = false) + { + if (mesh == null) + throw new ArgumentNullException("mesh"); + + Mesh umesh = mesh.mesh; + + if (umesh == null || umesh.vertexCount < 1) + return; + + bool skipMeshProcessing = false; + + // @todo Support mesh compression for topologies other than Triangles. + for (int i = 0; !skipMeshProcessing && i < umesh.subMeshCount; i++) + if (umesh.GetTopology(i) != MeshTopology.Triangles) + skipMeshProcessing = true; + +#pragma warning disable 0219 + bool uv2Built = false; +#pragma warning restore 0219 + if (!skipMeshProcessing) + { + bool autoLightmap = Lightmapping.autoUnwrapLightmapUV; + bool lightmapUVs = generateLightmapUVs || (autoLightmap && mesh.gameObject.HasStaticFlag(StaticEditorFlags.ContributeGI)); + var usedInParticleSystem = UnityEngine.ProBuilder.MeshUtility.IsUsedInParticleSystem(mesh); + + // if generating UV2, the process is to manually split the mesh into individual triangles, + // generate uv2, then re-assemble with vertex collapsing where possible. + // if not generating uv2, just collapse vertices. + if (lightmapUVs) + { + Vertex[] vertices = UnityEngine.ProBuilder.MeshUtility.GeneratePerTriangleMesh(umesh); + + float time = Time.realtimeSinceStartup; + + UnwrapParam unwrap = Lightmapping.GetUnwrapParam(mesh.unwrapParameters); + + Vector2[] uv2 = Unwrapping.GeneratePerTriangleUV(umesh, unwrap); + + // If GenerateUV2() takes longer than 3 seconds (!), show a warning prompting user to disable auto-uv2 generation. + if ((Time.realtimeSinceStartup - time) > 3f) + Log.Warning(string.Format("Generate UV2 for \"{0}\" took {1} seconds! You may want to consider disabling Auto-UV2 generation in the `Preferences > ProBuilder` tab.", mesh.name, (Time.realtimeSinceStartup - time).ToString("F2"))); + + if (uv2.Length == vertices.Length) + { + for (int i = 0; i < uv2.Length; i++) + vertices[i].uv2 = uv2[i]; + + uv2Built = true; + } + else + { + Log.Warning("Generate UV2 failed. The returned size of UV2 array != mesh.vertexCount"); + } + + UnityEngine.ProBuilder.MeshUtility.CollapseSharedVertices(umesh, vertices); + } + else + { + UnityEngine.ProBuilder.MeshUtility.CollapseSharedVertices(umesh); + } + + if(usedInParticleSystem) + UnityEngine.ProBuilder.MeshUtility.RestoreParticleSystem(mesh); + } + + if (s_AutoResizeCollisions) + RebuildColliders(mesh); + + if (meshOptimized != null) + meshOptimized(mesh, umesh); + + if (Experimental.meshesAreAssets) + TryCacheMesh(mesh); + + umesh.RecalculateUVDistributionMetric(0); + if (uv2Built) + umesh.RecalculateUVDistributionMetric(1); + + UnityEditor.EditorUtility.SetDirty(mesh); + } + + internal static void TryCacheMesh(ProBuilderMesh pb) + { + Mesh mesh = pb.mesh; + + // check for an existing mesh in the mesh cache and update or create a new one so + // as not to clutter the scene yaml. + string meshAssetPath = AssetDatabase.GetAssetPath(mesh); + + // if mesh is already an asset any changes will already have been applied since + // pb_Object is directly modifying the mesh asset + if (string.IsNullOrEmpty(meshAssetPath)) + { + // at the moment the asset_guid is only used to name the mesh something unique + string guid = pb.assetGuid; + + if (string.IsNullOrEmpty(guid)) + { + guid = Guid.NewGuid().ToString("N"); + pb.assetGuid = guid; + } + + string meshCacheDirectory = GetMeshCacheDirectory(true); + + string path = string.Format("{0}/{1}.asset", meshCacheDirectory, guid); + + Mesh m = AssetDatabase.LoadAssetAtPath(path); + + // a mesh already exists in the cache for this pb_Object + if (m != null) + { + if (mesh != m) + { + // prefab instances should always point to the same mesh + if (EditorUtility.IsPrefabInstance(pb.gameObject) || EditorUtility.IsPrefabAsset(pb.gameObject)) + { + // Debug.Log("reconnect prefab to mesh"); + + // use the most recent mesh iteration (when undoing for example) + UnityEngine.ProBuilder.MeshUtility.CopyTo(mesh, m); + + UnityEngine.Object.DestroyImmediate(mesh); + pb.gameObject.GetComponent().sharedMesh = m; + + // also set the MeshCollider if it exists + pb.Refresh(RefreshMask.Collisions); + + return; + } + else + { + // duplicate mesh + // Debug.Log("create new mesh in cache from disconnect"); + pb.assetGuid = Guid.NewGuid().ToString("N"); + path = string.Format("{0}/{1}.asset", meshCacheDirectory, pb.assetGuid); + } + } + else + { + Debug.LogWarning("Mesh found in cache and scene mesh references match, but pb.asset_guid doesn't point to asset. Please report the circumstances leading to this event to Karl."); + } + } + + AssetDatabase.CreateAsset(mesh, path); + } + } + + internal static bool GetCachedMesh(ProBuilderMesh pb, out string path, out Mesh mesh) + { + if (pb.mesh != null) + { + string meshPath = AssetDatabase.GetAssetPath(pb.mesh); + + if (!string.IsNullOrEmpty(meshPath)) + { + path = meshPath; + mesh = pb.mesh; + + return true; + } + } + + string meshCacheDirectory = GetMeshCacheDirectory(false); + string guid = pb.assetGuid; + + path = string.Format("{0}/{1}.asset", meshCacheDirectory, guid); + mesh = AssetDatabase.LoadAssetAtPath(path); + + return mesh != null; + } + + static string GetMeshCacheDirectory(bool initializeIfMissing = false) + { + if (Directory.Exists(k_MeshCacheDirectory)) + return k_MeshCacheDirectory; + + string[] results = Directory.GetDirectories("Assets", k_MeshCacheDirectoryName, SearchOption.AllDirectories); + + if (results.Length < 1) + { + if (initializeIfMissing) + { + k_MeshCacheDirectory = FileUtility.GetLocalDataDirectory() + "/" + k_MeshCacheDirectoryName; + Directory.CreateDirectory(k_MeshCacheDirectory); + } + else + { + k_MeshCacheDirectory = null; + } + } + else + { + k_MeshCacheDirectory = results.First(); + } + + return k_MeshCacheDirectory; + } + + /// + /// Resizes any collider components on this mesh to match the size of the mesh bounds. + /// + /// The mesh target to rebuild collider volumes for. + public static void RebuildColliders(this ProBuilderMesh mesh) + { + mesh.mesh.RecalculateBounds(); + + var bounds = mesh.mesh.bounds; + + foreach (var collider in mesh.GetComponents()) + { + Type t = collider.GetType(); + + if (t == typeof(BoxCollider)) + { + ((BoxCollider)collider).center = bounds.center; + ((BoxCollider)collider).size = bounds.size; + } + else if (t == typeof(SphereCollider)) + { + ((SphereCollider)collider).center = bounds.center; + ((SphereCollider)collider).radius = Math.LargestValue(bounds.extents); + } + else if (t == typeof(CapsuleCollider)) + { + ((CapsuleCollider)collider).center = bounds.center; + Vector2 xy = new Vector2(bounds.extents.x, bounds.extents.z); + ((CapsuleCollider)collider).radius = Math.LargestValue(xy); + ((CapsuleCollider)collider).height = bounds.size.y; + } + else if (t == typeof(WheelCollider)) + { + ((WheelCollider)collider).center = bounds.center; + ((WheelCollider)collider).radius = Math.LargestValue(bounds.extents); + } + else if (t == typeof(MeshCollider)) + { + mesh.Refresh(RefreshMask.Collisions); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMeshUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMeshUtility.cs.meta new file mode 100644 index 0000000..97f868f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorMeshUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3adccdd46845df47a5d11429dac1f82 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorPathSelectionUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorPathSelectionUtility.cs new file mode 100644 index 0000000..399d70c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorPathSelectionUtility.cs @@ -0,0 +1,84 @@ + +using System; +using System.Linq; +using UnityEditor.ShortcutManagement; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + static class EditorPathSelectionUtility + { + const string k_ShortcutId = "ProBuilder/Selection/Select Path"; + + [InitializeOnLoadMethod] + static void Init() + { + ShortcutManager.instance.shortcutBindingChanged += ValidateShortcutBinding; + } + + static void ValidateShortcutBinding(ShortcutBindingChangedEventArgs args) + { + if (args.shortcutId.Equals(k_ShortcutId)) + { + var newCombination = args.newBinding.keyCombinationSequence.First(); + if(newCombination.modifiers.Equals(ShortcutModifiers.None)) + Debug.LogWarning("The shortcut 'ProBuilder/Selection/Select Path' must have at least one modifier, otherwise path selection will not work."); + } + } + + public static bool IsSelectionPathModifier(EventModifiers em) + { + var binding = ShortcutManager.instance.GetShortcutBinding(k_ShortcutId); + var combination = binding.keyCombinationSequence.First(); + + //At least one modifier is required for the path selection + if (combination.modifiers.Equals(ShortcutModifiers.None)) + return false; + + // Check if all desired modifiers are pressed + if (combination.modifiers.HasFlag(ShortcutModifiers.Shift) && (em & EventModifiers.Shift) != EventModifiers.Shift) + return false; +#if UNITY_EDITOR_OSX + if (combination.modifiers.HasFlag(ShortcutModifiers.Control) && (em & EventModifiers.Control) != EventModifiers.Control) + return false; + if (combination.modifiers.HasFlag(ShortcutModifiers.Action) && (em & EventModifiers.Command) != EventModifiers.Command) + return false; +#else + if ((combination.modifiers.HasFlag(ShortcutModifiers.Control) || combination.modifiers.HasFlag(ShortcutModifiers.Action)) + && (em & EventModifiers.Control) != EventModifiers.Control) + return false; +#endif + if (combination.modifiers.HasFlag(ShortcutModifiers.Alt) && (em & EventModifiers.Alt) != EventModifiers.Alt) + return false; + + return true; + } + + [Shortcut("ProBuilder/Selection/Select Path", typeof(PositionToolContext.ProBuilderShortcutContext), KeyCode.Mouse0, ShortcutModifiers.Shift | ShortcutModifiers.Action)] + static void DoPathSelection(ShortcutArguments args) + { + var mesh = EditorSceneViewPicker.selection?.mesh; + if (mesh == null || ProBuilderEditor.selectMode != SelectMode.Face) + return; + + var activeFace = mesh.GetActiveFace(); + if (activeFace != null) + { + var faces = mesh.facesInternal; + var face = ProBuilderEditor.instance.hovering.faces[0]; + + UndoUtility.RecordSelection(mesh, "Select Face"); + var pathFaces = SelectPathFaces.GetPath(mesh, Array.IndexOf(faces, activeFace), Array.IndexOf(faces, face)); + if (pathFaces != null) + { + foreach (var pathFace in pathFaces) + mesh.AddToFaceSelection(pathFace); + + Event.current.Use(); + ProBuilderEditor.instance.ResetSceneGUIEvent(); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorPathSelectionUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorPathSelectionUtility.cs.meta new file mode 100644 index 0000000..4322f13 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorPathSelectionUtility.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e70a4b45c6cf44c4a63890d71d7cca97 +timeCreated: 1707334475 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSceneViewPicker.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSceneViewPicker.cs new file mode 100644 index 0000000..fea734f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSceneViewPicker.cs @@ -0,0 +1,944 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.ShortcutManagement; +using UnityEngine; +using UnityEngine.ProBuilder; +using PHandleUtility = UnityEngine.ProBuilder.HandleUtility; +using UHandleUtility = UnityEditor.HandleUtility; +using RaycastHit = UnityEngine.ProBuilder.RaycastHit; + +namespace UnityEditor.ProBuilder +{ + struct ScenePickerPreferences + { + public const float maxPointerDistance = 20f; + public const float offPointerMultiplier = 1.2f; + + public CullingMode cullMode; + public RectSelectMode rectSelectMode; + } + + static class EditorSceneViewPicker + { + static int s_DeepSelectionPrevious = 0x0; + static bool s_AppendModifierPreviousState = false; + static SceneSelection s_Selection = new SceneSelection(); + internal static SceneSelection selection => s_Selection; + static List s_NearestVertices = new List(); + static List s_OverlappingGameObjects = new List(); + static readonly List s_IndexBuffer = new List(16); + static List s_EdgeBuffer = new List(32); + + // When enabled, a mouse click on an unselected mesh will select both the GameObject and the mesh element picked. + const bool k_AllowUnselected = true; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_DeepSelectionPrevious = 0x0; + s_AppendModifierPreviousState = false; + s_Selection.Clear(); + s_NearestVertices.Clear(); + s_OverlappingGameObjects.Clear(); + s_IndexBuffer.Clear(); + s_EdgeBuffer.Clear(); + } + + public static void DoMouseHover(SceneSelection selection) + { + if (selection.faces.Count == 0) + return; + var mesh = selection.mesh; + var face = selection.faces[0]; + var activeFace = mesh.GetActiveFace(); + if (activeFace == null || activeFace == face) + return; + + var faces = mesh.facesInternal; + var pathFaces = SelectPathFaces.GetPath(mesh, Array.IndexOf(faces, activeFace), Array.IndexOf(faces, face)); + + if (pathFaces != null) + { + foreach (var path in pathFaces) + selection.faces.Add(faces[path]); + } + } + + public static ProBuilderMesh DoMouseClick(Event evt, SelectMode selectionMode, ScenePickerPreferences pickerPreferences) + { + bool appendModifier = EditorHandleUtility.IsAppendModifier(evt.modifiers); + bool addToSelectionModifier = EditorHandleUtility.IsSelectionAddModifier(evt.modifiers); + bool addOrRemoveIfPresentFromSelectionModifier = EditorHandleUtility.IsSelectionAppendOrRemoveIfPresentModifier(evt.modifiers); + + float pickedElementDistance; + + if (selectionMode.ContainsFlag(SelectMode.Edge | SelectMode.TextureEdge)) + pickedElementDistance = EdgeRaycast(evt.mousePosition, pickerPreferences, k_AllowUnselected, s_Selection); + else if (selectionMode.ContainsFlag(SelectMode.Vertex | SelectMode.TextureVertex)) + pickedElementDistance = VertexRaycast(evt.mousePosition, pickerPreferences, k_AllowUnselected, s_Selection); + else + pickedElementDistance = FaceRaycast(evt.mousePosition, pickerPreferences, k_AllowUnselected, s_Selection, evt.clickCount > 1 ? -1 : 0, false); + + evt.Use(); + + var isProBuilderMesh = s_Selection.gameObject != null && s_Selection.gameObject.GetComponent() != null; + + if (!appendModifier) + { + if(s_Selection.mesh != null) + s_Selection.mesh.ClearSelection(); + if (s_Selection.gameObject == null || !isProBuilderMesh) + { + // Don't clear object selection if we are in the PB Context, just clear sub-elements selection + MeshSelection.ClearElementSelection(); + } + else + MeshSelection.SetSelection((GameObject)null); + } + + if (!isProBuilderMesh) + return null; + + if (pickedElementDistance > ScenePickerPreferences.maxPointerDistance) + { + if (appendModifier && Selection.gameObjects.Contains(s_Selection.gameObject)) + MeshSelection.RemoveFromSelection(s_Selection.gameObject); + else + MeshSelection.AddToSelection(s_Selection.gameObject); + + return null; + } + + GameObject candidateNewActiveObject = s_Selection.gameObject; + bool activeObjectSelectionChanged = Selection.gameObjects.Contains(s_Selection.gameObject) && s_Selection.gameObject != Selection.activeGameObject; + + if (s_Selection.mesh != null) + { + var mesh = s_Selection.mesh; + + foreach (var face in s_Selection.faces) + { + var faces = mesh.faces as Face[] ?? mesh.faces.ToArray(); + var ind = Array.IndexOf(faces, face); + var sel = mesh.selectedFaceIndexes.IndexOf(ind); + + UndoUtility.RecordSelection(mesh, "Select Face"); + if (sel > -1) + { + if (!appendModifier || addOrRemoveIfPresentFromSelectionModifier || + (addToSelectionModifier && face == mesh.GetActiveFace() && !activeObjectSelectionChanged)) + { + mesh.RemoveFromFaceSelectionAtIndex(sel); + + if (addOrRemoveIfPresentFromSelectionModifier && activeObjectSelectionChanged) + { + candidateNewActiveObject = Selection.activeGameObject; + } + else if (mesh.selectedFaceCount == 0) + { + for (var i = MeshSelection.topInternal.Count - 1; i >= 0; i--) + { + if (MeshSelection.topInternal[i].selectedFaceCount > 0) + { + candidateNewActiveObject = MeshSelection.topInternal[i].gameObject; + activeObjectSelectionChanged = true; + break; + } + } + } + } + else + { + mesh.selectedFaceIndicesInternal = mesh.selectedFaceIndicesInternal.Remove(ind); + + mesh.SetSelectedFaces(mesh.selectedFaceIndicesInternal.Add(ind)); + } + } + else + mesh.AddToFaceSelection(ind); + } + + foreach(var edge in s_Selection.edges) + { + int ind = mesh.IndexOf(mesh.selectedEdges, edge); + + UndoUtility.RecordSelection(mesh, "Select Edge"); + + if (ind > -1) + { + if (!appendModifier || addOrRemoveIfPresentFromSelectionModifier || + (addToSelectionModifier && edge == mesh.GetActiveEdge() && !activeObjectSelectionChanged)) + { + mesh.SetSelectedEdges(mesh.selectedEdges.ToArray().RemoveAt(ind)); + + if (addOrRemoveIfPresentFromSelectionModifier && activeObjectSelectionChanged) + { + candidateNewActiveObject = Selection.activeGameObject; + } + else if (mesh.selectedEdgeCount == 0) + { + for (var i = MeshSelection.topInternal.Count - 1; i >= 0; i--) + { + if (MeshSelection.topInternal[i].selectedEdgeCount > 0) + { + candidateNewActiveObject = MeshSelection.topInternal[i].gameObject; + activeObjectSelectionChanged = true; + break; + } + } + } + } + else + { + mesh.selectedEdgesInternal = mesh.selectedEdgesInternal.Remove(edge); + mesh.SetSelectedEdges(mesh.selectedEdgesInternal.Add(edge)); + } + } + else + mesh.SetSelectedEdges(mesh.selectedEdges.ToArray().Add(edge)); + } + foreach(var vertex in s_Selection.vertexes) + { + int ind = Array.IndexOf(mesh.selectedIndexesInternal, vertex); + + UndoUtility.RecordSelection(mesh, "Select Vertex"); + + if (ind > -1) + { + var sharedIndex = mesh.sharedVertexLookup[vertex]; + var sharedVertex = mesh.sharedVerticesInternal[sharedIndex]; + s_IndexBuffer.Clear(); + foreach (var sVertex in sharedVertex) + { + var index = Array.IndexOf(mesh.selectedIndexesInternal, sVertex); + if (index < 0) + continue; + + s_IndexBuffer.Add(index); + } + s_IndexBuffer.Sort(); + + if (!appendModifier || addOrRemoveIfPresentFromSelectionModifier || + (addToSelectionModifier && vertex == mesh.GetActiveVertex() && !activeObjectSelectionChanged)) + { + mesh.selectedIndexesInternal = mesh.selectedIndexesInternal.SortedRemoveAt(s_IndexBuffer); + mesh.SetSelectedVertices(mesh.selectedIndexesInternal); + + if (addOrRemoveIfPresentFromSelectionModifier && activeObjectSelectionChanged) + { + candidateNewActiveObject = Selection.activeGameObject; + } + else if (mesh.selectedIndexesInternal.Length == 0) + { + for (var i = MeshSelection.topInternal.Count - 1; i >= 0; i--) + { + if (MeshSelection.topInternal[i].selectedIndexesInternal.Length > 0) + { + candidateNewActiveObject = MeshSelection.topInternal[i].gameObject; + activeObjectSelectionChanged = true; + break; + } + } + } + } + else + { + mesh.selectedIndexesInternal = mesh.selectedIndexesInternal.SortedRemoveAt(s_IndexBuffer); + mesh.SetSelectedVertices(mesh.selectedIndexesInternal.Add(vertex)); + } + + } + else + mesh.SetSelectedVertices(mesh.selectedIndexesInternal.Add(vertex)); + } + + if(activeObjectSelectionChanged) + MeshSelection.MakeActiveObject(candidateNewActiveObject); + else + MeshSelection.AddToSelection(candidateNewActiveObject); + + return mesh; + } + + return null; + } + + 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 isSelectionAddModifier = EditorHandleUtility.IsSelectionAddModifier(Event.current.modifiers); + bool isSelectionRemoveModifier = EditorHandleUtility.IsSelectionAppendOrRemoveIfPresentModifier(Event.current.modifiers); + bool isAppendModifier = isSelectionAddModifier || isSelectionRemoveModifier; + + if (!isAppendModifier) + MeshSelection.ClearElementSelection(); + + bool elementsInDragRect = false; + + switch (selectionMode) + { + case SelectMode.Vertex: + case SelectMode.TextureVertex: + { + var lastSceneView = SceneView.lastActiveSceneView; + var isDrawingGizmos = lastSceneView.drawGizmos; + lastSceneView.drawGizmos = false; + Dictionary> selected = SelectionPicker.PickVerticesInRect( + lastSceneView.camera, + mouseDragRect, + MeshSelection.topInternal, + pickingOptions, + EditorGUIUtility.pixelsPerPoint); + lastSceneView.drawGizmos = isDrawingGizmos; + + foreach (var kvp in selected) + { + var mesh = kvp.Key; + SharedVertex[] sharedIndexes = mesh.sharedVerticesInternal; + HashSet common; + + if (isAppendModifier) + { + common = mesh.GetSharedVertexHandles(mesh.selectedIndexesInternal); + + if(isSelectionAddModifier) + common.UnionWith(kvp.Value); + else if(isSelectionRemoveModifier) + common.RemoveWhere(x => kvp.Value.Contains(x)); + } + else + { + common = kvp.Value; + } + + elementsInDragRect |= kvp.Value.Count > 0; + mesh.SetSelectedVertices(common.SelectMany(x => sharedIndexes[x])); + } + + break; + } + + case SelectMode.Face: + case SelectMode.TextureFace: + { + var lastSceneView = SceneView.lastActiveSceneView; + var isDrawingGizmos = lastSceneView.drawGizmos; + lastSceneView.drawGizmos = false; + Dictionary> selected = SelectionPicker.PickFacesInRect( + lastSceneView.camera, + mouseDragRect, + MeshSelection.topInternal, + pickingOptions, + EditorGUIUtility.pixelsPerPoint); + lastSceneView.drawGizmos = isDrawingGizmos; + + foreach (var kvp in selected) + { + HashSet current; + + if (isAppendModifier) + { + current = new HashSet(kvp.Key.selectedFacesInternal); + + if(isSelectionAddModifier) + current.UnionWith(kvp.Value); + else if(isSelectionRemoveModifier) + current.RemoveWhere(x => kvp.Value.Contains(x)); + } + else + { + current = kvp.Value; + } + + elementsInDragRect |= kvp.Value.Count > 0; + kvp.Key.SetSelectedFaces(current); + } + + break; + } + + case SelectMode.Edge: + case SelectMode.TextureEdge: + { + var lastSceneView = SceneView.lastActiveSceneView; + var isDrawingGizmos = lastSceneView.drawGizmos; + lastSceneView.drawGizmos = false; + var selected = SelectionPicker.PickEdgesInRect( + lastSceneView.camera, + mouseDragRect, + MeshSelection.topInternal, + pickingOptions, + EditorGUIUtility.pixelsPerPoint); + lastSceneView.drawGizmos = isDrawingGizmos; + + foreach (var kvp in selected) + { + ProBuilderMesh mesh = kvp.Key; + Dictionary common = mesh.sharedVertexLookup; + HashSet selectedEdges = EdgeLookup.GetEdgeLookupHashSet(kvp.Value, common); + HashSet current; + + if (isAppendModifier) + { + current = EdgeLookup.GetEdgeLookupHashSet(mesh.selectedEdges, common); + + if(isSelectionAddModifier) + current.UnionWith(selectedEdges); + else if(isSelectionRemoveModifier) + current.RemoveWhere(x => selectedEdges.Contains(x)); + } + else + { + current = selectedEdges; + } + + elementsInDragRect |= kvp.Value.Count > 0; + mesh.SetSelectedEdges(current.Select(x => x.local)); + } + + break; + } + } + + ProBuilderEditor.Refresh(); + SceneView.RepaintAll(); + } + + // Get the object & mesh selection that the mouse is currently nearest. + // A ProBuilderMesh is returned because double click actions need to know what the last selected pb_Object was. + // If deepClickOffset is specified, the object + deepClickOffset in the deep select stack will be returned (instead of next). + internal static float MouseRayHitTest( + Vector3 mousePosition, + SelectMode selectionMode, + ScenePickerPreferences pickerOptions, + SceneSelection selection, + bool allowUnselected = false) + { + if (selectionMode.ContainsFlag(SelectMode.Edge | SelectMode.TextureEdge)) + return EdgeRaycast(mousePosition, pickerOptions, allowUnselected, selection); + + if (selectionMode.ContainsFlag(SelectMode.Vertex | SelectMode.TextureVertex)) + return VertexRaycast(mousePosition, pickerOptions, allowUnselected, selection); + + return FaceRaycast(mousePosition, pickerOptions, allowUnselected, selection, 0, true); + } + + static List<(ProBuilderMesh mesh, Face face, float dist, int hash)> s_PbHits = new List<(ProBuilderMesh, Face, float, int)>(); + + static float FaceRaycast(Vector3 mousePosition, + ScenePickerPreferences pickerOptions, + bool allowUnselected, + SceneSelection selection, + int deepClickOffset = 0, + bool isPreview = true) + { + GameObject candidateGo = null; + ProBuilderMesh candidatePb = null; + Face candidateFace = null; + float candidateDistance = Mathf.Infinity; + float resultDistance = Mathf.Infinity; + + // If any event modifiers are engaged don't cycle the deep click + EventModifiers em = EventModifiers.None; + if (Event.current != null) + em = Event.current.modifiers; + + // Reset cycle if we used an event modifier previously. + // Move state back to single selection. + if ((em != EventModifiers.None) != s_AppendModifierPreviousState) + { + s_AppendModifierPreviousState = (em != EventModifiers.None); + s_DeepSelectionPrevious = 0; + } + + if (isPreview || em != EventModifiers.None) + EditorHandleUtility.GetHovered(mousePosition, s_OverlappingGameObjects); + else + EditorHandleUtility.GetAllOverlapping(mousePosition, s_OverlappingGameObjects); + + selection.Clear(); + + // First, find all ProBuilder meshes and their hit faces under the mouse + for (int i = 0, pickedCount = s_OverlappingGameObjects.Count; i < pickedCount; i++) + { + var go = s_OverlappingGameObjects[i]; + var mesh = go.GetComponent(); + + if (mesh != null && (allowUnselected || MeshSelection.topInternal.Contains(mesh))) + { + Ray ray = UHandleUtility.GUIPointToWorldRay(mousePosition); + RaycastHit hit; + + if (UnityEngine.ProBuilder.HandleUtility.FaceRaycast(ray, + mesh, + out hit, + Mathf.Infinity, + pickerOptions.cullMode)) + { + Face face = mesh.facesInternal[hit.face]; + float dist = Vector2.SqrMagnitude(((Vector2)mousePosition) - HandleUtility.WorldToGUIPoint(mesh.transform.TransformPoint(hit.point))); + s_PbHits.Add((mesh, face, dist, face.GetHashCode())); + } + } + } + + if (s_PbHits.Count > 0) + { + int chosenIndex = 0; + + // Apply deep click cycling logic only if it's an actual click and a previous selection exists + if (!isPreview && s_DeepSelectionPrevious != 0) + { + int currentSelectionIndex = -1; + // Find the index of the previously selected item (if it's still in the list) + for (int i = 0; i < s_PbHits.Count; i++) + { + if (s_PbHits[i].hash == s_DeepSelectionPrevious) + { + currentSelectionIndex = i; + break; + } + } + + if (currentSelectionIndex != -1) + { + // Calculate the next index for cycling + chosenIndex = (currentSelectionIndex + (1 + deepClickOffset)) % s_PbHits.Count; + // Handle negative result from modulo for deepClickOffset = -1 if currentSelectionIndex is 0 + if (chosenIndex < 0) chosenIndex += s_PbHits.Count; + } + else + { + // If the mouse moved enough that none of the hit faces correspond to the previous selection, we reset + s_DeepSelectionPrevious = 0; + } + // If s_DeepSelectionPrevious was set but no matching PB hit is found in current list, + // fall back to the closest one (chosenIndex remains 0) + } + // else for first click or if s_DeepSelectionPrevious is 0, chosenIndex remains 0 (selects closest) + + var selectedHit = s_PbHits[chosenIndex]; + candidateGo = selectedHit.mesh.gameObject; + candidatePb = selectedHit.mesh; + candidateFace = selectedHit.face; + candidateDistance = selectedHit.dist; + + // Update s_DeepSelectionPrevious only for actual clicks after cycling/filtering (not hovers) + if (!isPreview) + { + s_DeepSelectionPrevious = selectedHit.hash; + } + } + + // Final selection update + if (candidateGo != null) + { + selection.gameObject = candidateGo; + resultDistance = Mathf.Sqrt(candidateDistance); + + if (candidatePb != null) + { + if (candidatePb.selectable) + { + selection.mesh = candidatePb; + selection.SetSingleFace(candidateFace); + } + } + } + else if (candidateGo == null && !isPreview) + { + // if we click somewhere with no PB, we reset the deep cycle + s_DeepSelectionPrevious = 0; + } + + s_PbHits.Clear(); + return resultDistance; + } + + static float VertexRaycast(Vector3 mousePosition, ScenePickerPreferences pickerOptions, bool allowUnselected, SceneSelection selection) + { + Camera cam = SceneView.lastActiveSceneView.camera; + selection.Clear(); + s_NearestVertices.Clear(); + bool highlightedVertexExists = ProBuilderEditor.instance.hovering.vertexes.Count > 0; + + // if there is a vertex already highlighted, we don't want to select a different game object + if (!highlightedVertexExists) + { + selection.gameObject = HandleUtility.PickGameObject(mousePosition, false); + } + float maxDistance = ScenePickerPreferences.maxPointerDistance * ScenePickerPreferences.maxPointerDistance; + ProBuilderMesh hoveredMesh = selection.gameObject != null ? selection.gameObject.GetComponent() : null; + + if (allowUnselected && selection.gameObject != null) + { + if (hoveredMesh != null && hoveredMesh.selectable && !MeshSelection.Contains(hoveredMesh)) + { + GetNearestVertices(hoveredMesh, mousePosition, s_NearestVertices, maxDistance, 1); + } + } + + if (selection.mesh == null) + { + foreach (var mesh in MeshSelection.topInternal) + { + if (!mesh.selectable) + continue; + + GetNearestVertices(mesh, mousePosition, s_NearestVertices, maxDistance, hoveredMesh == mesh || hoveredMesh == null ? 1.0f : ScenePickerPreferences.offPointerMultiplier); + } + } + + s_NearestVertices.Sort((x, y) => x.screenDistance.CompareTo(y.screenDistance)); + + for (int i = 0; i < s_NearestVertices.Count; i++) + { + if (!UnityEngine.ProBuilder.HandleUtility.PointIsOccluded(cam, s_NearestVertices[i].mesh, s_NearestVertices[i].worldPosition)) + { + selection.gameObject = s_NearestVertices[i].mesh.gameObject; + selection.mesh = s_NearestVertices[i].mesh; + selection.SetSingleVertex(s_NearestVertices[i].vertex); + + return Mathf.Sqrt(s_NearestVertices[i].screenDistance); + } + } + + return Mathf.Infinity; + } + + static int GetNearestVertices(ProBuilderMesh mesh, Vector3 mousePosition, List list, float maxDistance, float distModifier) + { + var positions = mesh.positionsInternal; + var common = mesh.sharedVerticesInternal; + var matches = 0; + + for (int n = 0, c = common.Length; n < c; n++) + { + int index = common[n][0]; + Vector3 v = mesh.transform.TransformPoint(positions[index]); + Vector3 p = UHandleUtility.WorldToGUIPoint(v); + + float dist = (p - mousePosition).sqrMagnitude * distModifier; + + if (dist < maxDistance) + { + list.Add(new VertexPickerEntry() + { + mesh = mesh, + screenDistance = dist, + worldPosition = v, + vertex = index + }); + + matches++; + } + } + + return matches; + } + + /// + /// Get the nearest to a screen position. + /// + /// + /// Distance is returned as the screen distance to mesh, not edge. + /// + static float EdgeRaycast(Vector3 mousePosition, ScenePickerPreferences pickerPrefs, bool allowUnselected, SceneSelection selection) + { + selection.Clear(); + bool highlightedEdgeExists = ProBuilderEditor.instance.hovering.edges.Count > 0; + + // if there is an edge already highlighted, we don't want to select a different game object + if (highlightedEdgeExists) + { + ProBuilderMesh hoveredMeshFromHighlight = ProBuilderEditor.instance.hovering.mesh; + if (hoveredMeshFromHighlight != null && ProBuilderEditor.instance.hovering.edges.Count > 0) + { + Edge highlightedEdge = ProBuilderEditor.instance.hovering.edges[0]; // Assuming single edge hover + + // Calculate the screen distance for this specific highlighted edge. + Vector3[] positions = hoveredMeshFromHighlight.positionsInternal; + Vector3 worldPosA = hoveredMeshFromHighlight.transform.TransformPoint(positions[highlightedEdge.a]); + Vector3 worldPosB = hoveredMeshFromHighlight.transform.TransformPoint(positions[highlightedEdge.b]); + + if (ProcessEdgePoints(Camera.current, worldPosA, worldPosB, out Vector3 guiPointA, out Vector3 guiPointB)) + { + float distToHighlightedEdge = HandleUtility.DistancePointLine(mousePosition, guiPointA, guiPointB); + + // If the highlighted edge is within the maximum picking distance, select it and return early. + if (distToHighlightedEdge <= ScenePickerPreferences.maxPointerDistance) + { + selection.gameObject = hoveredMeshFromHighlight.gameObject; + selection.mesh = hoveredMeshFromHighlight; + selection.SetSingleEdge(highlightedEdge); + return distToHighlightedEdge; + } + } + } + } + + float bestDistance = Mathf.Infinity; + selection.gameObject = HandleUtility.PickGameObject(mousePosition, false); + var hoveredMesh = selection.gameObject != null ? selection.gameObject.GetComponent() : null; + + bool hoveredIsInSelection = MeshSelection.topInternal.Contains(hoveredMesh); + + if (hoveredMesh != null && (allowUnselected || hoveredIsInSelection)) + { + var tup = GetNearestEdgeOnMesh(hoveredMesh, mousePosition); + + if (tup.edge.IsValid()) + { + selection.gameObject = hoveredMesh.gameObject; + selection.mesh = hoveredMesh; + selection.SetSingleEdge(tup.edge); + bestDistance = tup.distance; + + // If the nearest edge was acquired by a raycast on an already selected mesh, + // return early to prioritize it. + if (hoveredIsInSelection) + return tup.distance; + } + } + + foreach (var mesh in MeshSelection.topInternal) + { + var trs = mesh.transform; + var positions = mesh.positionsInternal; + s_EdgeBuffer.Clear(); + + // When the pointer is over another object, apply a modifier to the distance to prefer picking the + // object hovered over the currently selected + var distMultiplier = (hoveredMesh == mesh || hoveredMesh == null) + ? 1.0f + : ScenePickerPreferences.offPointerMultiplier; + + foreach (var face in mesh.facesInternal) + { + foreach (var edge in face.edges) + { + int x = edge.a; + int y = edge.b; + + Vector3 worldPosA = trs.TransformPoint(positions[x]); + Vector3 worldPosB = trs.TransformPoint(positions[y]); + + if (ProcessEdgePoints(Camera.current, worldPosA, worldPosB, out Vector3 guiPointA, out Vector3 guiPointB)) + { + // Calculate distance from the mouse position to the line + float d = HandleUtility.DistancePointLine(mousePosition, guiPointA, guiPointB); + d *= distMultiplier; + + // best distance isn't set to maxPointerDistance because we want to preserve an unselected + // gameobject over a selected gameobject with an out of bounds edge. + if (d > ScenePickerPreferences.maxPointerDistance) + continue; + + // account for stacked edges + if (Mathf.Approximately(d, bestDistance)) + { + s_EdgeBuffer.Add(new Edge(x, y)); + } + else if (d < bestDistance) + { + s_EdgeBuffer.Clear(); + s_EdgeBuffer.Add(new Edge(x, y)); + + selection.gameObject = mesh.gameObject; + selection.mesh = mesh; + selection.SetSingleEdge(new Edge(x, y)); + bestDistance = d; + } + } + } + } + + // If more than 1 edge is closest, the closest is one of the vertex. + // Get closest edge to the camera. + if (s_EdgeBuffer.Count > 1) + selection.SetSingleEdge(GetClosestEdgeToCamera(positions, s_EdgeBuffer)); + } + + return selection.gameObject != null ? bestDistance : Mathf.Infinity; + } + + + /// + /// Function to clip a point to the near plane. + /// + /// the point behind the plane + /// the point in front of te plane + /// the camera near plane z + /// The intersection point between the line and the near plane + static Vector3 ClipPointToNearPlane(Vector3 pointBehind, Vector3 pointInFront, float nearPlaneZ) + { + float t = (nearPlaneZ - pointBehind.z) / (pointInFront.z - pointBehind.z); + return pointBehind + t * (pointInFront - pointBehind); + } + + static Edge GetClosestEdgeToCamera(Vector3[] positions, IEnumerable edges) + { + var camPos = SceneView.lastActiveSceneView.camera.transform.position; + var closestDistToScreen = Mathf.Infinity; + Edge closest = default(Edge); + + foreach (var edge in edges) + { + var a = positions[edge.a]; + var b = positions[edge.b]; + var dir = (b - a).normalized * 0.01f; + + //Use a point that is close to the vertex on the edge but not on it, + //otherwise we will have the same issue with every edge having the same distance to screen + float dToScreen = Mathf.Min( + Vector3.Distance(camPos, a + dir), + Vector3.Distance(camPos, b - dir)); + + if (dToScreen < closestDistToScreen) + { + closestDistToScreen = dToScreen; + closest = edge; + } + } + + return closest; + } + + struct EdgeAndDistance + { + public Edge edge; + public float distance; + } + + /// + /// Get the nearest edge to a screen position. + /// + static EdgeAndDistance GetNearestEdgeOnMesh(ProBuilderMesh mesh, Vector3 mousePosition) + { + Ray ray = UHandleUtility.GUIPointToWorldRay(mousePosition); + + var res = new EdgeAndDistance() + { + edge = Edge.Empty, + distance = Mathf.Infinity + }; + + SimpleTuple s_DualCullModeRaycastBackFace = new SimpleTuple(); + SimpleTuple s_DualCullModeRaycastFrontFace = new SimpleTuple(); + + // get the nearest hit face and point for both cull mode front and back, then prefer the result that is nearest the camera. + if (PHandleUtility.FaceRaycastBothCullModes(ray, mesh, ref s_DualCullModeRaycastBackFace, ref s_DualCullModeRaycastFrontFace)) + { + Vector3[] v = mesh.positionsInternal; + + if (s_DualCullModeRaycastBackFace.item1 != null) + { + foreach (var edge in s_DualCullModeRaycastBackFace.item1.edgesInternal) + { + float d = UHandleUtility.DistancePointLine(s_DualCullModeRaycastBackFace.item2, v[edge.a], v[edge.b]); + + if (d < res.distance) + { + res.edge = edge; + res.distance = d; + } + } + } + + if (s_DualCullModeRaycastFrontFace.item1 != null) + { + var a = mesh.transform.TransformPoint(s_DualCullModeRaycastBackFace.item2); + var b = mesh.transform.TransformPoint(s_DualCullModeRaycastFrontFace.item2); + var c = SceneView.lastActiveSceneView.camera.transform.position; + + if (Vector3.Distance(c, b) < Vector3.Distance(c, a)) + { + foreach (var edge in s_DualCullModeRaycastFrontFace.item1.edgesInternal) + { + float d = UHandleUtility.DistancePointLine(s_DualCullModeRaycastFrontFace.item2, v[edge.a], v[edge.b]); + + if (d < res.distance) + { + res.edge = edge; + res.distance = d; + } + } + } + } + + if (res.edge.IsValid()) + { + Vector3 worldPosA = mesh.transform.TransformPoint(v[res.edge.a]); + Vector3 worldPosB = mesh.transform.TransformPoint(v[res.edge.b]); + + if (ProcessEdgePoints(Camera.current, worldPosA, worldPosB, out Vector3 guiPointA, out Vector3 guiPointB)) + { + // Calculate distance from the mouse position to the line + res.distance = HandleUtility.DistancePointLine(mousePosition, guiPointA, guiPointB); + } + else + { + // If both points are behind the camera, skip this edge + res.distance = Mathf.Infinity; + } + } + } + + return res; + } + + static bool ProcessEdgePoints(Camera camera, Vector3 worldPosA, Vector3 worldPosB, out Vector3 guiPointA, out Vector3 guiPointB) + { + guiPointA = Vector3.zero; + guiPointB = Vector3.zero; + + // Check if the points are in front of the camera + bool pointAInFront = Vector3.Dot(camera.transform.forward, worldPosA - camera.transform.position) > 0; + bool pointBInFront = Vector3.Dot(camera.transform.forward, worldPosB - camera.transform.position) > 0; + + // If both points are behind the camera, skip this edge + if (!pointAInFront && !pointBInFront) + { + return false; + } + + // Check if either point is behind the camera + if (!pointAInFront || !pointBInFront) + { + // Clip points against the near plane + Vector3 cameraSpacePointA = camera.transform.InverseTransformPoint(worldPosA); + Vector3 cameraSpacePointB = camera.transform.InverseTransformPoint(worldPosB); + + float nearPlaneZ = camera.nearClipPlane; + + if (cameraSpacePointA.z < nearPlaneZ) + { + cameraSpacePointA = ClipPointToNearPlane(cameraSpacePointA, cameraSpacePointB, nearPlaneZ); + } + + if (cameraSpacePointB.z < nearPlaneZ) + { + cameraSpacePointB = ClipPointToNearPlane(cameraSpacePointB, cameraSpacePointA, nearPlaneZ); + } + + // Transform clipped points back to screen space + guiPointA = HandleUtility.WorldToGUIPoint(camera.transform.TransformPoint(cameraSpacePointA)); + guiPointB = HandleUtility.WorldToGUIPoint(camera.transform.TransformPoint(cameraSpacePointB)); + } + else // Both points are in front of the camera + { + guiPointA = HandleUtility.WorldToGUIPoint(worldPosA); + guiPointB = HandleUtility.WorldToGUIPoint(worldPosB); + } + + return true; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSceneViewPicker.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSceneViewPicker.cs.meta new file mode 100644 index 0000000..c979b42 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSceneViewPicker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6420831531bc2054281143153f7d6659 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorShapeUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorShapeUtility.cs new file mode 100644 index 0000000..1f0562e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorShapeUtility.cs @@ -0,0 +1,354 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.SettingsManagement; +using UnityEngine; +using UnityEngine.ProBuilder.Shapes; +using Math = UnityEngine.ProBuilder.Math; + +namespace UnityEditor.ProBuilder +{ + static class EditorShapeUtility + { + [UserSetting] + public static Pref s_ResetUserPrefs = new Pref("ShapeComponent.ResetSettings", true); + static Dictionary s_Prefs = new Dictionary(); + static readonly string k_Tooltip = L10n.Tr("Click and drag to place and scale the shape, or SHIFT+click once to duplicate last size settings."); + + static Dictionary prefs + { + get + { + if(s_ResetUserPrefs.value) + ResetPrefs(); + + return s_Prefs; + } + } + + static Type[] s_AvailableShapeTypes = null; + + public static Type[] availableShapeTypes + { + get + { + if(s_AvailableShapeTypes == null) + s_AvailableShapeTypes = TypeCache.GetTypesWithAttribute().Where(t => t.BaseType == typeof(Shape)).ToArray(); + return s_AvailableShapeTypes; + } + } + + static string[] s_ShapeTypes; + + public static string[] shapeTypes + { + get + { + if( s_ShapeTypes == null) + s_ShapeTypes = availableShapeTypes.Select(x => ((ShapeAttribute)System.Attribute.GetCustomAttribute(x, typeof(ShapeAttribute))).name) + .ToArray(); + return s_ShapeTypes; + } + } + + public static string GetName(T shape) where T : Shape + { + var type = shape == null ? typeof(T) : shape.GetType(); + if (Attribute.GetCustomAttribute(type, typeof(ShapeAttribute)) is ShapeAttribute attrib) + return attrib.name; + var str = type.ToString(); + return str.Substring(str.LastIndexOf('.') + 1); + } + + static int s_MaxContentPerGroup = 6; + + public static int MaxContentPerGroup + { + get => s_MaxContentPerGroup; + } + + static List s_ShapeTypesGUILists; + + public static List shapeTypesGUI + { + get + { + if(s_ShapeTypesGUILists == null) + { + s_ShapeTypesGUILists = new List(); + string[] shapeTypeNames = availableShapeTypes.Select(x => ((ShapeAttribute) Attribute.GetCustomAttribute(x, typeof(ShapeAttribute))).name).ToArray(); + GUIContent[] shapeTypesGUI = null; + + int i; + for(i = 0; i < shapeTypeNames.Length; i++) + { + if(i % s_MaxContentPerGroup == 0) + { + if(shapeTypesGUI != null) s_ShapeTypesGUILists.Add(shapeTypesGUI); + int maxLength = Mathf.Min(s_MaxContentPerGroup, ( shapeTypeNames.Length - i )); + shapeTypesGUI = new GUIContent[maxLength]; + } + var name = shapeTypeNames[i]; + var texture = IconUtility.GetIcon("Tools/ShapeTool/" + name); + if(texture != null) + shapeTypesGUI[i % s_MaxContentPerGroup] = new GUIContent(texture, k_Tooltip); + else + shapeTypesGUI[i % s_MaxContentPerGroup] = new GUIContent(name, k_Tooltip); + } + + if(shapeTypesGUI != null) s_ShapeTypesGUILists.Add(shapeTypesGUI); + + } + return s_ShapeTypesGUILists; + } + } + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_AvailableShapeTypes = null; + s_ShapeTypes = null; + s_ShapeTypesGUILists = null; + } + + static EditorShapeUtility() + { + ResetPrefs(); + } + + static void ResetPrefs() + { + var types = TypeCache.GetTypesDerivedFrom(); + + foreach(var type in types) + { + if(typeof(Shape).IsAssignableFrom(type) && !type.IsAbstract) + { + var name = "ShapeBuilder." + type.Name; + var pref = ProBuilderSettings.Get(name, SettingsScope.Project, (Shape) Activator.CreateInstance(type)); + if(pref == null) + pref = (Shape) Activator.CreateInstance(type); + + s_Prefs[name] = pref; + } + } + + s_ResetUserPrefs.value = false; + } + + public static void SaveParams(T shape) where T : Shape + { + var name = "ShapeBuilder." + shape.GetType().Name; + if (prefs.TryGetValue(name, out var data)) + { + data.CopyShape(shape); + prefs[name] = data; + ProBuilderSettings.Set(name, data); + } + } + + public static void CopyLastParams(Shape shape, Type type) + { + if (!typeof(Shape).IsAssignableFrom(type)) + { + throw new ArgumentException(nameof(type)); + } + + if(shape == null) + { + try + { + shape = Activator.CreateInstance(type) as Shape; + } + catch + { + Debug.LogError( + $"Cannot create shape of type {type.ToString()} because it doesn't have a default constructor."); + } + } + + var name = "ShapeBuilder." + type.Name; + if (prefs.TryGetValue(name, out var data)) + { + if (data != null) + shape.CopyShape(data); + } + } + + public static Shape CreateShape(Type type, bool copyLastParams = true) + { + Shape shape = null; + try + { + shape = Activator.CreateInstance(type) as Shape; + } + catch + { + Debug.LogError($"Cannot create shape of type { type.ToString() } because it doesn't have a default constructor."); + } + + if(shape == null) + return null; + + if (copyLastParams) + CopyLastParams(shape, type); + + return shape; + } + + public sealed class FaceData + { + public Vector3 CenterPosition; + public Vector3 Normal; + public Vector3[] Points; + public bool IsValid = true; + + public bool IsVisible + { + get + { + Vector3 worldDir = Handles.matrix.MultiplyVector(Normal).normalized; + + Vector3 cameraDir; + if (Camera.current.orthographic) + cameraDir = Camera.current.transform.forward; + else + cameraDir = (Handles.matrix.MultiplyPoint(CenterPosition) - Camera.current.transform.position).normalized; + + return Vector3.Dot(cameraDir, worldDir) < 0; + } + } + + public FaceData() + { + Points = new Vector3[4]; + } + + public void SetData(Vector3 centerPosition, Vector3 normal) + { + CenterPosition = centerPosition; + Normal = normal; + } + } + + public static void UpdateFaces(Bounds bounds, Vector3 scale, FaceData[] faces) + { + if(faces.Length != 6) + faces = new FaceData[6]; + + Vector3 extents = bounds.extents; + + Vector3 pointX0Y0Z0 = Vector3.Scale(new Vector3(-extents.x, -extents.y, -extents.z), scale); + Vector3 pointX1Y0Z0 = Vector3.Scale(new Vector3(extents.x, -extents.y, -extents.z), scale); + Vector3 pointX0Y1Z0 = Vector3.Scale(new Vector3(-extents.x, extents.y, -extents.z), scale); + Vector3 pointX0Y0Z1 = Vector3.Scale(new Vector3(-extents.x, -extents.y, extents.z), scale); + Vector3 pointX1Y1Z0 = Vector3.Scale(new Vector3(extents.x, extents.y, -extents.z), scale); + Vector3 pointX1Y0Z1 = Vector3.Scale(new Vector3(extents.x, -extents.y, extents.z), scale); + Vector3 pointX0Y1Z1 = Vector3.Scale(new Vector3(-extents.x, extents.y, extents.z), scale); + Vector3 pointX1Y1Z1 = Vector3.Scale(new Vector3(extents.x, extents.y, extents.z), scale); + + var signs = Math.Sign(bounds.size); + var pos = Vector3.zero; + + // -X + pos = -new Vector3(extents.x * scale.x, 0, 0); + faces[0].SetData(pos, -( scale.x * signs.x * Vector3.right ).normalized); + faces[0].Points[0] = pointX0Y1Z1; + faces[0].Points[1] = pointX0Y0Z1; + faces[0].Points[2] = pointX0Y0Z0; + faces[0].Points[3] = pointX0Y1Z0; + faces[0].IsValid = Mathf.Abs(extents.x) > Mathf.Epsilon; + + // +X + pos = new Vector3(extents.x * scale.x, 0, 0); + faces[1].SetData(pos, ( scale.x * signs.x * Vector3.right ).normalized); + faces[1].Points[0] = pointX1Y1Z1; + faces[1].Points[1] = pointX1Y0Z1; + faces[1].Points[2] = pointX1Y0Z0; + faces[1].Points[3] = pointX1Y1Z0; + faces[1].IsValid = Mathf.Abs(extents.x) > Mathf.Epsilon; + + // -Y + pos = -new Vector3(0, extents.y * scale.y, 0); + faces[2].SetData(pos, -( scale.y * signs.y * Vector3.up ).normalized); + faces[2].Points[0] = pointX1Y0Z1; + faces[2].Points[1] = pointX0Y0Z1; + faces[2].Points[2] = pointX0Y0Z0; + faces[2].Points[3] = pointX1Y0Z0; + faces[2].IsValid = Mathf.Abs(extents.y) > Mathf.Epsilon; + + // +Y + pos = new Vector3(0, extents.y * scale.y, 0); + faces[3].SetData(pos, ( scale.y * signs.y * Vector3.up ).normalized); + faces[3].Points[0] = pointX1Y1Z1; + faces[3].Points[1] = pointX0Y1Z1; + faces[3].Points[2] = pointX0Y1Z0; + faces[3].Points[3] = pointX1Y1Z0; + faces[3].IsValid = Mathf.Abs(extents.y) > Mathf.Epsilon; + + // -Z + pos = -new Vector3(0, 0, extents.z * scale.z); + faces[4].SetData(pos, -(scale.z * signs.z * Vector3.forward).normalized); + faces[4].Points[0] = pointX1Y1Z0; + faces[4].Points[1] = pointX1Y0Z0; + faces[4].Points[2] = pointX0Y0Z0; + faces[4].Points[3] = pointX0Y1Z0; + faces[4].IsValid = Mathf.Abs(extents.z) > Mathf.Epsilon; + + // +Z + pos = new Vector3(0, 0, extents.z * scale.z); + faces[5].SetData(pos, (scale.z * signs.z * Vector3.forward).normalized); + faces[5].Points[0] = pointX1Y1Z1; + faces[5].Points[1] = pointX1Y0Z1; + faces[5].Points[2] = pointX0Y0Z1; + faces[5].Points[3] = pointX0Y1Z1; + faces[5].IsValid = Mathf.Abs(extents.z) > Mathf.Epsilon; + } + + internal static bool PointerIsInFace(FaceData face) + { + if(!face.IsVisible) + return false; + + Vector2[] face2D = new Vector2[4]; + for(int i = 0; i < face.Points.Length; i++) + { + face2D[i] = HandleUtility.WorldToGUIPoint(face.Points[i]); + } + return PointInQuad2D(Event.current.mousePosition, face2D); + } + + static bool PointInQuad2D(Vector2 point, Vector2[] quadPoints) + { + bool inQuad = true; + + Vector2[] points = { point, quadPoints[2], quadPoints[3] }; + inQuad &= SameSide(quadPoints[0], quadPoints[1], points); + points[1] = quadPoints[0]; // { point, quadPoints[0], quadPoints[3]}; + inQuad &= SameSide(quadPoints[1], quadPoints[2], points); + points[2] = quadPoints[1]; // { point, quadPoints[0], quadPoints[1]}; + inQuad &= SameSide(quadPoints[2], quadPoints[3], points); + points[1] = quadPoints[2]; // { point, quadPoints[2], quadPoints[1]}; + inQuad &= SameSide(quadPoints[3], quadPoints[0], points); + + return inQuad; + } + + static bool SameSide(Vector2 pStart, Vector2 pEnd, Vector2[] points) + { + if(points.Length < 2) + return true; + + var cpRef = Vector3.Cross(pEnd - pStart, points[0] - pStart); + for(int i = 1; i < points.Length; i++) + { + var cp = Vector3.Cross(pEnd - pStart, points[i] - pStart); + if(Vector3.Dot(cpRef, cp) < 0) + return false; + } + return true; + } + + } +} + diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorShapeUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorShapeUtility.cs.meta new file mode 100644 index 0000000..4baca3a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorShapeUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aaf91fe98a345dc46b1839d422f87be2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSnapping.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSnapping.cs new file mode 100644 index 0000000..b35cc9e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSnapping.cs @@ -0,0 +1,135 @@ +using UnityEditor.EditorTools; +using UnityEditor.SettingsManagement; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + enum SnapAxis + { + /// + /// When an is modifying vertices, snap vertex positions only to the axis that is currently moving. + /// + ActiveAxis, + /// + /// When an is modifying vertices, snap vertex positions in all axis directions. + /// + AllAxes + } + + enum SnapMode + { + None, + Relative, + World + } + + // Snapping for ProBuilder tools. If ProGrids is active, ProGrids settings will take priority. Otherwise the Unity + // EditorSnap state is used. + static class EditorSnapping + { + [UserSetting("Snap Settings", "Snap as Group", "When enabled, selected mesh elements will keep their relative offsets when snapping to the grid. When disabled, every element in the selection is snapped to grid independently.")] + static Pref s_SnapAsGroup = new Pref("ProBuilder.SnapSettings.s_SnapAsGroup", true, SettingsScope.User); + + + [UserSetting("Snap Settings", "Snap Axis", "When an Editor Tool is modifying vertices, this setting determines in which directions the affected vertices will snap.")] + static Pref s_SnapAxis = new Pref("ProBuilder.SnapSettings.s_SnapAxis", SnapAxis.ActiveAxis, SettingsScope.User); + + public static SnapMode snapMode + { + get + { + if (EditorSnapSettings.incrementalSnapActive) + return SnapMode.Relative; + if (ProGridsInterface.SnapEnabled() || EditorSnapSettings.gridSnapActive && Tools.pivotRotation == PivotRotation.Global) + return SnapMode.World; + return SnapMode.None; + } + } + + public static bool snapAsGroup + { + get { return ProGridsInterface.IsActive() ? ProGridsInterface.GetSnapAsGroup() : s_SnapAsGroup.value; } + } + + internal static SnapAxis snapMethod + { + get { return ProGridsInterface.IsActive() ? ProGridsInterface.GetSnapMethod() : s_SnapAxis.value; } + } + + internal static Vector3 activeMoveSnapValue + { + get + { + switch (snapMode) + { + case SnapMode.Relative: + return incrementalSnapMoveValue; + case SnapMode.World: + return worldSnapMoveValue; + default: + return Vector3.zero; + } + } + } + + internal static Vector3 activeScaleSnapValue + { + get + { + switch (snapMode) + { + case SnapMode.Relative: + case SnapMode.World: + return Vector3.one * incrementalSnapScaleValue; + default: + return Vector3.zero; + } + } + } + + public static float MoveSnap(float value) + { + return ProBuilderSnapping.Snap(value, activeMoveSnapValue.x); + } + + public static Vector3 MoveSnap(Vector3 value) + { + return ProBuilderSnapping.Snap(value, activeMoveSnapValue); + } + + public static float RotateSnap(float value) + { + return ProBuilderSnapping.Snap(value, activeRotateSnapValue); + } + + public static Vector3 ScaleSnap(Vector3 value) + { + return ProBuilderSnapping.Snap(value, Vector3.one * activeRotateSnapValue); + } + + internal static float activeRotateSnapValue + { + get + { + switch (snapMode) + { + case SnapMode.Relative: + case SnapMode.World: + return incrementalSnapRotateValue; + default: + return 0f; + } + } + } + + public static Vector3 incrementalSnapMoveValue => EditorSnapSettings.move; + + public static Vector3 worldSnapMoveValue + => ProGridsInterface.IsActive() ? ProGridsInterface.SnapValue() * Vector3.one : GridSettings.size; + + public static float incrementalSnapRotateValue => EditorSnapSettings.rotate; + + public static float incrementalSnapScaleValue => EditorSnapSettings.scale; + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSnapping.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSnapping.cs.meta new file mode 100644 index 0000000..e711228 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorSnapping.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 428fa7a76260b497d8306bc5162aa463 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorStyles.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorStyles.cs new file mode 100644 index 0000000..2321e41 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorStyles.cs @@ -0,0 +1,144 @@ +using System; +using UnityEngine; + +namespace UnityEditor.ProBuilder.UI +{ + /// + /// Collection of commonly used styles in the editor. + /// + static class EditorStyles + { + const string k_FontAsap = "About/Font/Asap-Regular.otf"; + + const string k_ButtonBackgroundNormal = "Toolbar/Background/RoundedRect_Normal"; + const string k_ButtonBackgroundHover = "Toolbar/Background/RoundedRect_Hover"; + const string k_ButtonBackgroundPressed = "Toolbar/Background/RoundedRect_Pressed"; + const string k_SettingsBackgroundNormal = "Toolbar/RoundedBorder"; + const string k_SceneTextBoxBackgroundNormal = "Scene/TextBackground"; + + static readonly Color k_TextColorWhiteNormal = new Color(0.7f, 0.7f, 0.7f, 1f); + static readonly Color k_TextColorWhiteHover = new Color(0.7f, 0.7f, 0.7f, 1f); + static readonly Color k_TextColorWhiteActive = new Color(0.5f, 0.5f, 0.5f, 1f); + + static bool s_Initialized; + static GUIStyle s_ButtonStyle; + static GUIStyle s_ToolbarHelpIcon; + static GUIStyle s_SettingsGroup; + static GUIStyle s_RowStyle; + static GUIStyle s_HeaderLabel; + static GUIStyle s_SceneTextBox; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_Initialized = false; + } + + public static GUIStyle buttonStyle { get { Init(); return s_ButtonStyle; } } + public static GUIStyle toolbarHelpIcon { get { Init(); return s_ToolbarHelpIcon; } } + public static GUIStyle settingsGroup { get { Init(); return s_SettingsGroup; } } + public static GUIStyle rowStyle { get { Init(); return s_RowStyle; } } + public static GUIStyle headerLabel { get { Init(); return s_HeaderLabel; } } + public static GUIStyle sceneTextBox { get { Init(); return s_SceneTextBox; } } + + static void Init() + { + if (s_Initialized) + return; + + s_Initialized = true; + + s_ButtonStyle = new GUIStyle() + { + normal = new GUIStyleState() + { + background = IconUtility.GetIcon(k_ButtonBackgroundNormal), + textColor = UnityEditor.EditorGUIUtility.isProSkin ? k_TextColorWhiteNormal : Color.black + }, + hover = new GUIStyleState() + { + background = IconUtility.GetIcon(k_ButtonBackgroundHover), + textColor = UnityEditor.EditorGUIUtility.isProSkin ? k_TextColorWhiteHover : Color.black, + }, + active = new GUIStyleState() + { + background = IconUtility.GetIcon(k_ButtonBackgroundPressed), + textColor = UnityEditor.EditorGUIUtility.isProSkin ? k_TextColorWhiteActive : Color.black, + }, + alignment = TextAnchor.MiddleCenter, + border = new RectOffset(3, 3, 3, 3), + stretchWidth = true, + stretchHeight = false, + margin = new RectOffset(4, 4, 4, 4), + padding = new RectOffset(4, 4, 4, 4) + }; + + s_ToolbarHelpIcon = new GUIStyle() + { + margin = new RectOffset(0, 0, 0, 0), + padding = new RectOffset(0, 0, 0, 0), + alignment = TextAnchor.MiddleCenter, + fixedWidth = 18, + fixedHeight = 18 + }; + + s_SettingsGroup = new GUIStyle() + { + normal = new GUIStyleState() + { + background = IconUtility.GetIcon(k_SettingsBackgroundNormal) + }, + hover = new GUIStyleState() + { + background = IconUtility.GetIcon(k_SettingsBackgroundNormal) + }, + active = new GUIStyleState() + { + background = IconUtility.GetIcon(k_SettingsBackgroundNormal) + }, + border = new RectOffset(3, 3, 3, 3), + stretchWidth = true, + stretchHeight = false, + margin = new RectOffset(4, 4, 4, 4), + padding = new RectOffset(4, 4, 4, 6) + }; + + s_RowStyle = new GUIStyle() + { + normal = new GUIStyleState() { background = UnityEditor.EditorGUIUtility.whiteTexture }, + stretchWidth = true, + stretchHeight = false, + margin = new RectOffset(4, 4, 4, 4), + padding = new RectOffset(4, 4, 4, 4) + }; + + s_HeaderLabel = new GUIStyle(UnityEditor.EditorStyles.boldLabel) + { + alignment = TextAnchor.LowerLeft, + fontSize = 18, + stretchWidth = true, + stretchHeight = false + }; + + Font asap = FileUtility.LoadInternalAsset(k_FontAsap); + if (asap != null) + s_HeaderLabel.font = asap; + + s_SceneTextBox = new GUIStyle(GUI.skin.box) + { + wordWrap = false, + richText = true, + stretchWidth = false, + stretchHeight = false, + border = new RectOffset(2, 2, 2, 2), + padding = new RectOffset(4, 4, 4, 4), + alignment = TextAnchor.UpperLeft, + normal = new GUIStyleState() + { + textColor = k_TextColorWhiteNormal, + background = IconUtility.GetIcon(k_SceneTextBoxBackgroundNormal) + } + }; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorStyles.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorStyles.cs.meta new file mode 100644 index 0000000..612c0f1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorStyles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a08405bf933b15f4882645f9cb359193 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarLoader.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarLoader.cs new file mode 100644 index 0000000..a280176 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarLoader.cs @@ -0,0 +1,176 @@ +using System; +using System.Collections.Generic; +using UnityEngine.ProBuilder; +using System.Linq; +using System.Reflection; +#if UNITY_6000_5_OR_NEWER +using UnityEngine.Assemblies; +#endif + +namespace UnityEditor.ProBuilder +{ + /// + /// Responsible for loading menu actions in to the pb_Toolbar. + /// + static class EditorToolbarLoader + { + static List s_LoadedMenuActions; + + public static T GetInstance() where T : MenuAction, new() + { + T instance = (T)GetActions().FirstOrDefault(x => x is T); + + if (instance == null) + { + instance = new T(); + if (s_LoadedMenuActions != null) + s_LoadedMenuActions.Add(instance); + else + s_LoadedMenuActions = new List() { instance }; + } + + return instance; + } + + internal static List GetActions(bool forceReload = false) + { + if (s_LoadedMenuActions != null && !forceReload) + return s_LoadedMenuActions; + + s_LoadedMenuActions = new List() + { + // tools + new Actions.NewBezierShape(), + new Actions.OpenMaterialEditor(), + new Actions.OpenUVEditor(), + new Actions.OpenVertexColorEditor(), + new Actions.OpenSmoothingEditor(), + + new Actions.ToggleSelectBackFaces(), + new Actions.ToggleHandleOrientation(), + new Actions.ToggleDragRectMode(), + new Actions.ToggleXRay(), + + // selection + new Actions.GrowSelection(), + new Actions.ShrinkSelection(), + new Actions.SelectEdgeLoop(), + new Actions.SelectEdgeRing(), + new Actions.SelectFaceLoop(), + new Actions.SelectFaceRing(), + new Actions.SelectHole(), + new Actions.SelectVertexColor(), + new Actions.SelectMaterial(), + new Actions.SelectSmoothingGroup(), + + // object + new Actions.MergeObjects(), + new Actions.MirrorObjects(), + new Actions.FlipObjectNormals(), + new Actions.SubdivideObject(), + new Actions.FreezeTransform(), + new Actions.CenterPivot(), + new Actions.ConformObjectNormals(), + new Actions.TriangulateObject(), + new Actions.GenerateUV2(), + new Actions.ProBuilderize(), + new Actions.Export(), + new Actions.ExportObj(), + new Actions.ExportAsset(), + new Actions.ExportPly(), + new Actions.ExportStlAscii(), + new Actions.ExportStlBinary(), + + // All + new Actions.SetPivotToSelection(), + new Actions.OffsetElements(), + new Actions.CutToolAction(), + + // Faces (All) + new Actions.DeleteFaces(), + new Actions.DetachFaces(), + new Actions.DuplicateFaces(), + new Actions.ExtrudeFaces(), + + // Face + new Actions.ConformFaceNormals(), + new Actions.FlipFaceEdge(), + new Actions.FlipFaceNormals(), + new Actions.MergeFaces(), + new Actions.SubdivideFaces(), + new Actions.TriangulateFaces(), + + // Edge + new Actions.BridgeEdges(), + new Actions.BevelEdges(), + new Actions.ConnectEdges(), + new Actions.ExtrudeEdges(), + new Actions.InsertEdgeLoop(), + new Actions.SubdivideEdges(), + + // Vertex + new Actions.CollapseVertices(), + new Actions.WeldVertices(), + new Actions.ConnectVertices(), + new Actions.FillHole(), + new Actions.SplitVertices(), + + // Entity +#if ENABLE_ENTITY_TYPES + new Actions.SetEntityType_Detail(), + new Actions.SetEntityType_Mover(), + new Actions.SetEntityType_Collider(), + new Actions.SetEntityType_Trigger(), +#endif + new Actions.SetTrigger(), + new Actions.SetCollider(), + }; + + SearchForMenuAttributes(s_LoadedMenuActions); + + s_LoadedMenuActions.Sort(MenuAction.CompareActionsByGroupAndPriority); + + return s_LoadedMenuActions; + } + + static void SearchForMenuAttributes(List list) + { +#if UNITY_6000_5_OR_NEWER + foreach (var assembly in CurrentAssemblies.GetLoadedAssemblies()) +#else + foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies()) +#endif + { + try + { + var menuActionTypes = assembly.GetTypes().Where(x => + { + if (!typeof(MenuAction).IsAssignableFrom(x) + || x.IsAbstract + || !Attribute.IsDefined(x, typeof(ProBuilderMenuActionAttribute))) + return false; + + var constructors = x.GetConstructors(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); + + if (!constructors.Any(y => y.GetParameters().Length < 1)) + { + Log.Error("{0} type does not contain a parameterless constructor. Only parameterless constructors are invoked with creating MenuItem instances.", x.ToString()); + return false; + } + + if (constructors.Any(z => z.GetParameters().Length > 0)) + Log.Warning("{0} type contains a non-parameterless constructor. Only parameterless constructors are invoked with creating MenuItem instances.", x.ToString()); + + return true; + }); + + list.AddRange(menuActionTypes.Select(x => (MenuAction)Activator.CreateInstance(x))); + } + catch + { + // some assemblies cannot be reflected (jetbrains plugin, for example) + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarLoader.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarLoader.cs.meta new file mode 100644 index 0000000..efb85a6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarLoader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ff8eab1edc549c8489031e8b952c1b56 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarMenuItems.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarMenuItems.cs new file mode 100644 index 0000000..98343d5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarMenuItems.cs @@ -0,0 +1,1169 @@ +/** + * IMPORTANT + * + * This is a generated file. Any changes will be overwritten. + * See Debug/GenerateMenuItems to make modifications. + */ + +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder.Actions; +using UnityEditor.Actions; +using UnityEditor.EditorTools; + +namespace UnityEditor.ProBuilder +{ + static class EditorToolbarMenuItem + { + internal const string k_MenuPrefix = "Tools/ProBuilder/"; + + [MenuItem(k_MenuPrefix + "Editors/Create Bezier Shape", true, PreferenceKeys.menuEditor + 1)] + static bool MenuVerify_NewBezierShape() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Editors/Create Bezier Shape", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Editors/Create Bezier Shape", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_NewBezierShape() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Editors/Open Lightmap UV Editor", true, PreferenceKeys.menuEditor + 1)] + static bool MenuVerify_OpenLightmapUVEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Editors/Open Lightmap UV Editor", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Editors/Open Lightmap UV Editor", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_OpenLightmapUVEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Editors/Open Material Editor", true, PreferenceKeys.menuEditor + 1)] + static bool MenuVerify_OpenMaterialEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Editors/Open Material Editor", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Editors/Open Material Editor", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_OpenMaterialEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Editors/Open Smoothing Editor", true, PreferenceKeys.menuEditor + 1)] + static bool MenuVerify_OpenSmoothingEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Editors/Open Smoothing Editor", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Editors/Open Smoothing Editor", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_OpenSmoothingEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Editors/Open UV Editor", true, PreferenceKeys.menuEditor + 1)] + static bool MenuVerify_OpenUVEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Editors/Open UV Editor", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Editors/Open UV Editor", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_OpenUVEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Editors/Open Vertex Color Editor", true, PreferenceKeys.menuEditor + 1)] + static bool MenuVerify_OpenVertexColorEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Editors/Open Vertex Color Editor", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Editors/Open Vertex Color Editor", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_OpenVertexColorEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Editors/Open Vertex Position Editor", true, PreferenceKeys.menuEditor + 1)] + static bool MenuVerify_OpenVertexPositionEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Editors/Open Vertex Position Editor", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Editors/Open Vertex Position Editor", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_OpenVertexPositionEditor() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Export/Export Asset", true, PreferenceKeys.menuExport + 0)] + static bool MenuVerify_ExportAsset() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Export/Export Asset", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Export/Export Asset", false, PreferenceKeys.menuExport + 0)] + static void MenuPerform_ExportAsset() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Export/Export Obj", true, PreferenceKeys.menuExport + 0)] + static bool MenuVerify_ExportObj() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Export/Export Obj", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Export/Export Obj", false, PreferenceKeys.menuExport + 0)] + static void MenuPerform_ExportObj() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Export/Export Ply", true, PreferenceKeys.menuExport + 0)] + static bool MenuVerify_ExportPly() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Export/Export Ply", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Export/Export Ply", false, PreferenceKeys.menuExport + 0)] + static void MenuPerform_ExportPly() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Export/Export Stl Ascii", true, PreferenceKeys.menuExport + 0)] + static bool MenuVerify_ExportStlAscii() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Export/Export Stl Ascii", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Export/Export Stl Ascii", false, PreferenceKeys.menuExport + 0)] + static void MenuPerform_ExportStlAscii() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Export/Export Stl Binary", true, PreferenceKeys.menuExport + 0)] + static bool MenuVerify_ExportStlBinary() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Export/Export Stl Binary", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Export/Export Stl Binary", false, PreferenceKeys.menuExport + 0)] + static void MenuPerform_ExportStlBinary() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Bevel Edges", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_BevelEdges() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Bevel Edges", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Bevel Edges", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_BevelEdges() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Bridge Edges", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_BridgeEdges() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Bridge Edges", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Bridge Edges", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_BridgeEdges() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Collapse Vertices", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_CollapseVertices() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Collapse Vertices", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Collapse Vertices", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_CollapseVertices() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Conform Face Normals", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_ConformFaceNormals() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Conform Face Normals", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Conform Face Normals", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_ConformFaceNormals() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Delete Faces _BACKSPACE", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_DeleteFaces() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Delete Faces _BACKSPACE", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Delete Faces _BACKSPACE", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_DeleteFaces() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Detach Faces", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_DetachFaces() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Detach Faces", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Detach Faces", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_DetachFaces() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,false)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Duplicate Faces", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_DuplicateFaces() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Duplicate Faces", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Duplicate Faces", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_DuplicateFaces() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,false)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Extrude %E", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_Extrude() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Extrude %E", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Extrude %E", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_Extrude() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + case SelectMode.Face: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + } + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Fill Hole", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_FillHole() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Fill Hole", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Fill Hole", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_FillHole() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Flip Face Edge", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_FlipFaceEdge() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Flip Face Edge", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Flip Face Edge", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_FlipFaceEdge() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Flip Face Normals &N", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_FlipFaceNormals() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Flip Face Normals &N", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Flip Face Normals &N", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_FlipFaceNormals() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Insert Edge Loop &U", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_InsertEdgeLoop() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Insert Edge Loop &U", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Insert Edge Loop &U", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_InsertEdgeLoop() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Merge Faces", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_MergeFaces() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Merge Faces", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Merge Faces", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_MergeFaces() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Offset Elements", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_OffsetElements() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Offset Elements", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Offset Elements", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_OffsetElements() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Set Pivot To Selection", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_SetPivotToSelection() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Set Pivot To Selection", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Set Pivot To Selection", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_SetPivotToSelection() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Smart Connect &E", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_SmartConnect() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Smart Connect &E", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Smart Connect &E", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_SmartConnect() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Smart Subdivide &S", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_SmartSubdivide() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Smart Subdivide &S", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Smart Subdivide &S", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_SmartSubdivide() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + default: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + } + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Split Vertices &X", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_SplitVertices() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Split Vertices &X", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Split Vertices &X", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_SplitVertices() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Triangulate Faces", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_TriangulateFaces() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Triangulate Faces", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Triangulate Faces", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_TriangulateFaces() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Geometry/Weld Vertices &V", true, PreferenceKeys.menuGeometry + 3)] + static bool MenuVerify_WeldVertices() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Geometry/Weld Vertices &V", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Geometry/Weld Vertices &V", false, PreferenceKeys.menuGeometry + 3)] + static void MenuPerform_WeldVertices() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle Drag Rect Mode", true, PreferenceKeys.menuSelection + 1)] + static bool MenuVerify_ToggleDragRectMode() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Interaction/Toggle Drag Rect Mode", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle Drag Rect Mode", false, PreferenceKeys.menuSelection + 1)] + static void MenuPerform_ToggleDragRectMode() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle Handle Orientation", true, PreferenceKeys.menuSelection + 1)] + static bool MenuVerify_ToggleHandleOrientation() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Interaction/Toggle Handle Orientation", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle Handle Orientation", false, PreferenceKeys.menuSelection + 1)] + static void MenuPerform_ToggleHandleOrientation() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle Select Back Faces", true, PreferenceKeys.menuSelection + 1)] + static bool MenuVerify_ToggleSelectBackFaces() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Interaction/Toggle Select Back Faces", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle Select Back Faces", false, PreferenceKeys.menuSelection + 1)] + static void MenuPerform_ToggleSelectBackFaces() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle X Ray &#X", true, PreferenceKeys.menuSelection + 1)] + static bool MenuVerify_ToggleXRay() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Interaction/Toggle X Ray &#X", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Interaction/Toggle X Ray &#X", false, PreferenceKeys.menuSelection + 1)] + static void MenuPerform_ToggleXRay() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Center Pivot", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_CenterPivot() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Center Pivot", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Center Pivot", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_CenterPivot() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Conform Object Normals", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_ConformObjectNormals() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Conform Object Normals", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Conform Object Normals", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_ConformObjectNormals() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Flip Object Normals", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_FlipObjectNormals() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Flip Object Normals", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Flip Object Normals", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_FlipObjectNormals() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Freeze Transform", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_FreezeTransform() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Freeze Transform", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Freeze Transform", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_FreezeTransform() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Merge Objects", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_MergeObjects() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Merge Objects", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Merge Objects", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_MergeObjects() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Mirror Objects", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_MirrorObjects() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Mirror Objects", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Mirror Objects", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_MirrorObjects() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Pro Builderize", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_ProBuilderize() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Pro Builderize", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Pro Builderize", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_ProBuilderize() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Set Collider", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_SetCollider() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Set Collider", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Set Collider", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_SetCollider() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Set Trigger", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_SetTrigger() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Set Trigger", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Set Trigger", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_SetTrigger() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Subdivide Object", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_SubdivideObject() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Subdivide Object", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Subdivide Object", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_SubdivideObject() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Object/Triangulate Object", true, PreferenceKeys.menuGeometry + 2)] + static bool MenuVerify_TriangulateObject() + { + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Object/Triangulate Object", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Object/Triangulate Object", false, PreferenceKeys.menuGeometry + 2)] + static void MenuPerform_TriangulateObject() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Grow Selection &G", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_GrowSelection() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Grow Selection &G", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Grow Selection &G", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_GrowSelection() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Select Hole", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_SelectHole() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Select Hole", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Select Hole", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_SelectHole() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Select Loop &L", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_SelectLoop() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Select Loop &L", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Select Loop &L", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_SelectLoop() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + case SelectMode.Face: + EditorToolbarLoader.GetInstance().PerformAction(); + break; + } + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Select Material", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_SelectMaterial() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Select Material", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Select Material", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_SelectMaterial() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + EditorAction.Start(new MenuActionSettings(instance,true)); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Select Ring &R", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_SelectRing() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Select Ring &R", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Select Ring &R", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_SelectRing() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + case SelectMode.Face: + EditorToolbarLoader.GetInstance().PerformAction(); + break; + } + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Select Smoothing Group", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_SelectSmoothingGroup() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Select Smoothing Group", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Select Smoothing Group", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_SelectSmoothingGroup() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Select Vertex Color", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_SelectVertexColor() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Select Vertex Color", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Select Vertex Color", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_SelectVertexColor() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + + [MenuItem(k_MenuPrefix + "Selection/Shrink Selection &#G", true, PreferenceKeys.menuSelection + 0)] + static bool MenuVerify_ShrinkSelection() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) return false; + var instance = EditorToolbarLoader.GetInstance(); + Menu.SetChecked(k_MenuPrefix + "Selection/Shrink Selection &#G", instance.IsMenuItemChecked() ); + return instance != null && instance.enabled; + } + + [MenuItem(k_MenuPrefix + "Selection/Shrink Selection &#G", false, PreferenceKeys.menuSelection + 0)] + static void MenuPerform_ShrinkSelection() + { + var instance = EditorToolbarLoader.GetInstance(); + if(instance != null && instance.enabled) + { + PreviewActionManager.EndPreview(); + instance.PerformAction(); + ProBuilderAnalytics.SendActionEvent(instance); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarMenuItems.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarMenuItems.cs.meta new file mode 100644 index 0000000..e756ac5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorToolbarMenuItems.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e82491da45686848bf17df39975ff3c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorUtility.cs new file mode 100644 index 0000000..d32dc07 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorUtility.cs @@ -0,0 +1,490 @@ +// #define DEBUG_MESH_SYNC +#pragma warning disable 0168 + +using UnityEngine; +using System.Linq; +using System; +using System.Diagnostics; +using System.IO; +using UnityEngine.ProBuilder; +using UnityEngine.Rendering; +using UObject = UnityEngine.Object; +using UnityEditor.SettingsManagement; +using UnityEditorInternal; +using UnityEngine.SceneManagement; +using Debug = UnityEngine.Debug; + +using PrefabStageUtility = UnityEditor.SceneManagement.PrefabStageUtility; + +namespace UnityEditor.ProBuilder +{ + /// + /// Contains utilities for working in the Unity Editor. + /// + public static class EditorUtility + { + const float k_DefaultNotificationDuration = 1f; + static float s_NotificationTimer; + static EditorWindow s_NotificationWindow; + static bool s_IsNotificationDisplayed; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_IsNotificationDisplayed = false; + EditorApplication.update -= NotifUpdate; + if (s_NotificationWindow != null) + { + // Window may be destroyed when entering Play Mode without domain reload. + try { s_NotificationWindow.RemoveNotification(); } + catch {} + } + + s_NotificationWindow = null; + s_NotificationTimer = 0f; + } + + [UserSetting("General", "Show Action Notifications", "Enable or disable notification popups when performing actions.")] + static Pref s_ShowNotifications = new Pref("editor.showEditorNotifications", false); + + [UserSetting("Mesh Settings", "Static Editor Flags", "Default static flags to apply to new shapes.")] + static Pref s_StaticEditorFlags = new Pref("mesh.defaultStaticEditorFlags", 0); + + [UserSetting("Mesh Settings", "Mesh Collider is Convex", "If a MeshCollider is set as the default collider component, this sets the convex setting.")] + static Pref s_MeshColliderIsConvex = new Pref("mesh.meshColliderIsConvex", false); + + [UserSetting("Mesh Settings", "Snap New Shape To Grid", "When enabled, new shapes will snap to the closest point on grid.")] + static Pref s_SnapNewShapesToGrid = new Pref("mesh.newShapesSnapToGrid", true); + + [UserSetting("Mesh Settings", "Shadow Casting Mode", "The default ShadowCastingMode to apply to MeshRenderer components.")] + static Pref s_ShadowCastingMode = new Pref("mesh.shadowCastingMode", ShadowCastingMode.On); + + [UserSetting("Mesh Settings", "Collider Type", "What type of Collider to apply to new Shapes.")] + static Pref s_ColliderType = new Pref("mesh.newShapeColliderType", ColliderType.MeshCollider); + + /// + /// Raised when a new mesh has been created and initialized through ProBuilder. + /// + /// + /// This is only called when a user creates an object in the Editor using a ProBuilder menu item. + /// + public static event Action meshCreated = null; + + /// + /// Set the selected render state for an object. In Unity 5.4 and lower, this just toggles wireframe on or off. + /// + /// + /// + internal static void SetSelectionRenderState(Renderer renderer, EditorSelectedRenderState state) + { + UnityEditor.EditorUtility.SetSelectedRenderState(renderer, state); + } + + internal static void ShowNotification(ActionResult result) + { + ShowNotification(result.notification); + } + + /// + /// Show a timed (1 second) notification in the SceneView window. + /// + /// The text to display in the notification. + /// + internal static void ShowNotification(string message) + { + SceneView scnview = SceneView.lastActiveSceneView; + if (scnview == null) + scnview = EditorWindow.GetWindow(); + + ShowNotification(scnview, message); + } + + /// + /// The EditorWindow to display this notification in. + /// The text to display in the notification. + /// Window is null. + internal static void ShowNotification(EditorWindow window, string message) + { + if (!s_ShowNotifications) + return; + + if (window == null) + throw new ArgumentNullException("window"); + + window.ShowNotification(new GUIContent(message, "")); + window.Repaint(); + + if (EditorApplication.update != NotifUpdate) + EditorApplication.update += NotifUpdate; + + s_NotificationTimer = Time.realtimeSinceStartup + k_DefaultNotificationDuration; + s_NotificationWindow = window; + s_IsNotificationDisplayed = true; + } + + /// + /// Remove any currently displaying notifications from an . + /// + /// The EditorWindow from which all currently displayed notifications will be removed. + /// Thrown if window is null. + internal static void RemoveNotification(EditorWindow window) + { + if (window == null) + throw new ArgumentNullException("window"); + + EditorApplication.update -= NotifUpdate; + + window.RemoveNotification(); + window.Repaint(); + } + + static void NotifUpdate() + { + if (s_IsNotificationDisplayed && Time.realtimeSinceStartup > s_NotificationTimer) + { + s_IsNotificationDisplayed = false; + RemoveNotification(s_NotificationWindow); + } + } + + internal static bool IsPrefab(ProBuilderMesh mesh) + { + return PrefabUtility.GetPrefabAssetType(mesh.gameObject) != PrefabAssetType.NotAPrefab; + } + + /// + /// Returns true if this object is a prefab instanced in the scene. + /// + /// + /// + internal static bool IsPrefabInstance(GameObject go) + { + var status = PrefabUtility.GetPrefabInstanceStatus(go); + #pragma warning disable 612, 618 + return status == PrefabInstanceStatus.Connected || status == PrefabInstanceStatus.Disconnected; + #pragma warning restore 612, 618 + } + + /** + * Returns true if this object is a prefab in the Project view. + */ + internal static bool IsPrefabAsset(GameObject go) + { + return PrefabUtility.IsPartOfPrefabAsset(go); + } + + /** + * Returns true if Asset Store window is open, false otherwise. + */ + internal static bool AssetStoreWindowIsOpen() + { + return Resources.FindObjectsOfTypeAll().Any(x => x.GetType().ToString().Contains("AssetStoreWindow")); + } + + [Conditional("DEBUG_MESH_SYNC")] + static void LogMeshSyncEvent(ProBuilderMesh mesh, MeshSyncState state, string msg) + { + Debug.Log($"{mesh} {mesh.GetObjectId()} {state} {msg}"); + } + + /// + /// Checks whether this object has a valid mesh reference, and the geometry is current. If the check fails, + /// this function attempts to repair the sync state. + /// + /// The mesh component to test. + /// + public static void SynchronizeWithMeshFilter(ProBuilderMesh mesh) + { + if (mesh == null) + throw new ArgumentNullException(nameof(mesh)); + + mesh.EnsureMeshFilterIsAssigned(); + mesh.EnsureMeshColliderIsAssigned(); + MeshSyncState state = mesh.meshSyncState; + bool meshesAreAssets = Experimental.meshesAreAssets; + + if (state != MeshSyncState.InSync) + { + if (state == MeshSyncState.Null || state == MeshSyncState.NeedsRebuild) + { + LogMeshSyncEvent(mesh, state, "Rebuild"); + mesh.Rebuild(); + mesh.Optimize(); + } + else + { + // old mesh didn't exist, so this is probably a prefab being instanced + if (IsPrefabAsset(mesh.gameObject)) + { + mesh.mesh.hideFlags = (HideFlags)(1 | 2 | 4 | 8); + LogMeshSyncEvent(mesh, state, "Prefab, set HideFlags"); + } + + mesh.Optimize(); + } + } + else + { + if (meshesAreAssets) + EditorMeshUtility.TryCacheMesh(mesh); + } + } + + /// + /// Returns true if GameObject contains flags. + /// + /// + /// + /// + internal static bool HasStaticFlag(this GameObject go, StaticEditorFlags flags) + { + return (GameObjectUtility.GetStaticEditorFlags(go) & flags) == flags; + } + + /// + /// Move a GameObject to the proper active root. + /// Checks if a default parent exists, otherwise it adds the object as a root of the active scene, which can be a prefab stage. + /// + /// + internal static void MoveToActiveRoot(GameObject gameObject) + { + var parent = SceneView.GetDefaultParentObjectIfSet(); + if (parent != null) + { + gameObject.transform.SetParent(parent); + return; + } + var prefabStage = PrefabStageUtility.GetCurrentPrefabStage(); + var activeScene = SceneManager.GetActiveScene(); + + if (prefabStage != null) + { + if (gameObject.scene != prefabStage.scene) + { + SceneManager.MoveGameObjectToScene(gameObject, prefabStage.scene); + + // Prefabs cannot have multiple roots + gameObject.transform.SetParent(prefabStage.prefabContentsRoot.transform, true); + } + } + else if(gameObject.scene != activeScene) + { + gameObject.transform.SetParent(null); + SceneManager.MoveGameObjectToScene(gameObject, activeScene); + } + } + + /// + /// Initialize this object with the various editor-only parameters, and invoke the object creation callback. + /// + /// + internal static void InitObject(ProBuilderMesh pb) + { + MoveToActiveRoot(pb.gameObject); + + GameObjectUtility.EnsureUniqueNameForSibling(pb.gameObject); + ScreenCenter(pb.gameObject); + SnapInstantiatedObject(pb); + + ComponentUtility.MoveComponentRelativeToComponent(pb, pb.transform, false); + pb.renderer.shadowCastingMode = s_ShadowCastingMode; + pb.renderer.sharedMaterial = EditorMaterialUtility.GetUserMaterial(); + + GameObjectUtility.SetStaticEditorFlags(pb.gameObject, s_StaticEditorFlags); + + switch (s_ColliderType.value) + { + case ColliderType.BoxCollider: + if(!pb.gameObject.TryGetComponent(out _)) + Undo.AddComponent(pb.gameObject, typeof(BoxCollider)); + break; + + case ColliderType.MeshCollider: + MeshCollider collider; + if (!pb.gameObject.TryGetComponent(out collider)) + collider = Undo.AddComponent(pb.gameObject); + // This little dance is required to prevent the Prefab system from detecting an overridden property + // before ProBuilderMesh.RefreshCollisions has a chance to mark the MeshCollider.sharedMesh property + // as driven. "AddComponent" constructs the MeshCollider and simultaneously assigns + // the "m_Mesh" property, marking the property dirty. So we undo that change here, then assign the + // mesh through our own method. + collider.sharedMesh = null; + collider.convex = s_MeshColliderIsConvex; + pb.Refresh(RefreshMask.Collisions); + break; + } + + pb.unwrapParameters = new UnwrapParameters(Lightmapping.s_UnwrapParameters); + pb.Optimize(); + + // PBLD-137 - if Resident Drawer is on, it will start throwing errors if submeshCount != materialCount + if (pb.mesh.subMeshCount == 0) + pb.renderer.sharedMaterial = null; + + if (meshCreated != null) + meshCreated(pb); + } + + // If s_SnapNewShapesToGrid is enabled, always snap to the grid size. If it is not, use the active snap settings + internal static void SnapInstantiatedObject(ProBuilderMesh mesh) + { + mesh.transform.position = ProBuilderSnapping.Snap( + mesh.transform.position, + s_SnapNewShapesToGrid + ? EditorSnapping.worldSnapMoveValue + : EditorSnapping.activeMoveSnapValue); + } + + /** + * Puts the selected gameObject at the pivot point of the SceneView camera. + */ + internal static void ScreenCenter(GameObject _gameObject) + { + if (_gameObject == null) + return; + + // If in the unity editor, attempt to center the object the sceneview or main camera, in that order + _gameObject.transform.position = ScenePivot(); + + Selection.activeObject = _gameObject; + } + + /** + * Gets the current SceneView's camera's pivot point. + */ + internal static Vector3 ScenePivot() + { + return GetSceneView().pivot; + } + + /** + * Returns the last active SceneView window, or creates a new one if no last SceneView is found. + */ + internal static SceneView GetSceneView() + { + return SceneView.lastActiveSceneView == null ? EditorWindow.GetWindow() : SceneView.lastActiveSceneView; + } + + internal static bool IsUnix() + { + System.PlatformID platform = System.Environment.OSVersion.Platform; + return platform == System.PlatformID.MacOSX || + platform == System.PlatformID.Unix || + (int)platform == 128; + } + + /// + /// Is this mode one of the mesh element modes (vertex, edge, face, texture). + /// + /// + /// + internal static bool IsMeshElementMode(this SelectMode mode) + { + return mode.ContainsFlag( + SelectMode.Vertex + | SelectMode.Edge + | SelectMode.Face + | SelectMode.TextureEdge + | SelectMode.TextureFace + | SelectMode.TextureVertex + ); + } + + internal static bool IsTextureMode(this SelectMode mode) + { + return mode.ContainsFlag( + SelectMode.TextureEdge + | SelectMode.TextureFace + | SelectMode.TextureVertex + ); + } + + internal static bool IsPositionMode(this SelectMode mode) + { + return mode.ContainsFlag( + SelectMode.Edge + | SelectMode.Face + | SelectMode.Vertex + ); + } + + internal static SelectMode GetPositionMode(this SelectMode mode) + { + if (mode.ContainsFlag(SelectMode.TextureFace)) + mode = (mode & ~SelectMode.TextureFace) | SelectMode.Face; + + if (mode.ContainsFlag(SelectMode.TextureEdge)) + mode = (mode & ~SelectMode.TextureEdge) | SelectMode.Edge; + + if (mode.ContainsFlag(SelectMode.TextureVertex)) + mode = (mode & ~SelectMode.TextureVertex) | SelectMode.Vertex; + + return mode; + } + + internal static SelectMode GetTextureMode(this SelectMode mode) + { + if (mode.ContainsFlag(SelectMode.Face)) + mode = (mode & ~SelectMode.Face) | SelectMode.TextureFace; + + if (mode.ContainsFlag(SelectMode.Edge)) + mode = (mode & ~SelectMode.Edge) | SelectMode.TextureEdge; + + if (mode.ContainsFlag(SelectMode.Vertex)) + mode = (mode & ~SelectMode.Vertex) | SelectMode.TextureVertex; + + return mode; + } + + /// + /// Test if SelectMode contains any of the value bits. + /// + /// + /// HasFlag doesn't exist in .NET 3.5 + /// + /// + /// + /// + internal static bool ContainsFlag(this SelectMode target, SelectMode value) + { + return (target & value) != 0; + } + + internal static bool IsDeveloperMode() + { + return EditorPrefs.GetBool("DeveloperMode", false); + } + + /// + /// Attaches a scene gizmo to the mesh in the Unity Editor. + /// + /// The Type representing the class of the item to attach the gizmo to (for example, the ProBuilderMesh). + /// True to render the gizmo (for example, while selected); false to not render it. + public static void SetGizmoIconEnabled(Type script, bool enabled) + { + var annotations = AnnotationUtility.GetAnnotations(); + var annotation = annotations.FirstOrDefault(x => x.scriptClass.Contains(script.Name)); + AnnotationUtility.SetIconEnabled(annotation.classID, annotation.scriptClass, enabled ? 1 : 0); + } + + internal static T[] FindObjectsByType() where T : UObject + { +#if UNITY_6000_4_OR_NEWER + return UObject.FindObjectsByType(); +#else + return UObject.FindObjectsByType(FindObjectsSortMode.None); +#endif + } + + internal static string GetActiveSceneAssetsPath() + { + const string k_SavedMeshPath = "Assets/ProBuilder Data/Saved Meshes"; + var scene = SceneManager.GetActiveScene(); + var path = string.IsNullOrEmpty(scene.path) + ? k_SavedMeshPath + : $"{Path.GetDirectoryName(scene.path)}/{scene.name}/ProBuilder Meshes"; + Directory.CreateDirectory(path); + return path; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorUtility.cs.meta new file mode 100644 index 0000000..4d17a82 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EditorUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a17a8a25b5ef051479efd66b56f58823 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityEditor.cs new file mode 100644 index 0000000..9fa98f7 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityEditor.cs @@ -0,0 +1,154 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Linq; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [CustomEditor(typeof(Entity))] + [CanEditMultipleObjects] + sealed class EntityEditor : Editor + { + Entity ent; + ProBuilderMesh pb; + + public enum ColType + { + MeshCollider, + BoxCollider, + SphereCollider + } + + public void OnEnable() + { + ent = (Entity)target; + + if (ent != null) + pb = (ProBuilderMesh)ent.transform.GetComponent(); + } + + public override void OnInspectorGUI() + { + if (pb == null) return; + if (ent == null) return; + + EntityType et = ent.entityType; + et = (EntityType)EditorGUILayout.EnumPopup("Entity Type", et); + if (et != ent.entityType) + { + UndoUtility.RecordObjects(new Object[] {ent, ent.gameObject.GetComponent() }, "Set Entity Type"); +#pragma warning disable 0618 + EntityUtility.SetEntityType(et, ent.gameObject); +#pragma warning restore 0618 + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + GUILayout.Space(4); + + pb.userCollisions = EditorGUILayout.Toggle("Custom Collider", pb.userCollisions); + + // Convience + if (pb.userCollisions) + GUI.enabled = false; + + GUILayout.Label("Add Collider", EditorStyles.boldLabel); + GUILayout.BeginHorizontal(); + + if (GUILayout.Button("Mesh Collider", EditorStyles.miniButtonLeft)) + EditorApplication.delayCall += AddMeshCollider; + + if (GUILayout.Button("Box Collider", EditorStyles.miniButtonMid)) + EditorApplication.delayCall += AddBoxCollider; + + if (GUILayout.Button("Remove Collider", EditorStyles.miniButtonRight)) + EditorApplication.delayCall += RemoveColliders; + + + GUILayout.EndHorizontal(); + + GUI.enabled = true; + } + + void AddMeshCollider() + { + AddCollider(ColType.MeshCollider); + } + + void AddBoxCollider() + { + AddCollider(ColType.BoxCollider); + } + + private void AddCollider(ColType c) + { + Collider[] colliders = serializedObject.targetObjects.Where(x => x is Entity).SelectMany(x => ((Entity)x).gameObject.GetComponents()).ToArray(); + bool isTrigger = false; + if (colliders != null) + isTrigger = colliders.Any(x => x.isTrigger); + + RemoveColliders(); + + foreach (Entity obj in serializedObject.targetObjects) + { + GameObject go = obj.gameObject; + + switch (c) + { + case ColType.MeshCollider: + { + MeshCollider col = go.AddComponent(); + + if (ent.entityType == EntityType.Trigger) + { + col.convex = true; + col.isTrigger = true; + } + else if (ent.entityType == EntityType.Collider) + { + col.convex = true; + } + else if (isTrigger) + { + col.convex = true; + col.isTrigger = true; + } + + break; + } + + case ColType.BoxCollider: + { + BoxCollider col = go.AddComponent(); + + if (ent.entityType == EntityType.Trigger || isTrigger) + col.isTrigger = true; + break; + } + + case ColType.SphereCollider: + { + SphereCollider col = go.AddComponent(); + if (ent.entityType == EntityType.Trigger || isTrigger) + col.isTrigger = true; + break; + } + + default: + break; + } + } + } + + private void RemoveColliders() + { + foreach (Entity obj in serializedObject.targetObjects) + { + foreach (Collider c in obj.gameObject.GetComponents()) + DestroyImmediate(c); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityEditor.cs.meta new file mode 100644 index 0000000..0188847 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b0c5bae1215e224409318f415e45db0a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityUtility.cs new file mode 100644 index 0000000..ad7ffca --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityUtility.cs @@ -0,0 +1,136 @@ +using System; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + static class EntityUtility + { + const StaticEditorFlags StaticEditorFlags_All = + StaticEditorFlags.ContributeGI | + StaticEditorFlags.OccluderStatic | + StaticEditorFlags.BatchingStatic | + StaticEditorFlags.OccludeeStatic | + StaticEditorFlags.ReflectionProbeStatic; + + /// + /// Sets the EntityType for the passed gameObject. + /// + /// The type to set. + /// The gameObject to apply the EntityType to. Must contains pb_Object and pb_Entity components. Method does contain null checks. + [Obsolete("pb_Entity is deprecated. Manage static flags manually or use Set Trigger/Set Collider actions.")] + public static void SetEntityType(EntityType newEntityType, GameObject target) + { + if (!target.TryGetComponent(out var ent)) + ent = target.AddComponent(); + + ProBuilderMesh pb = target.GetComponent(); + + if (!ent || !pb) + return; + + SetEditorFlags(StaticEditorFlags_All, target); + + switch (newEntityType) + { + case EntityType.Detail: + case EntityType.Occluder: + SetBrush(target); + break; + + case EntityType.Trigger: + SetTrigger(target); + break; + + case EntityType.Collider: + SetCollider(target); + break; + + case EntityType.Mover: + SetDynamic(target); + break; + } + + ent.SetEntity(newEntityType); + } + + [Obsolete("pb_Entity is deprecated. Manage static flags manually or use Set Trigger/Set Collider actions.")] + static void SetBrush(GameObject target) + { + EntityType et = target.GetComponent().entityType; + + if (et == EntityType.Trigger || + et == EntityType.Collider) + { + ProBuilderMesh pb = target.GetComponent(); + foreach (var face in pb.facesInternal) + face.material = BuiltinMaterials.defaultMaterial; + pb.ToMesh(); + pb.Refresh(); + } + } + + [Obsolete("pb_Entity is deprecated. Manage static flags manually or use Set Trigger/Set Collider actions.")] + static void SetDynamic(GameObject target) + { + EntityType et = target.GetComponent().entityType; + + SetEditorFlags((StaticEditorFlags)0, target); + + if (et == EntityType.Trigger || + et == EntityType.Collider) + { + ProBuilderMesh pb = target.GetComponent(); + foreach (var face in pb.facesInternal) + face.material = BuiltinMaterials.defaultMaterial; + + pb.ToMesh(); + pb.Refresh(); + } + } + + [Obsolete("pb_Entity is deprecated. Manage static flags manually or use Set Trigger/Set Collider actions.")] + static void SetTrigger(GameObject target) + { + ProBuilderMesh pb = target.GetComponent(); + foreach (var face in pb.facesInternal) + face.material = BuiltinMaterials.triggerMaterial; + SetIsTrigger(true, target); + SetEditorFlags((StaticEditorFlags)0, target); + + pb.ToMesh(); + pb.Refresh(); + } + + [Obsolete("pb_Entity is deprecated. Manage static flags manually or use Set Trigger/Set Collider actions.")] + static void SetCollider(GameObject target) + { + ProBuilderMesh pb = target.GetComponent(); + foreach (var face in pb.facesInternal) + face.material = BuiltinMaterials.colliderMaterial; + pb.ToMesh(); + pb.Refresh(); + + SetEditorFlags((StaticEditorFlags)(StaticEditorFlags.NavigationStatic | StaticEditorFlags.OffMeshLinkGeneration), + target); + } + + [Obsolete("pb_Entity is deprecated. Manage static flags manually or use Set Trigger/Set Collider actions.")] + static void SetEditorFlags(StaticEditorFlags editorFlags, GameObject target) + { + GameObjectUtility.SetStaticEditorFlags(target, editorFlags); + } + + [Obsolete("pb_Entity is deprecated. Manage static flags manually or use Set Trigger/Set Collider actions.")] + static void SetIsTrigger(bool val, GameObject target) + { + Collider[] colliders = InternalUtility.GetComponents(target); + foreach (Collider col in colliders) + { + if (val && col is MeshCollider) + ((MeshCollider)col).convex = true; + col.isTrigger = val; + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityUtility.cs.meta new file mode 100644 index 0000000..83813e3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4746bcae5f2c20c4db633d37d4a2901d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityVisibility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityVisibility.cs new file mode 100644 index 0000000..d189e06 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityVisibility.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.SceneManagement; + +namespace UnityEditor.ProBuilder +{ + /// + /// Responsible for managing the visibility of entity types in the scene. + /// + [InitializeOnLoad] + internal static class EntityVisibility + { + static EntityVisibility() + { + EditorApplication.playModeStateChanged += x => { OnPlayModeStateChanged(); }; + SceneManager.sceneLoaded += OnSceneLoaded; + } + + private static void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + if (EditorApplication.isPlaying) + { + foreach (var rootGameObject in scene.GetRootGameObjects()) + { + foreach (var entityBehaviour in rootGameObject.GetComponentsInChildren()) + { + if (entityBehaviour.manageVisibility) + entityBehaviour.OnSceneLoaded(scene, mode); + } + } + } + } + + /// + /// Set the visibility of an entity type in the Scene view. + /// + /// + /// + public static void SetEntityVisibility(EntityType entityType, bool isVisible) + { + foreach (var entity in EditorUtility.FindObjectsByType()) + { + if (entity.entityType == entityType) + { + if (entity.TryGetComponent(out var mr)) mr.enabled = isVisible; + } + } + } + + /// + /// Registered to EditorApplication.onPlaymodeStateChanged + /// + private static void OnPlayModeStateChanged() + { + var isPlaying = EditorApplication.isPlaying; + var orWillPlay = EditorApplication.isPlayingOrWillChangePlaymode; + + // if these two don't match, that means it's the call prior to actually engaging + // whatever state. when entering play mode it doesn't make a difference, but on + // exiting it's the difference between a scene reload and the reloaded scene. + if (isPlaying != orWillPlay) + return; + + var isEntering = isPlaying && orWillPlay; + + foreach (var entityBehaviour in Resources.FindObjectsOfTypeAll()) + if (entityBehaviour.manageVisibility) + if (isEntering) + entityBehaviour.OnEnterPlayMode(); + + if (!isEntering) + return; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityVisibility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityVisibility.cs.meta new file mode 100644 index 0000000..6a480ae --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/EntityVisibility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 171bb48d73467244c9487173c12e2c46 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Experimental.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Experimental.cs new file mode 100644 index 0000000..7fbe034 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Experimental.cs @@ -0,0 +1,70 @@ +using UnityEditor.SettingsManagement; +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + static class Experimental + { + const string k_ExperimentalFeaturesEnabled = "PROBUILDER_EXPERIMENTAL_FEATURES"; + + [UserSetting] + static Pref s_experimentalFeatureEnabled = new Pref("experimental.enabled", false, SettingsScope.Project); + + [UserSetting] + static Pref s_MeshesAreAssets = new Pref("experimental.meshesAreAssets", false, SettingsScope.Project); + + internal static bool meshesAreAssets + { + get { return experimentalFeaturesEnabled && s_MeshesAreAssets; } + } + + internal static bool experimentalFeaturesEnabled + { +#if PROBUILDER_EXPERIMENTAL_FEATURES + get { return true; } +#else + get { return false; } +#endif + } + + static Experimental() + { + if(s_experimentalFeatureEnabled.value != experimentalFeaturesEnabled) + { + s_experimentalFeatureEnabled.value = experimentalFeaturesEnabled; + ProBuilderSettings.Save(); + } + } + + public static void AfterSettingsSaved() + { +#if PROBUILDER_EXPERIMENTAL_FEATURES + if(!s_experimentalFeatureEnabled.value) + ScriptingSymbolManager.RemoveScriptingDefine(k_ExperimentalFeaturesEnabled); +#else + if(s_experimentalFeatureEnabled.value) + ScriptingSymbolManager.AddScriptingDefine(k_ExperimentalFeaturesEnabled); +#endif + } + + [UserSettingBlock("Experimental")] + static void ExperimentalFeaturesSettings(string searchContext) + { + var enabled = experimentalFeaturesEnabled; + + EditorGUILayout.HelpBox("Enabling Experimental Features will cause Unity to recompile scripts.", MessageType.Warning); + s_experimentalFeatureEnabled.value = SettingsGUILayout.SearchableToggle("Experimental Features Enabled", enabled, searchContext); + + if(s_experimentalFeatureEnabled.value) + { + using (new SettingsGUILayout.IndentedGroup()) + { + s_MeshesAreAssets.value = SettingsGUILayout.SettingsToggle("Store Mesh as Asset", s_MeshesAreAssets, searchContext); + + if (s_MeshesAreAssets.value) + EditorGUILayout.HelpBox("Please note that this feature is untested, and may result in instabilities or lost work. Proceed with caution!", MessageType.Warning); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Experimental.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Experimental.cs.meta new file mode 100644 index 0000000..d1de6a3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Experimental.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d2c71b118edf0476f868fa213864aac6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/FileUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/FileUtility.cs new file mode 100644 index 0000000..b619714 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/FileUtility.cs @@ -0,0 +1,300 @@ +using UnityEngine; +using System.IO; +using System.Linq; +using UnityEngine.ProBuilder; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder +{ + /// + /// Helper functions for working with files and directories. + /// + static class FileUtility + { + // ProBuilder folder path. + static string s_ProBuilderFolderPath = "Packages/com.unity.probuilder/"; + static string s_ProBuilderDataPath = "Assets/ProBuilder Data/"; + + // The order is important - always search for the package manager installed version first + static readonly string[] k_PossibleInstallDirectories = new string[] + { + "Packages/com.unity.probuilder/", + "UnityPackageManager/com.unity.probuilder/", + "Assets/", + }; + + /// + /// Check that the directory contains a valid ProBuilder install. + /// + /// Directory to check + /// + internal static bool ValidateProBuilderRoot(string dir) + { + return !string.IsNullOrEmpty(dir) && + Directory.Exists(dir + "/Editor/EditorCore") && + Directory.Exists(dir + "/Runtime/Core") && + Directory.Exists(dir + "/Runtime/MeshOperations"); + } + + /// + /// Return a relative path to the ProBuilder directory. Can be in the packages cache or Assets folder. + /// If the project is in the packman cache it is immutable. + /// + /// + internal static string GetProBuilderInstallDirectory() + { + if (ValidateProBuilderRoot(s_ProBuilderFolderPath)) + return s_ProBuilderFolderPath; + + foreach (var install in k_PossibleInstallDirectories) + { + s_ProBuilderFolderPath = install; + + if (ValidateProBuilderRoot(s_ProBuilderFolderPath)) + return s_ProBuilderFolderPath; + } + + // It's not in any of the usual haunts, start digging through Assets until we find it (likely an A$ install) + s_ProBuilderFolderPath = FindAssetStoreProBuilderInstall(); + + if (Directory.Exists(s_ProBuilderFolderPath)) + return s_ProBuilderFolderPath; + + // Things are dire. ProBuilder was nowhere to be found in the Assets directory, which means either the user + // has renamed the folder, or something very spooky is going on. + // Either way, just create a new ProBuilder folder in Assets and return that so at the very least + // local preferences and the material/color palettes will still work. + Log.Warning("Creating a new ProBuilder directory... was the ProBuilder folder renamed?\nIcons & preferences may not work in this state."); + s_ProBuilderFolderPath = "Assets/ProBuilder"; + Directory.CreateDirectory(s_ProBuilderFolderPath); + + return s_ProBuilderFolderPath; + } + + /// + /// Scan the Assets directory for an install of ProBuilder. + /// + /// + internal static string FindAssetStoreProBuilderInstall() + { + string dir = null; + + string[] matches = Directory.GetDirectories("Assets", "ProBuilder", SearchOption.AllDirectories); + + foreach (var match in matches) + { + dir = match.Replace("\\", "/") + "/"; + if (dir.Contains("ProBuilder") && ValidateProBuilderRoot(dir)) + break; + } + + return dir; + } + + /// + /// Get the path to the local ProBuilder/Data folder + /// + /// + internal static string GetLocalDataDirectory(bool initializeIfMissing = false) + { + if (Directory.Exists(s_ProBuilderDataPath)) + return s_ProBuilderDataPath; + + string root = GetProBuilderInstallDirectory(); + + if (root.StartsWith("Assets")) + { + // Installed from Asset Store or manual package import + s_ProBuilderDataPath = root + "Data/"; + } + else + { + // Scan project for ProBuilder Data folder + // none found? create one at root + string[] matches = Directory.GetDirectories("Assets", "ProBuilder Data", SearchOption.AllDirectories); + s_ProBuilderDataPath = matches.Length > 0 ? matches[0] : "Assets/ProBuilder Data/"; + } + + if (!Directory.Exists(s_ProBuilderDataPath) && initializeIfMissing) + Directory.CreateDirectory(s_ProBuilderDataPath); + + return s_ProBuilderDataPath; + } + + internal static string[] FindAssets(string pattern) where T : UnityEngine.Object + { + return AssetDatabase.FindAssets("t:" + typeof(T).ToString() + " " + pattern); + } + + internal static T[] FindAndLoadAssets() where T : UnityEngine.Object + { + return AssetDatabase.FindAssets("t:" + typeof(T).ToString()) + .Select(x => AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(x))).ToArray(); + } + + internal static T FindAssetOfType() where T : UnityEngine.Object + { + foreach (var i in AssetDatabase.FindAssets("t:" + typeof(T).ToString())) + { + T o = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(i)); + if (o != null) + return o; + } + + return null; + } + + /// + /// Get the selected directory relative to project root. + /// + /// + internal static string GetSelectedDirectory() + { + Object o = Selection.activeObject; + + if (o != null) + { +#if UNITY_6000_4_OR_NEWER + string path = AssetDatabase.GetAssetPath(o.GetEntityId()); +#else +#pragma warning disable 0618 // Marked obsolete on 6.3 + string path = AssetDatabase.GetAssetPath(o.GetInstanceID()); +#pragma warning restore 0618 +#endif + + if (!string.IsNullOrEmpty(path)) + { + if (Directory.Exists(path)) + return GetRelativePath(Path.GetFullPath(path)); + + string res = Path.GetDirectoryName(path); + + if (!string.IsNullOrEmpty(res) && Directory.Exists(res)) + return GetRelativePath(Path.GetFullPath(res)); + } + } + + return "Assets"; + } + + /// + /// Get a file or folder path relative to the Unity project directory. + /// + /// File or directory path, either relative or absolute. + /// A new path relative to the current project root. + public static string GetRelativePath(string path) + { + string full = Path.GetFullPath(path).Replace("\\", "/"); + string cur = Directory.GetCurrentDirectory().Replace("\\", "/"); + if (!cur.EndsWith("/")) + cur += "/"; + return full.Replace(cur, ""); + } + + /// + /// Check if a file or folder exists at path. + /// + /// + /// + public static bool Exists(string path) + { + return Directory.Exists(path) || File.Exists(path); + } + + /// + /// Load an internal asset relative to the ProBuilder directory. + /// + /// + /// + /// + internal static T LoadInternalAsset(string path) where T : Object + { + string full = string.Format("{0}{1}", GetProBuilderInstallDirectory(), path); + return Load(full); + } + + /// + /// Fetch a default asset from path. If not found, a new one is created. + /// + /// + /// + /// + internal static T LoadRequired(string path) where T : ScriptableObject, IHasDefault + { + T asset = Load(path); + + if (asset == null) + { + asset = ScriptableObject.CreateInstance(); + + asset.SetDefaultValues(); + + UnityEditor.EditorUtility.SetDirty(asset); + + string folder = Path.GetDirectoryName(path); + + if (!Directory.Exists(folder)) + Directory.CreateDirectory(folder); + + AssetDatabase.CreateAsset(asset, path); + } + + return asset; + } + + static T Load(string path) where T : Object + { + return AssetDatabase.LoadAssetAtPath(path); + } + + /// + /// Write contents to a file path. + /// + /// + /// + [System.Obsolete("Use WriteAllText")] + public static void WriteFile(string path, string contents) + { + WriteAllText(path, contents); + } + + /// + /// Write contents to a file path, creating a new directory if necessary. + /// + /// + /// + public static void WriteAllText(string path, string contents) + { + string dir = Path.GetDirectoryName(path); + + if (string.IsNullOrEmpty(dir)) + { + Log.Error("Cannot write file to \"{0}\", invalid path.", path); + return; + } + + if (!Directory.Exists(path)) + Directory.CreateDirectory(dir); + + File.WriteAllText(path, contents); + } + + /// + /// Save an image to the specified path. + /// + /// + /// + /// True on success, false if operation failed. + internal static bool SaveTexture(Texture2D texture, string path) + { + byte[] bytes = texture.EncodeToPNG(); + + if (string.IsNullOrEmpty(path)) + return false; + + System.IO.File.WriteAllBytes(path, bytes); + AssetDatabase.Refresh(); + return true; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/FileUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/FileUtility.cs.meta new file mode 100644 index 0000000..cee3f5c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/FileUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b360b08870ee97249b28c408f0d1e0d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HandleGUI.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HandleGUI.cs new file mode 100644 index 0000000..ec9df37 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HandleGUI.cs @@ -0,0 +1,17 @@ +using System; + +namespace UnityEditor.ProBuilder +{ + sealed class HandleGUI : IDisposable + { + public HandleGUI() + { + Handles.BeginGUI(); + } + + public void Dispose() + { + Handles.EndGUI(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HandleGUI.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HandleGUI.cs.meta new file mode 100644 index 0000000..e9fa778 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HandleGUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b73fbc8867750541be154ed40569dea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HierarchyListener.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HierarchyListener.cs new file mode 100644 index 0000000..ca530e8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HierarchyListener.cs @@ -0,0 +1,141 @@ +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// Static delegates listen for hierarchy changes (duplication, delete, copy/paste) and rebuild the mesh components + /// of pb_Objects if necessary. + /// + [InitializeOnLoad] + static class HierarchyListener + { + static HierarchyListener() + { + AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload; + PrefabUtility.prefabInstanceUpdated += PrefabInstanceUpdated; + PrefabUtility.prefabInstanceReverted += PrefabInstanceUpdated; + PrefabUtility.prefabInstanceReverting += PrefabInstanceReverting; + ProBuilderMesh.meshWasInitialized += OnMeshInitialized; + ObjectChangeEvents.changesPublished += ObjectEventChangesPublished; + } + + static void ObjectEventChangesPublished(ref ObjectChangeEventStream stream) + { + for (int i = 0, c = stream.length; i < c; ++i) + { + var type = stream.GetEventType(i); + + if (type == ObjectChangeKind.CreateGameObjectHierarchy) + { + stream.GetCreateGameObjectHierarchyEvent(i, out var data); + var go = GetGameObject(data); + if (go != null) CheckForProBuilderMeshesCreatedOrModified(go); + } + else if (type == ObjectChangeKind.ChangeGameObjectStructure) + { + stream.GetChangeGameObjectStructureEvent(i, out var data); + var go = GetGameObject(data); + if (go != null) CheckForProBuilderMeshesCreatedOrModified(go); + } + else if (type == ObjectChangeKind.ChangeGameObjectStructureHierarchy) + { + // Note 2 : This needs to be called when using a Prefab>Replace action in the menus to refresh the current + // ProBuilder Mesh, this is still a problem in 2023.3 as it does not automatically refresh the mesh + // Note 1 : that this is leaking meshes when reverting! in 2023.1+ we handle it correctly, but 2022 and + // 2021 have the PPtr reset to the serialized value (null) before we have any access. orphaned + // mesh assets are cleaned up on scene or domain reloads, so we'll live with it. + stream.GetChangeGameObjectStructureHierarchyEvent(i, out var data); + var go = GetGameObject(data); + + if (go != null) + { + var meshes = go.GetComponentsInChildren(); + foreach (var mesh in meshes) + EditorUtility.SynchronizeWithMeshFilter(mesh); + } + ProBuilderEditor.Refresh(); + } + } + } + +#if UNITY_6000_4_OR_NEWER + static GameObject GetGameObject(CreateGameObjectHierarchyEventArgs data) => UnityEditor.EditorUtility.EntityIdToObject(data.entityId) as GameObject; + static GameObject GetGameObject(ChangeGameObjectStructureEventArgs data) => UnityEditor.EditorUtility.EntityIdToObject(data.entityId) as GameObject; + static GameObject GetGameObject(ChangeGameObjectStructureHierarchyEventArgs data) => UnityEditor.EditorUtility.EntityIdToObject(data.entityId) as GameObject; +#else + static GameObject GetGameObject(CreateGameObjectHierarchyEventArgs data) => InstanceIDToObject(data.instanceId); + static GameObject GetGameObject(ChangeGameObjectStructureEventArgs data) => InstanceIDToObject(data.instanceId); + static GameObject GetGameObject(ChangeGameObjectStructureHierarchyEventArgs data) => InstanceIDToObject(data.instanceId); + + static GameObject InstanceIDToObject(int instanceId) + { +#pragma warning disable 0618 // Marked obsolete on 6.3 + return UnityEditor.EditorUtility.InstanceIDToObject(instanceId) as GameObject; +#pragma warning restore 0618 + } +#endif + + static void CheckForProBuilderMeshesCreatedOrModified(GameObject go) + { + if(go.TryGetComponent(out var mesh)) + OnObjectCreated(mesh); + var childCount = go.transform.childCount; + if (childCount > 0) + { + for(int childIndex = 0; childIndex < childCount; ++childIndex) + CheckForProBuilderMeshesCreatedOrModified(go.transform.GetChild(childIndex).gameObject); + } + } + + // used by tests + internal static void OnObjectCreated(ProBuilderMesh mesh) + { + if (mesh.versionIndex != ProBuilderMesh.k_UnitializedVersionIndex && + mesh.nonSerializedVersionIndex == ProBuilderMesh.k_UnitializedVersionIndex) + { + mesh.MakeUnique(); + Undo.RegisterCompleteObjectUndo( mesh.gameObject, "Paste ProBuilderMesh"); + mesh.Optimize(); + } + } + + static void OnMeshInitialized(ProBuilderMesh mesh) + { + mesh.Optimize(); + } + + static void OnAfterAssemblyReload() + { + // The inspector icon for ProBuilderMesh is set in the component metadata. However, this also serves as the + // scene view gizmo icon, which we do not want. To avoid drawing an icon for every mesh in the Scene View, + // we simply tell the AnnotationManager to not render the icon. This _does_ put ProBuilderMesh in the + // "Recently Changed" list, but only when it is modified the first time. + // The alternative method of setting an icon is to place it in a folder named "Editor Default Resources/Icons", + // however that requires that the resources directory be in "Assets", which we do not want to do. + EditorApplication.delayCall += () => EditorUtility.SetGizmoIconEnabled(typeof(ProBuilderMesh), false); + } + + static void PrefabInstanceReverting(GameObject go) + { + // revert will leak meshes unless we clean up before ProBuilderMesh.m_Mesh is set to null + foreach (var mesh in go.GetComponentsInChildren()) + mesh.DestroyUnityMesh(); + } + + static void PrefabInstanceUpdated(GameObject go) + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + return; + + foreach (var mesh in go.GetComponentsInChildren()) + { + EditorUtility.SynchronizeWithMeshFilter(mesh); + mesh.Rebuild(); + mesh.Optimize(); + } + + ProBuilderEditor.Refresh(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HierarchyListener.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HierarchyListener.cs.meta new file mode 100644 index 0000000..d16268e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/HierarchyListener.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c4897f4be94b09d4a90eb6a4d9b85c55 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IHasPreferences.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IHasPreferences.cs new file mode 100644 index 0000000..fc935ac --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IHasPreferences.cs @@ -0,0 +1,7 @@ +namespace UnityEditor.ProBuilder +{ + interface IHasPreferences + { + void ReloadPreferences(); + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IHasPreferences.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IHasPreferences.cs.meta new file mode 100644 index 0000000..584da9a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IHasPreferences.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 09802f6381a8fb2478f18a624b459ff8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IconUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IconUtility.cs new file mode 100644 index 0000000..d66c033 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IconUtility.cs @@ -0,0 +1,51 @@ +using System.Collections.Generic; +using System.IO; +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + /// + /// Describes icon styles for pro and basic skin, or default (whatever the editor is currently using). + /// + enum IconSkin + { + Default, + Light, + Pro + }; + + static class IconUtility + { + static Dictionary s_Icons = new Dictionary(); + + static string s_IconFolderPath = "Packages/com.unity.probuilder/Editor Default Resources/Icons/"; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_Icons.Clear(); + } + + /// + /// Load an icon from icons folder located in the package's 'Editor Default Resources'. + /// Naming convention is: "path/to/iconName" (without extension). Use the 'd_' prefix for dark skin icons. + /// No prefix or suffit for light skin icons. This method assumes the file is .png. + /// + /// Relative path to the icon without the file extension in the filename. + /// A valid icon texture. Otherwise null is returned. + public static Texture2D GetIcon(string iconName) + { + Texture2D icon = null; + + if (!s_Icons.TryGetValue(iconName, out icon)) + { + string fullPath = Path.Combine(s_IconFolderPath, iconName + (Path.HasExtension(iconName)? string.Empty: ".png")); + + icon = EditorGUIUtility.LoadIcon(fullPath); + if(icon != null) + s_Icons.Add(iconName, icon); + } + return icon; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IconUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IconUtility.cs.meta new file mode 100644 index 0000000..2d0f340 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/IconUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3a9ebc9851a2d8e4c868fa97dbbb35f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LicenseEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LicenseEditor.cs new file mode 100644 index 0000000..f431cb1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LicenseEditor.cs @@ -0,0 +1,43 @@ +using UnityEditor; +using UnityEngine; +using System; + +namespace UnityEditor.ProBuilder +{ + sealed class LicenseEditor : EditorWindow + { + const string k_LicenseTextPath = "Third Party Notices.md"; + const int k_MaxStringLength = 60000; + TextAsset m_LicenseText; + string[] m_LicenseContents; + Vector2 m_Scroll; + + void OnEnable() + { + m_LicenseText = FileUtility.LoadInternalAsset(k_LicenseTextPath); + int charCount = m_LicenseText.text.Length; + int stringCount = charCount / k_MaxStringLength + 1; + m_LicenseContents = new string[stringCount]; + int index = 0; + for (int i = 0; i < stringCount; i++) + { + int length = Math.Min(k_MaxStringLength, charCount - index); + m_LicenseContents[i] = m_LicenseText.text.Substring(index, length); + index += length; + } + } + + void OnGUI() + { + if (m_LicenseContents == null) + return; + + m_Scroll = EditorGUILayout.BeginScrollView(m_Scroll); + + for (int i = 0, c = m_LicenseContents.Length; i < c; i++) + GUILayout.Label(m_LicenseContents[i], EditorStyles.wordWrappedLabel); + + EditorGUILayout.EndScrollView(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LicenseEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LicenseEditor.cs.meta new file mode 100644 index 0000000..f560794 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LicenseEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 563aeff009644264e815e6de1439e784 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LightmapUVEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LightmapUVEditor.cs new file mode 100644 index 0000000..0d43933 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LightmapUVEditor.cs @@ -0,0 +1,84 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + sealed class LightmapUVEditor : EditorWindow + { + List m_MissingLightmaps = new List(); + + GUIContent m_AutoLightmapUVContent = new GUIContent("Auto Lightmap UVs", "Automatically build the lightmap UV array when editing ProBuilder meshes. If this feature is disabled, you will need to use the 'Generate UV2' action to build lightmap UVs for meshes prior to baking lightmaps."); + internal static readonly Rect desiredPosition = new Rect(100, 100, 348, 234); + + void OnEnable() + { + m_MissingLightmaps = FindMissingLightmaps(); + EditorMeshUtility.meshOptimized += MeshOptimized; + } + + void OnGUI() + { + GUILayout.Label("Lightmap UV Settings", EditorStyles.boldLabel); + + Lightmapping.autoUnwrapLightmapUV = EditorGUILayout.Toggle(m_AutoLightmapUVContent, Lightmapping.autoUnwrapLightmapUV); + + if (m_MissingLightmaps.Count > 0) + { + EditorGUILayout.HelpBox(GetMissingLightmapText(), MessageType.Warning); + + GUILayout.BeginHorizontal(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Build Missing Lightmap UVs")) + { + // copy the missing lightmaps array so that MeshOptimized does not interfere with the rebuild iterator + Lightmapping.RebuildMissingLightmapUVs(m_MissingLightmaps.ToArray()); + EditorUtility.ShowNotification("Rebuild Missing Lightmap UVs"); + } + + GUILayout.EndHorizontal(); + } + } + + void MeshOptimized(ProBuilderMesh mesh, Mesh umesh) + { + var missing = IsMissingLightmaps(mesh); + + if (missing) + { + if (!m_MissingLightmaps.Contains(mesh)) + m_MissingLightmaps.Add(mesh); + } + else + { + if (m_MissingLightmaps.Contains(mesh)) + m_MissingLightmaps.Remove(mesh); + } + + Repaint(); + } + + string GetMissingLightmapText() + { + var count = m_MissingLightmaps.Count; + + if (count < 2) + return "There is 1 mesh missing Lightmap UVs in the open scenes."; + + return "There are " + m_MissingLightmaps.Count + " meshes missing Lightmap UVs in the open scenes."; + } + + static bool IsMissingLightmaps(ProBuilderMesh mesh) + { + return mesh.gameObject.HasStaticFlag(StaticEditorFlags.ContributeGI) && !mesh.HasArrays(MeshArrays.Lightmap); + } + + static List FindMissingLightmaps() + { + return EditorUtility.FindObjectsByType().Where(IsMissingLightmaps).ToList(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LightmapUVEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LightmapUVEditor.cs.meta new file mode 100644 index 0000000..366dc6b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LightmapUVEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b38e0917ff1e4a54292a5137af265542 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Lightmapping.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Lightmapping.cs new file mode 100644 index 0000000..fb06e09 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Lightmapping.cs @@ -0,0 +1,262 @@ +using UnityEditor; +using UnityEngine; +using System.Linq; +using System.Collections.Generic; +using UnityEngine.ProBuilder; +using UL = UnityEditor.Lightmapping; +using UnityEditor.SettingsManagement; + +namespace UnityEditor.ProBuilder +{ + /// + /// Methods used in manipulating or creating Lightmaps. + /// + [InitializeOnLoad] + static class Lightmapping + { + const StaticEditorFlags k_ContributeGI = StaticEditorFlags.ContributeGI; + + const string k_StaticEditorFlagsProperty = "m_StaticEditorFlags"; + + [UserSetting("General", "Auto Lightmap UVs", "Automatically build the lightmap UV array when editing ProBuilder meshes. If this feature is disabled, you will need to use the 'Generate UV2' action to build lightmap UVs for meshes prior to baking lightmaps.")] + static Pref s_AutoUnwrapLightmapUV = new Pref("lightmapping.autoUnwrapLightmapUV", true); + + [UserSetting("General", "Show Missing Lightmap UVs Warning", "Enable or disable a warning log if lightmaps are baked while ProBuilder shapes are missing a valid UV2 channel.")] + static Pref s_ShowMissingLightmapUVWarning = new Pref("lightmapping.showMissingLightmapWarning", true, SettingsScope.User); + + [UserSetting] + internal static Pref s_UnwrapParameters = new Pref("lightmapping.defaultLightmapUnwrapParameters", new UnwrapParameters()); +#pragma warning disable 618 + static Pref s_GiWorkflowMode = new Pref("lightmapping.giWorkflowMode", UL.GIWorkflowMode.Iterative, SettingsScope.User); +#pragma warning restore 618 + static class Styles + { + public static readonly GUIContent hardAngle = new GUIContent("Hard Angle", "Angle between neighbor triangles that will generate seam."); + public static readonly GUIContent packMargin = new GUIContent("Pack Margin", "Measured in pixels, assuming mesh will cover an entire 1024x1024 lightmap."); + public static readonly GUIContent angleError = new GUIContent("Angle Error", "Measured in percents. Angle error measures deviation of UV angles from geometry angles."); + public static readonly GUIContent areaError = new GUIContent("Area Error", ""); + + static bool s_Initialized; + public static GUIStyle s_MiniButton; + public static GUIStyle miniButton { get { Init(); return s_MiniButton; } } + public static bool unwrapSettingsFoldout; + + public static void Init() + { + if (s_Initialized) + return; + + s_Initialized = true; + + s_MiniButton = new GUIStyle(GUI.skin.button); + s_MiniButton.stretchHeight = false; + s_MiniButton.stretchWidth = false; + s_MiniButton.padding = new RectOffset(6, 6, 3, 3); + s_MiniButton.margin = new RectOffset(4, 4, 4, 0); + } + +#if UNITY_EDITOR + internal static void Reset() + { + s_Initialized = false; + unwrapSettingsFoldout = false; + } +#endif + } + + [UserSettingBlock("Mesh Settings")] + static void UnwrapSettingDefaults(string searchContext) + { + Styles.Init(); + var isSearching = !string.IsNullOrEmpty(searchContext); + + if (!isSearching) + Styles.unwrapSettingsFoldout = EditorGUILayout.Foldout(Styles.unwrapSettingsFoldout, "Lightmap UVs Settings"); + + if (isSearching || Styles.unwrapSettingsFoldout) + { + EditorGUI.BeginChangeCheck(); + + var unwrap = (UnwrapParameters)s_UnwrapParameters; + + using (new SettingsGUILayout.IndentedGroup()) + { + unwrap.hardAngle = SettingsGUILayout.SearchableSlider(Styles.hardAngle, unwrap.hardAngle, 1f, 180f, searchContext); + unwrap.packMargin = SettingsGUILayout.SearchableSlider(Styles.packMargin, unwrap.packMargin, 1f, 64f, searchContext); + unwrap.angleError = SettingsGUILayout.SearchableSlider(Styles.angleError, unwrap.angleError, 1f, 75f, searchContext); + unwrap.areaError = SettingsGUILayout.SearchableSlider(Styles.areaError, unwrap.areaError, 1f, 75f, searchContext); + + if (!isSearching) + { + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + if (GUILayout.Button("Reset", Styles.miniButton)) + unwrap.Reset(); + GUILayout.EndHorizontal(); + } + } + + SettingsGUILayout.DoResetContextMenuForLastRect(s_UnwrapParameters); + + if (EditorGUI.EndChangeCheck()) + s_UnwrapParameters.value = unwrap; + } + } + + public static bool autoUnwrapLightmapUV + { + get { return (bool)s_AutoUnwrapLightmapUV; } + set { s_AutoUnwrapLightmapUV.value = value; } + } + + static Lightmapping() + { + UL.bakeCompleted += OnLightmappingCompleted; + Undo.postprocessModifications += PostprocessModifications; + } + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + Styles.Reset(); + } + + /// + /// Toggles the LightmapStatic bit of an objects Static flags. + /// + /// + /// + public static void SetLightmapStaticFlagEnabled(ProBuilderMesh pb, bool isEnabled) + { + Entity ent = pb.GetComponent(); + + if (ent != null && ent.entityType == EntityType.Detail) + { + StaticEditorFlags flags = GameObjectUtility.GetStaticEditorFlags(pb.gameObject); + + if (isEnabled != (flags & k_ContributeGI) > 0) + { + flags ^= k_ContributeGI; + GameObjectUtility.SetStaticEditorFlags(pb.gameObject, flags); + } + } + } + + static UndoPropertyModification[] PostprocessModifications(UndoPropertyModification[] modifications) + { + if (!autoUnwrapLightmapUV) + return modifications; + + foreach (var modification in modifications) + { + string property = modification.currentValue == null ? null : modification.currentValue.propertyPath; + + if (string.IsNullOrEmpty(property) + || !property.Equals(k_StaticEditorFlagsProperty) + || string.IsNullOrEmpty(modification.currentValue.value)) + continue; + + var staticFlags = uint.Parse(modification.currentValue.value); + var lightmapStatic = (staticFlags & (uint) k_ContributeGI) != 0; + + if (lightmapStatic) + { + var gameObject = modification.currentValue.target as GameObject; + + if (gameObject != null && gameObject.TryGetComponent(out var mesh)) + { + mesh.Optimize(); + } + } + } + + return modifications; + } + + static void OnLightmappingCompleted() + { + if (!s_ShowMissingLightmapUVWarning) + return; + + var missingUv2 = EditorUtility.FindObjectsByType().Where(x => !x.HasArrays(MeshArrays.Lightmap) && x.gameObject.HasStaticFlag(k_ContributeGI)); + + int count = missingUv2.Count(); + + if (count > 0) + Log.Warning("{0} ProBuilder {1} included in lightmap bake with missing UV2. " + + "Use \"Tools > ProBuilder > Editors > Open Lightmap UV Editor\" to find and generate missing UVs." + + "\nYou can turn off this warning in Preferences/ProBuilder.", + count, count == 1 ? "mesh" : "meshes"); + } + + /// + /// Build Lightmap UVs for each mesh in the selection that is missing the UV2 array. + /// + /// + /// + public static int RebuildMissingLightmapUVs(IEnumerable selection, bool showProgressBar = false) + { + int count = 0; + float total = selection.Count(x => x.gameObject.HasStaticFlag(k_ContributeGI) && !x.HasArrays(MeshArrays.Lightmap)); + + foreach (var mesh in selection) + { + if (!mesh.gameObject.HasStaticFlag(k_ContributeGI) || mesh.HasArrays(MeshArrays.Texture1)) + continue; + + if (showProgressBar) + { + if (UnityEditor.EditorUtility.DisplayCancelableProgressBar("Generate Lightmap UVs", "Unwrapping UVs for mesh: " + mesh.name, count / total)) + break; + } + + count++; + mesh.Optimize(true); + } + + UnityEditor.EditorUtility.ClearProgressBar(); + + return count; + } + + /** + * Get the UnwrapParam values from a pb_UnwrapParameters object. + * Not in pb_UnwrapParameters because UnwrapParam is an Editor class. + */ + public static UnwrapParam GetUnwrapParam(UnwrapParameters parameters) + { + UnwrapParam param = new UnwrapParam(); + + if (parameters != null) + { + param.angleError = Mathf.Clamp(parameters.angleError, 1f, 75f) * .01f; + param.areaError = Mathf.Clamp(parameters.areaError , 1f, 75f) * .01f; + param.hardAngle = Mathf.Clamp(parameters.hardAngle , 0f, 180f); + param.packMargin = Mathf.Clamp(parameters.packMargin, 1f, 64) * .001f; + } + else + { + param.angleError = Mathf.Clamp(UnwrapParameters.k_AngleError, 1f, 75f) * .01f; + param.areaError = Mathf.Clamp(UnwrapParameters.k_AreaError , 1f, 75f) * .01f; + param.hardAngle = Mathf.Clamp(UnwrapParameters.k_HardAngle , 0f, 180f); + param.packMargin = Mathf.Clamp(UnwrapParameters.k_PackMargin, 1f, 64) * .001f; + } + + return param; + } +#pragma warning disable 618 + internal static void PushGIWorkflowMode() + { + s_GiWorkflowMode.SetValue(UL.giWorkflowMode, true); + + if (UL.giWorkflowMode != UL.GIWorkflowMode.Legacy) + UL.giWorkflowMode = UL.GIWorkflowMode.OnDemand; + } + + internal static void PopGIWorkflowMode() + { + UL.giWorkflowMode = s_GiWorkflowMode; + } +#pragma warning restore 618 + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Lightmapping.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Lightmapping.cs.meta new file mode 100644 index 0000000..5d188f1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Lightmapping.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a0ae93cadae49f8488c27d0d40da0e99 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LogEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LogEditor.cs new file mode 100644 index 0000000..2ce385e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LogEditor.cs @@ -0,0 +1,131 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder.UI; +using UnityEngine; +using UnityEditor; + +namespace UnityEditor.ProBuilder +{ + /// + /// Initialize Log preferences here because Log does not have access to preference values. + /// + [InitializeOnLoad] + static class LogPreferences + { + static LogPreferences() + { + SetLogPreferences(); + } + + internal static void SetLogPreferences() + { + EditorApplication.delayCall += () => + { + Log.SetLogLevel(LogEditor.s_LogLevel); + Log.SetOutput(LogEditor.s_LogOutput); + Log.SetLogFile(LogEditor.s_LogPath); + }; + } + } + + /// + /// Manage settings for pb_Log. + /// + sealed class LogEditor : EditorWindow + { + internal static Pref s_LogLevel = new Pref("log.level", LogLevel.Default); + internal static Pref s_LogOutput = new Pref("log.output", LogOutput.Console); + internal static Pref s_LogPath = new Pref("log.path", Log.k_ProBuilderLogFileName); + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Debug/Log Preferences")] + static void MenuInit() + { + GetWindow(true, "Log Preferences", true); + } + + static GUIContent[] gc_output = new GUIContent[] + { + new GUIContent("Console"), + new GUIContent("File") + }; + + static GUIContent[] gc_level = new GUIContent[] + { + new GUIContent("Error"), + new GUIContent("Warning"), + new GUIContent("Info"), + new GUIContent("Debug"), + new GUIContent("All") + }; + + void OnGUI() + { + GUILayout.Label("Log Output", EditorStyles.boldLabel); + + EditorGUI.BeginChangeCheck(); + s_LogOutput.value = (LogOutput)global::UnityEditor.ProBuilder.UI.EditorGUILayout.FlagToolbar((int)s_LogOutput.value, gc_output); + if (EditorGUI.EndChangeCheck()) + { + ProBuilderSettings.Save(); + LogPreferences.SetLogPreferences(); + } + + GUI.enabled = (s_LogOutput & LogOutput.File) > 0; + + GUILayout.BeginHorizontal(); + GUILayout.Label("Log Path"); + GUILayout.FlexibleSpace(); + if (GUILayout.Button("...", EditorStyles.miniButton)) + { + string dir = UnityEditor.EditorUtility.OpenFolderPanel("ProBuilder Log Directory", "", ""); + + if (!string.IsNullOrEmpty(dir) && Directory.Exists(dir)) + { + s_LogPath.value = string.Format("{0}/{1}", dir, Log.k_ProBuilderLogFileName); + + try + { + Uri directoryUri = new Uri(dir); + Uri fileUri = new Uri(s_LogPath); + string relativePath = directoryUri.MakeRelativeUri(fileUri).ToString(); + if (!string.IsNullOrEmpty(relativePath)) + s_LogPath.value = relativePath; + } + catch {} + + ProBuilderSettings.Save(); + Log.SetLogFile(s_LogPath); + } + } + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + GUI.enabled = false; + EditorGUILayout.LabelField(s_LogPath); + GUI.enabled = true; + GUILayout.FlexibleSpace(); + if (GUILayout.Button("Open", EditorStyles.miniButton)) + UnityEditor.EditorUtility.OpenWithDefaultApp(s_LogPath); + GUILayout.EndHorizontal(); + + GUILayout.Label("Chatty-ness", EditorStyles.boldLabel); + + EditorGUI.BeginChangeCheck(); + s_LogLevel.value = (LogLevel)global::UnityEditor.ProBuilder.UI.EditorGUILayout.FlagToolbar((int)s_LogLevel.value, gc_level, false, true); + if (EditorGUI.EndChangeCheck()) + { + ProBuilderSettings.Save(); + Log.SetLogLevel(s_LogLevel); + } + + GUILayout.FlexibleSpace(); + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + if (GUILayout.Button("Clear Log File", EditorStyles.miniButton)) + Log.ClearLogFile(); + GUILayout.EndHorizontal(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LogEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LogEditor.cs.meta new file mode 100644 index 0000000..20573df --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/LogEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bb7d601e6d679aa4dbd856d20dda3f74 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialEditor.cs new file mode 100644 index 0000000..e18dc37 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialEditor.cs @@ -0,0 +1,426 @@ +#pragma warning disable 0618 + +using UnityEngine; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.ShortcutManagement; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using System; + +namespace UnityEditor.ProBuilder +{ + /// + /// Assign materials to faces and objects. + /// + sealed class MaterialEditor : ConfigurableWindow + { + class MaterialShortcutContext : IShortcutContext + { + public bool active + => EditorWindow.focusedWindow is SceneView + && instance != null && MeshSelection.selectedObjectCount > 0 + && instance.m_QueuedMaterial.value != null; + } + + // Reference to pb_Editor instance. + static ProBuilderEditor editor { get { return ProBuilderEditor.instance; } } + + // Reference to the currently open pb_Material_Editor + public static MaterialEditor instance { get; private set; } + + const string k_QuickMaterialPath = "Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Quick Material"; + + [MenuItem(k_QuickMaterialPath, true, PreferenceKeys.menuMaterialColors)] + public static bool VerifyQuickMaterialAction() + { + return ProBuilderEditor.instance != null && MeshSelection.selectedObjectCount > 0 && instance != null && instance.m_QueuedMaterial.value != null; + } + + [MenuItem(k_QuickMaterialPath, false, PreferenceKeys.menuMaterialColors)] + public static void ApplyQuickMaterial() + { + ApplyMaterial(MeshSelection.topInternal, instance.m_QueuedMaterial.value); + } + + [Shortcut("ProBuilder/Apply Quick Material", typeof(MaterialShortcutContext), KeyCode.Mouse2, defaultShortcutModifiers: ShortcutModifiers.Shift | ShortcutModifiers.Control)] + public static void ApplyQuickMaterialShortcut() + { + ApplyMaterial(MeshSelection.topInternal, instance.m_QueuedMaterial.value); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 1", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 2", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 3", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 4", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 5", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 6", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 7", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 8", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 9", true, PreferenceKeys.menuMaterialColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 10", true, PreferenceKeys.menuMaterialColors)] + public static bool VerifyMaterialAction() + { + return ProBuilderEditor.instance != null && MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 1", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial0() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[0]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 2", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial1() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[1]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 3", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial2() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[2]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 4", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial3() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[3]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 5", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial4() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[4]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 6", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial5() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[5]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 7", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial6() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[6]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 8", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial7() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[7]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 9", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial8() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[8]); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset 10", false, PreferenceKeys.menuMaterialColors)] + public static void ApplyMaterial9() + { + ApplyMaterial(MeshSelection.topInternal, CurrentPalette[9]); + } + + // Path to the required default material palette. If not valid material palettes are + // found a new one will be created with this path (relative to ProBuilder folder). + static Pref s_MaterialPalettePath = new Pref("editor.materialPalettePath", FileUtility.GetLocalDataDirectory() + "/Default Material Palette.asset"); + + // The currently loaded material palette asset. + static MaterialPalette s_CurrentPalette = null; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_CurrentPalette = null; + instance?.RefreshAvailablePalettes(); + } + + // The user set "quick material" + Pref m_QueuedMaterial = new Pref("materialEditor.quickMaterial", null, SettingsScope.User); + + // Custom style for material row background + GUIStyle m_RowBackgroundStyle; + + // The view scroll position. + Vector2 m_ViewScroll = Vector2.zero; + + // All available material palettes + MaterialPalette[] m_AvailablePalettes = null; + + // List of string names for all available palettes (plus one entry for 'Add New') + string[] m_AvailablePalettes_Str = null; + + // The index of the currently loaded material palette in m_AvailablePalettes + int m_CurrentPaletteIndex = 0; + + MaterialShortcutContext m_ShortcutContext; + + /// + /// The currently loaded material palette, or a default. + /// + public static MaterialPalette CurrentPalette + { + get + { + if (s_CurrentPalette == null) + { + // Attempt to load the last user-set material palette + s_CurrentPalette = AssetDatabase.LoadAssetAtPath(s_MaterialPalettePath); + + // If not set (or deleted), fall back on default + if (s_CurrentPalette != null) + return s_CurrentPalette; + + // No dice - iterate any other pb_MaterialPalette objects in the project (favoring first found) + s_CurrentPalette = FileUtility.FindAssetOfType(); + + if (s_CurrentPalette != null) + return s_CurrentPalette; + + // If no existing pb_MaterialPalette objects in project create a new one + s_CurrentPalette = FileUtility.LoadRequired(s_MaterialPalettePath); + } + return s_CurrentPalette; + } + } + + public static void MenuOpenMaterialEditor() + { + GetWindow("Material Editor"); + } + + void OnEnable() + { + instance = this; + this.autoRepaintOnSceneChange = true; + this.minSize = new Vector2(236, 250); + m_RowBackgroundStyle = new GUIStyle(); + m_RowBackgroundStyle.normal.background = EditorGUIUtility.whiteTexture; + s_CurrentPalette = null; + RefreshAvailablePalettes(); + + ShortcutManager.RegisterContext(m_ShortcutContext ??= new MaterialShortcutContext()); + } + + void OnDisable() + { + ShortcutManager.UnregisterContext(m_ShortcutContext); + instance = null; + } + + void OnGUI() + { + DoContextMenu(); + + GUILayout.Label("Quick Material", EditorStyles.boldLabel); + Rect r = GUILayoutUtility.GetLastRect(); + int left = (int)position.width - 68; + + GUILayout.BeginHorizontal(GUILayout.MaxWidth(position.width - 74), GUILayout.MinHeight(64)); + GUILayout.BeginVertical(); + + GUILayout.BeginHorizontal(); + m_QueuedMaterial.value = (Material)EditorGUILayout.ObjectField(m_QueuedMaterial.value, typeof(Material), true); + + GUILayout.Space(2); + + GUI.enabled = editor != null && MeshSelection.selectedFaceCount > 0; + if (GUILayout.Button("Match Selection", GUILayout.MaxWidth(120))) + { + m_QueuedMaterial.SetValue(EditorMaterialUtility.GetActiveSelection()); + } + GUI.enabled = true; + GUILayout.EndHorizontal(); + + var quickMaterialShortcut = string.Empty; + try + { + quickMaterialShortcut = ShortcutManager.instance.GetShortcutBinding("Main Menu/" + k_QuickMaterialPath).ToString(); + } + catch (Exception) + { + // Do nothing. + } + + var quickMaterialButtonLabel = string.IsNullOrEmpty(quickMaterialShortcut) ? "Apply" : $"Apply ({quickMaterialShortcut})"; + if (GUILayout.Button(quickMaterialButtonLabel)) + ApplyMaterial(MeshSelection.topInternal, m_QueuedMaterial.value); + + GUILayout.EndVertical(); + + GUI.Box(new Rect(left, r.y + r.height + 2, 64, 64), ""); + + var previewTexture = EditorMaterialUtility.GetPreviewTexture(m_QueuedMaterial.value); + + if (previewTexture != null) + { + GUI.Label(new Rect(left + 2, r.y + r.height + 4, 60, 60), previewTexture); + } + else + { + GUI.Box(new Rect(left + 2, r.y + r.height + 4, 60, 60), ""); + GUI.Label(new Rect(left + 2, r.height + 28, 120, 32), "None\n(Texture)"); + } + + GUILayout.EndHorizontal(); + + GUILayout.Space(4); + + GUI.backgroundColor = PreferenceKeys.proBuilderDarkGray; + UI.EditorGUIUtility.DrawSeparator(2); + GUI.backgroundColor = Color.white; + + GUILayout.Label("Material Palette", EditorStyles.boldLabel); + + EditorGUI.BeginChangeCheck(); + + m_CurrentPaletteIndex = EditorGUILayout.Popup("", m_CurrentPaletteIndex, m_AvailablePalettes_Str); + + if (EditorGUI.EndChangeCheck()) + { + MaterialPalette newPalette = null; + + // Add a new material palette + if (m_CurrentPaletteIndex >= m_AvailablePalettes.Length) + { + string path = AssetDatabase.GenerateUniqueAssetPath("Assets/Material Palette.asset"); + newPalette = FileUtility.LoadRequired(path); + EditorGUIUtility.PingObject(newPalette); + } + else + { + newPalette = m_AvailablePalettes[m_CurrentPaletteIndex]; + } + + SetMaterialPalette(newPalette); + } + + EditorGUI.BeginChangeCheck(); + s_CurrentPalette = (MaterialPalette)EditorGUILayout.ObjectField(s_CurrentPalette, typeof(MaterialPalette), false); + if (EditorGUI.EndChangeCheck()) + SetMaterialPalette(s_CurrentPalette); + + GUILayout.Space(4); + + Material[] materials = CurrentPalette; + + m_ViewScroll = GUILayout.BeginScrollView(m_ViewScroll); + + for (int i = 0; i < materials.Length; i++) + { + if (i == 10) + { + GUILayout.Space(2); + GUI.backgroundColor = PreferenceKeys.proBuilderLightGray; + UI.EditorGUIUtility.DrawSeparator(1); + GUI.backgroundColor = Color.white; + GUILayout.Space(2); + } + + GUILayout.BeginHorizontal(); + if (i < 10) + { + var applyMaterialPresetShortcut = string.Empty; + try + { + var shortcutPath = "Main Menu/Tools/" + PreferenceKeys.pluginTitle + "/Materials/Apply Material Preset " + (i + 1); + applyMaterialPresetShortcut = ShortcutManager.instance.GetShortcutBinding(shortcutPath).ToString(); + } + catch (Exception) + { + // Do nothing. + } + + var applyMaterialPresetButtonLabel = string.IsNullOrEmpty(applyMaterialPresetShortcut) + ? $"Apply {i}" + : $"Apply {i} ({applyMaterialPresetShortcut})"; + if (GUILayout.Button(applyMaterialPresetButtonLabel, EditorStyles.miniButton, GUILayout.MinWidth(50), GUILayout.MaxWidth(150))) + ApplyMaterial(MeshSelection.topInternal, materials[i]); + } + else + { + if (GUILayout.Button("Apply", EditorStyles.miniButtonLeft, GUILayout.MaxWidth(44))) + ApplyMaterial(MeshSelection.topInternal, materials[i]); + + GUI.backgroundColor = Color.red; + if (GUILayout.Button("", EditorStyles.miniButtonRight, GUILayout.MaxWidth(14))) + { + Material[] temp = new Material[materials.Length - 1]; + System.Array.Copy(materials, 0, temp, 0, materials.Length - 1); + materials = temp; + SaveUserMaterials(materials); + + GUIUtility.ExitGUI(); + return; + } + GUI.backgroundColor = Color.white; + } + + EditorGUI.BeginChangeCheck(); + materials[i] = (Material)EditorGUILayout.ObjectField(materials[i], typeof(Material), false); + if (EditorGUI.EndChangeCheck()) + SaveUserMaterials(materials); + + GUILayout.EndHorizontal(); + } + + + if (GUILayout.Button("Add")) + { + Material[] temp = new Material[materials.Length + 1]; + System.Array.Copy(materials, 0, temp, 0, materials.Length); + materials = temp; + SaveUserMaterials(materials); + } + + GUILayout.EndScrollView(); + } + + static void ApplyMaterial(IEnumerable selection, Material mat) + { + if (mat == null) + return; + + UndoUtility.RecordComponents(selection, "Set Material"); + + foreach (var mesh in selection) + { + var applyPerFace = ProBuilderEditor.instance != null && ProBuilderEditor.selectMode.ContainsFlag(SelectMode.Face) && mesh.faceCount > 0; + mesh.SetMaterial(applyPerFace ? mesh.GetSelectedFaces() : mesh.facesInternal, mat); + InternalMeshUtility.FilterUnusedSubmeshIndexes(mesh); + mesh.Rebuild(); + mesh.Optimize(); + } + + if (ProBuilderEditor.instance != null && MeshSelection.selectedFaceCount > 0) + EditorUtility.ShowNotification("Set Material\n" + mat.name); + } + + static void SaveUserMaterials(Material[] materials) + { + s_CurrentPalette.array = materials; + UnityEditor.EditorUtility.SetDirty(s_CurrentPalette); + AssetDatabase.SaveAssets(); + } + + void SetMaterialPalette(MaterialPalette palette) + { + s_CurrentPalette = palette; + RefreshAvailablePalettes(); + } + + void RefreshAvailablePalettes() + { + MaterialPalette cur = CurrentPalette; + m_AvailablePalettes = FileUtility.FindAndLoadAssets(); + m_AvailablePalettes_Str = m_AvailablePalettes.Select(x => x.name).ToArray(); + ArrayUtility.Add(ref m_AvailablePalettes_Str, string.Empty); + ArrayUtility.Add(ref m_AvailablePalettes_Str, "New Material Palette..."); + m_CurrentPaletteIndex = System.Array.IndexOf(m_AvailablePalettes, cur); + s_MaterialPalettePath.SetValue(AssetDatabase.GetAssetPath(cur), true); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialEditor.cs.meta new file mode 100644 index 0000000..ef452d3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9be09300178708d4aaa608eed9697f1c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialPalette.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialPalette.cs new file mode 100644 index 0000000..5e67e48 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialPalette.cs @@ -0,0 +1,70 @@ +using UnityEngine; +using UnityEditor; +using System.Linq; +using System.Collections; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// A serializable object that stores an array of materials. Used by MaterialEditor. + /// + /// + /// + sealed class MaterialPalette : ScriptableObject, IHasDefault + { + [MenuItem("Assets/Create/Material Palette", true)] + static bool VerifyCreateMaterialPalette() + { + // This hangs on large projects + // Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets).Length > 0; + return true; + } + + [MenuItem("Assets/Create/Material Palette")] + static void CreateMaterialPalette() + { + string path = FileUtility.GetSelectedDirectory() + "/Material Palette.asset"; + + // Only generate unique path if it already exists - otherwise GenerateAssetUniquePath can return empty string + // in event of path existing in a directory that is not yet created. + if (FileUtility.Exists(path)) + path = AssetDatabase.GenerateUniqueAssetPath(path); + + MaterialPalette newPalette = FileUtility.LoadRequired(path); + newPalette.array = Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets).Cast().ToArray(); + UnityEditor.EditorUtility.SetDirty(newPalette); + EditorGUIUtility.PingObject(newPalette); + } + + public Material[] array; + + public static implicit operator Material[](MaterialPalette materialArray) + { + return materialArray.array; + } + + public Material this[int i] + { + get { return array[i]; } + set { array[i] = value; } + } + + public void SetDefaultValues() + { + array = new Material[10] + { + BuiltinMaterials.defaultMaterial, + null, + null, + null, + null, + null, + null, + null, + null, + null + }; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialPalette.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialPalette.cs.meta new file mode 100644 index 0000000..e75a6c7 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MaterialPalette.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f1ca63a91b17724bbd99c8fa67e0180 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuAction.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuAction.cs new file mode 100644 index 0000000..543cc90 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuAction.cs @@ -0,0 +1,352 @@ +// #define GENERATE_DESATURATED_ICONS + +using System; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.UIElements; + +namespace UnityEditor.ProBuilder +{ + /// + /// Base class for any action that appears on the ProBuilder toolbar. + /// + public abstract class MenuAction + { + /// + /// Determines whether the menu item is visible, and if visible, whether it is enabled. + /// + [Flags] + public enum MenuActionState + { + /// + /// The button is not visible in the toolbar. + /// + Hidden = 0x0, + /// + /// The button is visible in the toolbar. + /// + Visible = 0x1, + /// + /// The button (and by proxy, the action it performs) are valid given the current selection. + /// + Enabled = 0x2, + /// + /// Button and action are both visible in the toolbar and valid given the current selection. + /// + VisibleAndEnabled = 0x3 + }; + + /// + /// Path to the ProBuilder menu category. + /// + /// + /// Use this where you wish to add a top level menu item. + /// + internal const string probuilderMenuPath = "Tools/ProBuilder/"; + + /// + /// The unicode character for the control key symbol on Windows, or command key on macOS. + /// + internal const char keyCommandSuper = PreferenceKeys.CMD_SUPER; + + /// + /// The unicode character for the shift key symbol. + /// + internal const char keyCommandShift = PreferenceKeys.CMD_SHIFT; + + /// + /// The unicode character for the option key symbol on macOS. + /// + /// + internal const char keyCommandOption = PreferenceKeys.CMD_OPTION; + + /// + /// The unicode character for the alt key symbol on Windows. + /// + internal const char keyCommandAlt = PreferenceKeys.CMD_ALT; + + /// + /// The unicode character for the delete key symbol. + /// + internal const char keyCommandDelete = PreferenceKeys.CMD_DELETE; + + /// + /// Invoked when the user selects an action to perform from the toolbar. + /// + public static Action onPerformAction; + + /// + /// Creates a new button on the [ProBuilder toolbar](../manual/toolbar.html) in the Editor. + /// + protected MenuAction(){} + + /// + /// Compare two menu items precedence by their category and priority modifier. + /// + /// + /// + /// + internal static int CompareActionsByGroupAndPriority(MenuAction left, MenuAction right) + { + if (left == null) + { + if (right == null) + return 0; + + return -1; + } + + if (right == null) + return 1; + + int l = (int)left.group, r = (int)right.group; + + if (l < r) + return -1; + if (l > r) + return 1; + + int lp = left.toolbarPriority < 0 ? int.MaxValue : left.toolbarPriority, + rp = right.toolbarPriority < 0 ? int.MaxValue : right.toolbarPriority; + + return lp.CompareTo(rp); + } + + /// + /// Gets the category assigned to this action. + /// + public abstract ToolbarGroup group { get; } + + /// + /// Gets the value to optionally influence where this menu item appears in the toolbar. + /// The default value is -1 (no preference). + /// + /// + /// 0 is first, 1 is second, -1 is no preference. + /// + public virtual int toolbarPriority { get { return -1; } } + + /// + /// Gets the icon to display in the Context Menu for this action. + /// + public abstract Texture2D icon { get; } + + /// + /// Gets the local path of the icon to display in the Context Menu for this action. + /// + public abstract string iconPath { get; } + + /// + /// Gets the contents of the tooltip to display for this menu action. + /// + public abstract TooltipContent tooltip { get; } + + /// + /// Gets the override title for this action to display on the toolbar button. + /// + /// + /// If you don't implement this property, toolbar button displays the tooltip title. + /// + public virtual string menuTitle { get { return tooltip.title; } } + + /// + /// This should be true for actions that have settings that can be changed, allowing the user + /// to preview and confirm their changes. For actions that have no settings, this needs to + /// be overridden to return false. + /// + protected internal virtual bool hasFileMenuEntry { get { return true; } } + + /// + /// Gets a flag that indicates both the visibility and enabled state of an action + /// to determine whether the current mode and selection is valid for it. + /// + /// Flag indicating current state of the MenuItem. + public MenuActionState menuActionState + { + get + { + if (hidden) + return MenuActionState.Hidden; + if (enabled) + return MenuActionState.VisibleAndEnabled; + return MenuActionState.Visible; + } + } + + /// + /// Gets the SelectMode states where this action applies. This drives the property unless you override it. + /// + public virtual SelectMode validSelectModes + { + get { return SelectMode.Any; } + } + + /// + /// Gets whether or not the action is valid given the current selection. + /// + /// True if this action is valid with the current selection and mode. + /// + /// + public virtual bool enabled + { + get + {; + var b1 = ProBuilderEditor.selectMode.ContainsFlag(validSelectModes); + var b2 = !ProBuilderEditor.selectMode.ContainsFlag(SelectMode.InputTool); + return b1 && b2; + } + } + + /// + /// Gets whether this action is visible in the ProBuilder toolbar. + /// + /// True if this action appears in the toolbar with the current mode and settings; false otherwise. + /// + /// This returns false by default. + /// + public virtual bool hidden + { + get { return !ProBuilderEditor.selectMode.ContainsFlag(validSelectModes); } + } + + /// + /// Gets a flag that indicates whether the action implements extra options. If it does, it must also + /// implement so that an options indicator appears for this action button. + /// + protected virtual MenuActionState optionsMenuState + { + get { return MenuActionState.Hidden; } + } + + internal bool optionsVisible => optionsMenuState != MenuActionState.Hidden; + internal bool optionsEnabled => optionsMenuState == MenuActionState.VisibleAndEnabled; + + /// + /// Adds a checkmark status to the MenuItem generated in the GenerateMenuItems.cs script. + /// + /// + internal virtual bool IsMenuItemChecked() => false; + + /// + /// Override the action automatically generated in the GenerateMenuItems.cs script. + /// + /// + internal virtual string GetMenuItemOverride() => ""; + + /// + /// Performs the action for this menu item. Use to implement the action. + /// Calling this method triggers the event. + /// + /// + /// Any new action classes that derive from this base class must also use the `PerformAction` method to register + /// the new action in the Undo call stack. + /// + /// A new ActionResult with a summary of the state of the action's success. + public ActionResult PerformAction() + { + if(onPerformAction != null) + onPerformAction(this); + var res = PerformActionImplementation(); + ContentsChanged(); + return res; + } + + /// + /// Performs the action for this menu item. Use this method to implement the action and then + /// use to call it. + /// + /// A new ActionResult with a summary of the state of the action's success. + protected abstract ActionResult PerformActionImplementation(); + + const string obsoleteDoActionMsg = "DoAction() has been replaced by PerformAction(), the implementation of the action should inherit from PerformActionImplementation(). (UnityUpgradable) -> PerformAction()"; + /// + /// Performs whatever action this menu item is supposed to do. + /// + /// A new ActionResult with a summary of the state of the action's success. + [Obsolete(obsoleteDoActionMsg, false)] + public ActionResult DoAction() => PerformAction(); + + /// + /// Performs the action for this menu item when in Text mode. + /// + protected virtual void DoAlternateAction() + { + MenuOption.Show(OnSettingsGUI, OnSettingsEnable, OnSettingsDisable); + } + + /// + /// Performs the action for this menu item when in Text mode. + /// + public void PerformAltAction() => DoAlternateAction(); + + /// + /// Replaces OnSettingsGUI for 2023.2 and newer to display settings in a SceneView overlay. + /// Creates a custom settings window for this action. Populate a root visual element in that method with + /// the settings content. + /// + /// A VisualElement containing settings content. + public virtual VisualElement CreateSettingsContent() + { + return null; + } + + /// + /// If extra handles or gizmos are needed during the action execution in the scene, implement them here. + /// + /// SceneView for which the DoSceneGUI method is called. + public virtual void DoSceneGUI(SceneView sceneView) {} + + /// + /// Implement the extra settings GUI for your action in this method. + /// + protected virtual void OnSettingsGUI() {} + + /// + /// Called when the settings window is opened. + /// + protected virtual void OnSettingsEnable() {} + + /// + /// Called when the settings window is closed. + /// + protected virtual void OnSettingsDisable() {} + + /// + /// Gets or sets whether the [Toolbar display mode](../manual/toolbar.html#toolbar-display-modes) + /// is set to Icon mode (true) or Text mode (false). + /// + protected bool iconMode { get; set; } + + /// + /// Draws the menu item for this action in Text mode. + /// + /// Optional array of layout options for this menu item. + /// True if successful; false otherwise. + [Obsolete] + protected bool DoAltButton(params GUILayoutOption[] options) + { + return false; + } + + /// + /// Raised when MenuAction contents change. + /// + public event Action changed; + + /// + /// Called during PerformAction. + /// Calling this method triggers the event. + /// + protected void ContentsChanged() => changed?.Invoke(); + + /// + /// Override to register to event callbacks. + /// + public virtual void RegisterChangedCallbacks() { } + + /// + /// Override to unregister from event callbacks. + /// + public virtual void UnregisterChangedCallbacks() { } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuAction.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuAction.cs.meta new file mode 100644 index 0000000..6e3dbe6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9264fc220d4aaf645b44e788499db0db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuItems.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuItems.cs new file mode 100644 index 0000000..050af0f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuItems.cs @@ -0,0 +1,102 @@ +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + static class MenuItems + { + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 1 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 2 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 3 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 4 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 5 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 6 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 7 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 8 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 9 ", true, + PreferenceKeys.menuVertexColors)] + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 0 �", true, + PreferenceKeys.menuVertexColors)] + public static bool VerifyApplyVertexColor() + { + return ProBuilderEditor.instance != null && MeshSelection.selectedVertexCount > 0; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 1 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset1() + { + VertexColorPalette.SetFaceColors(1); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 2 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset2() + { + VertexColorPalette.SetFaceColors(2); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 3 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset3() + { + VertexColorPalette.SetFaceColors(3); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 4 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset4() + { + VertexColorPalette.SetFaceColors(4); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 5 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset5() + { + VertexColorPalette.SetFaceColors(5); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 6 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset6() + { + VertexColorPalette.SetFaceColors(6); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 7 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset7() + { + VertexColorPalette.SetFaceColors(7); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 8 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset8() + { + VertexColorPalette.SetFaceColors(8); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 9 ", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset9() + { + VertexColorPalette.SetFaceColors(9); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Vertex Colors/Set Selected Faces to Preset 0 �", false, + PreferenceKeys.menuVertexColors)] + public static void MenuSetVertexColorPreset0() + { + VertexColorPalette.SetFaceColors(0); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuItems.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuItems.cs.meta new file mode 100644 index 0000000..c46139c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuItems.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 05147f3a976fb174d987bc71dc70dee2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuOption.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuOption.cs new file mode 100644 index 0000000..c1f7bbe --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuOption.cs @@ -0,0 +1,81 @@ +using UnityEngine; +using UnityEditor; +using System.Reflection; +using System.Linq; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// + /// Options menu window container. Do not instantiate this yourself, the toolbar will handle opening option windows. + /// + sealed class MenuOption : EditorWindow + { + System.Action onSettingsGUI = null; + System.Action onSettingsDisable = null; + + internal static MenuOption Show(System.Action onSettingsGUI, System.Action onSettingsEnable, System.Action onSettingsDisable) + { + MenuOption win = EditorWindow.GetWindow(true, "Options", true); + win.hideFlags = HideFlags.HideAndDontSave; + + if (win.onSettingsDisable != null) + win.onSettingsDisable(); + + if (onSettingsEnable != null) + onSettingsEnable(); + + win.onSettingsDisable = onSettingsDisable; + + win.onSettingsGUI = onSettingsGUI; + + win.Show(); + + return win; + } + + /// + /// Close any currently open option windows. + /// + public static void CloseAll() + { + foreach (MenuOption win in Resources.FindObjectsOfTypeAll()) + win.Close(); + } + + void OnEnable() + { + autoRepaintOnSceneChange = true; + } + + void OnDisable() + { + if (onSettingsDisable != null) + onSettingsDisable(); + } + + void OnSelectionChange() + { + Repaint(); + } + + void OnHierarchyChange() + { + Repaint(); + } + + void OnGUI() + { + if (onSettingsGUI != null) + { + onSettingsGUI(); + } + else if (Event.current.type == EventType.Repaint) + { + EditorApplication.delayCall += CloseAll; + GUIUtility.ExitGUI(); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuOption.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuOption.cs.meta new file mode 100644 index 0000000..fcbdcaf --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuOption.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b2832c5edf831bd45a81ea86f2f3c0db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuToolToggle.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuToolToggle.cs new file mode 100644 index 0000000..19c105b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuToolToggle.cs @@ -0,0 +1,41 @@ +using System; +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + /// + /// Base class from which any action that is represented in the ProBuilder toolbar inherits. + /// + /// + /// A MenuToolToggle is a special action that creates an instance and sets it as the active tool. + /// + public abstract class MenuToolToggle : MenuAction + { + /// + /// Holds a reference to the instance created by the action. + /// + protected EditorTool m_Tool; + + /// + /// Gets a reference to the instance created by the action. + /// + public EditorTool Tool => m_Tool; + + /// + protected override ActionResult PerformActionImplementation() + { + if(m_Tool == null) + return ActionResult.NoSelection; + + if(ToolManager.IsActiveTool(m_Tool)) + ToolManager.RestorePreviousTool(); + else + ToolManager.SetActiveTool(m_Tool); + + return ActionResult.Success; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuToolToggle.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuToolToggle.cs.meta new file mode 100644 index 0000000..2f5d730 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MenuToolToggle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 75ee05acc67ed8445b569a5aab0f3cc8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshAndElementSelection.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshAndElementSelection.cs new file mode 100644 index 0000000..11c7db6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshAndElementSelection.cs @@ -0,0 +1,297 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.ProBuilder; +using PHandleUtility = UnityEngine.ProBuilder.HandleUtility; + +namespace UnityEditor.ProBuilder +{ + /// + /// Represents the state of a ProBuilderMesh and it's selected elements. + /// + abstract class MeshAndElementSelection + { + ProBuilderMesh m_Mesh; + + List m_ElementGroups; + + public ProBuilderMesh mesh + { + get { return m_Mesh; } + } + + public List elementGroups + { + get { return m_ElementGroups; } + } + + public MeshAndElementSelection(ProBuilderMesh mesh, bool collectCoincidentIndices) + { + m_Mesh = mesh; + m_ElementGroups = ElementGroup.GetElementGroups(mesh, collectCoincidentIndices); + } + } + + class ElementGroup + { + List m_Indices; + Vector3 m_Position; + Quaternion m_Rotation; + + /// + /// The pivot of this selection in world space. + /// + public Vector3 position + { + get { return m_Position; } + } + + /// + /// The rotation of this element group in world space. + /// + public Quaternion rotation + { + get { return m_Rotation; } + } + + public IEnumerable indices + { + get { return m_Indices; } + } + + public ElementGroup(List indices, Vector3 pivot, Quaternion rotation) + { + m_Indices = indices; + m_Position = pivot; + m_Rotation = rotation; + } + + public static List GetElementGroups(ProBuilderMesh mesh, bool collectCoincident) + { + var groups = new List(); + var selectMode = ProBuilderEditor.selectMode; + + if (selectMode.ContainsFlag(SelectMode.Vertex | SelectMode.TextureVertex)) + { + foreach (var list in GetVertexSelectionGroups(mesh, collectCoincident)) + { + var pos = PHandleUtility.GetActiveElementPosition(mesh, list); + var rot = PHandleUtility.GetVertexRotation(mesh, HandleOrientation.ActiveElement, list); + groups.Add(new ElementGroup(list, pos, rot)); + } + } + else if (selectMode.ContainsFlag(SelectMode.Edge | SelectMode.TextureEdge)) + { + foreach (var list in GetEdgeSelectionGroups(mesh)) + { + var pos = PHandleUtility.GetActiveElementPosition(mesh, list); + var rot = PHandleUtility.GetEdgeRotation(mesh, HandleOrientation.ActiveElement, list); + + List indices; + + if (collectCoincident) + { + indices = new List(); + mesh.GetCoincidentVertices(list, indices); + } + else + { + indices = list.SelectMany(x => new int[] { x.a, x.b }).ToList(); + } + + groups.Add(new ElementGroup(indices, pos, rot)); + } + } + else if (selectMode.ContainsFlag(SelectMode.Face | SelectMode.TextureFace)) + { + foreach (var list in GetFaceSelectionGroups(mesh)) + { + var pos = PHandleUtility.GetActiveElementPosition(mesh, list); + var rot = PHandleUtility.GetFaceRotation(mesh, HandleOrientation.ActiveElement, list); + List indices; + + if (collectCoincident) + { + indices = new List(); + mesh.GetCoincidentVertices(list, indices); + } + else + { + indices = list.SelectMany(x => x.distinctIndexesInternal).ToList(); + } + + groups.Add(new ElementGroup(indices, pos, rot)); + } + } + + return groups; + } + + static IEnumerable> GetFaceSelectionGroups(ProBuilderMesh mesh) + { + var wings = WingedEdge.GetWingedEdges(mesh, mesh.selectedFacesInternal, true); + var filter = new HashSet(); + var groups = new List>(); + var groupIdx = -1; + var i = -1; + + foreach (var wing in wings) + { + var group = new List() {}; + CollectAdjacentFaces(wing, filter, group); + if (group.Count > 0) + { + i++; + // Make sure the last selected face is the last in the group + var idx = group.IndexOf(mesh.selectedFacesInternal[mesh.selectedFacesInternal.Length - 1]); + if (idx != -1 && idx < group.Count) + { + var item = group[idx]; + groupIdx = i; + group[idx] = group[group.Count - 1]; + group[group.Count - 1] = item; + } + groups.Add(group); + } + } + // Make sure the last selected face's group is the last in the groups + if (groupIdx != -1 && groupIdx < groups.Count) + { + var item = groups[groupIdx]; + groups[groupIdx] = groups[groups.Count - 1]; + groups[groups.Count - 1] = item; + } + + return groups; + } + + static IEnumerable> GetVertexSelectionGroups(ProBuilderMesh mesh, bool collectCoincident) + { + if (!collectCoincident) + return mesh.selectedIndexesInternal.Select(x => new List() { x }).ToList(); + + var shared = mesh.selectedSharedVertices; + + var groups = new List>(); + var groupIdx = -1; + var i = -1; + foreach (var index in shared) + { + var coincident = new List(); + mesh.GetCoincidentVertices(mesh.sharedVerticesInternal[index][0], coincident); + groups.Add(coincident); + i++; + // Make sure the last selected vertic is the last in the group + var idx = coincident.IndexOf(mesh.selectedIndexesInternal[mesh.selectedIndexesInternal.Length - 1]); + if (idx != -1 && idx < coincident.Count) + { + var item = coincident[idx]; + groupIdx = i; + coincident[idx] = coincident[coincident.Count - 1]; + coincident[coincident.Count - 1] = item; + } + } + + // Make sure the last selected vertic's group is the last in the groups + if (groupIdx != -1 && groupIdx < groups.Count) + { + var item = groups[groupIdx]; + groups[groupIdx] = groups[groups.Count - 1]; + groups[groups.Count - 1] = item; + } + + return groups; + } + + static IEnumerable> GetEdgeSelectionGroups(ProBuilderMesh mesh) + { + var edges = EdgeLookup.GetEdgeLookup(mesh.selectedEdgesInternal, mesh.sharedVertexLookup); + var groups = new List, List>>(); + + foreach (var edge in edges) + { + var foundMatch = false; + + foreach (var kvp in groups) + { + if (kvp.item1.Contains(edge.common.a) || kvp.item1.Contains(edge.common.b)) + { + kvp.item1.Add(edge.common.a); + kvp.item1.Add(edge.common.b); + kvp.item2.Add(edge.local); + foundMatch = true; + break; + } + } + + if (!foundMatch) + groups.Add(new SimpleTuple, List>( + new HashSet() { edge.common.a, edge.common.b }, + new List() { edge.local })); + } + + // collect overlapping groups (happens in cases where selection order begins as two separate groups but + // becomes one) + var res = new List>(); + var overlap = new HashSet(); + var j = -1; + var groupIdx = -1; + + for (int i = 0, c = groups.Count; i < c; i++) + { + if (overlap.Contains(i)) + continue; + + List grp = groups[i].item2; + + for (int n = i + 1; n < c; n++) + { + if (groups[i].item1.Overlaps(groups[n].item1)) + { + overlap.Add(n); + grp.AddRange(groups[n].item2); + } + } + j++; + // Make sure the last selected edge is the last in the group + var idx = grp.IndexOf(mesh.selectedEdgesInternal[mesh.selectedEdgesInternal.Length - 1]); + if (idx != -1 && idx < grp.Count) + { + var item = grp[idx]; + groupIdx = j; + grp[idx] = grp[grp.Count - 1]; + grp[grp.Count - 1] = item; + } + res.Add(grp); + } + + // Make sure the last selected edge's group is the last in the groups + if (groupIdx != -1 && groupIdx < res.Count) + { + var item = res[groupIdx]; + res[groupIdx] = res[res.Count - 1]; + res[res.Count - 1] = item; + } + + return res; + } + + static void CollectAdjacentFaces(WingedEdge wing, HashSet filter, List group) + { + if (!filter.Add(wing.face)) + return; + + group.Add(wing.face); + + var enumerator = new WingedEdgeEnumerator(wing); + + while (enumerator.MoveNext()) + { + var opposite = enumerator.Current.opposite; + if (opposite == null) + continue; + CollectAdjacentFaces(opposite, filter, group); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshAndElementSelection.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshAndElementSelection.cs.meta new file mode 100644 index 0000000..7046bed --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshAndElementSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d1266b9f3f7ac478b97ce34f935eadc3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshDebugTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshDebugTool.cs new file mode 100644 index 0000000..8a2ba0c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshDebugTool.cs @@ -0,0 +1,133 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor.EditorTools; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using Math = UnityEngine.ProBuilder.Math; + +namespace UnityEditor.ProBuilder +{ + class MeshDebugTool : EditorTool + { + [MenuItem("Tools/ProBuilder/Repair/Mesh Debug Tool", false, PreferenceKeys.menuRepair + 100)] + static void Init() => ToolManager.SetActiveTool(); + + ProBuilderMesh[] m_Meshes; + List[] m_Invalid; + + struct InvalidFaceInfo + { + public Vector3 position; + public int faceIndex; + public string problems; + } + + void OnEnable() + { + Selection.selectionChanged += UpdateSelection; + UpdateSelection(); + } + + void OnDisable() + { + Selection.selectionChanged -= UpdateSelection; + } + + void UpdateSelection() + { + m_Meshes = Selection.GetFiltered(SelectionMode.TopLevel); + m_Invalid = new List[m_Meshes.Length]; + + for (int i = 0, c = m_Meshes.Length; i < c; ++i) + { + m_Invalid[i] = new List(); + var faces = m_Meshes[i].facesInternal; + for (int n = 0, f = faces.Length; n < f; n++) + if (CheckFaceVertexAttributes(m_Meshes[i], faces[n], out var info)) + m_Invalid[i].Add(info); + } + } + + public override void OnToolGUI(EditorWindow window) + { + var evt = Event.current; + + DoSceneViewOverlay(); + + for(int i = 0, c = m_Meshes.Length; i < c; ++i) + { + using var matrix = new Handles.DrawingScope(m_Meshes[i].transform.localToWorldMatrix); + + foreach (var info in m_Invalid[i]) + { + Handles.DotHandleCap(0, info.position, Quaternion.identity, HandleUtility.GetHandleSize(info.position), evt.type); + Handles.ShowSceneViewLabel(info.position, EditorGUIUtility.TempContent(info.problems)); + } + } + } + + void DoSceneViewOverlay() + { + Handles.BeginGUI(); + GUILayout.Space(4); + GUILayout.BeginHorizontal(); + GUILayout.Space(4); + GUILayout.BeginVertical(EditorStyles.helpBox); + if (m_Meshes.Length > 0) + { + for (int i = 0, c = m_Meshes.Length; i < c; ++i) + { + GUILayout.BeginHorizontal(); + if (m_Invalid[i].Count > 0 && GUILayout.Button("Fix")) + { + MeshValidation.EnsureMeshIsValid(m_Meshes[i], out var removedVertexCount); + Debug.Log($"Successfully repaired {m_Meshes[i].name}. Removed {removedVertexCount} problem vertices."); + } + GUILayout.Label($"Mesh \"{m_Meshes[i].name}\" found {m_Invalid[i].Count} problems"); + GUILayout.EndHorizontal(); + } + } + else + { + GUILayout.Label("Select a ProBuilder Mesh"); + } + + GUILayout.EndVertical(); + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + Handles.EndGUI(); + } + + bool CheckFaceVertexAttributes(ProBuilderMesh mesh, Face face, out InvalidFaceInfo info) + { + info = default; + var positions = mesh.positionsInternal; + var normals = mesh.normalsInternal; + var tangents = mesh.tangentsInternal; + var textures = mesh.texturesInternal; + var indices = face.indexesInternal; + var distinct = face.distinctIndexesInternal; + + for (int i = 0, c = indices.Length; i < c; i+=3) + { + if (Math.TriangleArea(positions[indices[i]], positions[indices[i+1]], positions[indices[i+2]]) < float.Epsilon) + info.problems += $"Degenerate Triangle {indices[i]} {indices[i+1]} {indices[i+2]}"; + } + + for (int i = 0, c = distinct.Length; i < c; ++i) + { + if (normals != null && !Math.IsNumber(normals[i])) + info.problems += $"normals [{i}] is NaN"; + if (textures != null && !Math.IsNumber(textures[i])) + info.problems += $"uv0 [{i}] is NaN"; + if (tangents != null && !Math.IsNumber(tangents[i])) + info.problems += $"tangents [{i}] is NaN"; + } + + info.position = Math.Average(positions, distinct); + + return !string.IsNullOrEmpty(info.problems); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshDebugTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshDebugTool.cs.meta new file mode 100644 index 0000000..22ad74f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshDebugTool.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 05fa18d180bd4dcea12922b6cff680e2 +timeCreated: 1626298113 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshSelection.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshSelection.cs new file mode 100644 index 0000000..60220db --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshSelection.cs @@ -0,0 +1,676 @@ +using UnityEngine; +using System.Linq; +using System.Collections.Generic; +using System.Collections.ObjectModel; +using UnityEditor.SceneManagement; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using EditorToolManager = UnityEditor.EditorTools.EditorToolManager; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + /// + /// Provides helper functions for selecting Unity objects and ProBuilder mesh elements. + /// + [InitializeOnLoad] + public static class MeshSelection + { + static List s_TopSelection = new List(); + static ProBuilderMesh s_ActiveMesh; + static List s_ElementSelection = new List(); + + static bool s_ElementCountsDirty = true; + static bool s_SelectedElementGroupsDirty = true; + static bool s_SelectedFacesInEditAreaDirty = true; + static bool s_SelectionBoundsDirty = true; + + static Bounds s_SelectionBounds = new Bounds(); + static Dictionary> s_SelectedFacesInEditArea = new Dictionary>(); + + /// + /// Gets the axis-aligned bounding box encompassing the selected elements. + /// + public static Bounds bounds + { + get + { + if(s_SelectionBoundsDirty) + RecalculateSelectionBounds(); + return s_SelectionBounds; + } + } + + static int s_SelectedObjectCount; + static int s_SelectedVertexCount; + static int s_SelectedSharedVertexCount; + static int s_SelectedFaceCount; + static int s_SelectedEdgeCount; + + static int s_SelectedFaceCountObjectMax; + static int s_SelectedEdgeCountObjectMax; + static int s_SelectedVertexCountObjectMax; + static int s_SelectedSharedVertexCountObjectMax; + static int s_SelectedCoincidentVertexCountMax; + + static int s_TotalVertexCount; + static int s_TotalFaceCount; + static int s_TotalEdgeCount; + static int s_TotalCommonVertexCount; + static int s_TotalVertexCountCompiled; + static int s_TotalTriangleCountCompiled; + + /// + /// Gets how many ProBuilderMesh components are currently selected. + /// + public static int selectedObjectCount { get { CacheElementCounts(); return s_SelectedObjectCount; } } + + /// + /// Gets the sum of all currently selected vertices on all currently selected ProBuilderMesh objects. + /// + /// + public static int selectedVertexCount { get { CacheElementCounts(); return s_SelectedVertexCount; } } + + /// + /// Gets the sum of all currently selected shared vertices on all currently selected ProBuilderMesh objects. + /// + /// + public static int selectedSharedVertexCount { get { CacheElementCounts(); return s_SelectedSharedVertexCount; } } + + /// + /// Gets the sum of all currently selected faces on all currently selected ProBuilderMesh objects. + /// + public static int selectedFaceCount { get { CacheElementCounts(); return s_SelectedFaceCount; } } + + /// + /// Gets the sum of all currently selected edges on all currently selected ProBuilderMesh objects. + /// + public static int selectedEdgeCount { get { CacheElementCounts(); return s_SelectedEdgeCount; } } + + // per-object selected element maxes + internal static int selectedFaceCountObjectMax { get { CacheElementCounts(); return s_SelectedFaceCountObjectMax; } } + internal static int selectedEdgeCountObjectMax { get { CacheElementCounts(); return s_SelectedEdgeCountObjectMax; } } + internal static int selectedVertexCountObjectMax { get { CacheElementCounts(); return s_SelectedVertexCountObjectMax; } } + internal static int selectedSharedVertexCountObjectMax { get { CacheElementCounts(); return s_SelectedSharedVertexCountObjectMax; } } + internal static int selectedCoincidentVertexCountMax { get { CacheElementCounts(); return s_SelectedCoincidentVertexCountMax; } } + + // Faces that need to be refreshed when moving or modifying the actual selection + internal static Dictionary> selectedFacesInEditZone + { + get + { + if(s_SelectedFacesInEditAreaDirty) + RecalculateFacesInEditableArea(); + return s_SelectedFacesInEditArea; + } + } + + internal static void InvalidateCaches() + { + s_ElementCountsDirty = true; + s_SelectedElementGroupsDirty = true; + s_SelectedFacesInEditAreaDirty = true; + s_SelectionBoundsDirty = true; + } + + internal static IEnumerable elementSelection + { + get + { + RecalculateSelectedElementGroups(); + return s_ElementSelection; + } + } + + static MeshSelection() + { + Selection.selectionChanged += OnObjectSelectionChanged; + Undo.undoRedoPerformed += UndoRedoPerformed; + ProBuilderMesh.elementSelectionChanged += ElementSelectionChanged; + PrefabUtility.prefabInstanceReverted += PrefabInstanceReverted; + EditorMeshUtility.meshOptimized += (x, y) => { s_ElementCountsDirty = true; }; + ProBuilderMesh.componentWillBeDestroyed += RemoveMeshFromSelectionInternal; + ProBuilderMesh.componentHasBeenReset += RefreshSelectionAfterComponentReset; + ProBuilderEditor.selectModeChanged += SelectModeChanged; + ToolManager.activeToolChanged += ActiveToolChanged; + ToolManager.activeContextChanged += ActiveToolChanged; + VertexManipulationTool.afterMeshModification += AfterMeshModification; + PrefabStage.prefabStageOpened += OnPrefabStageChanged; + PrefabStage.prefabStageClosing += OnPrefabStageChanged; + OnObjectSelectionChanged(); + } + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_SelectedFacesInEditArea.Clear(); + s_SelectedObjectCount = 0; + s_SelectedVertexCount = 0; + s_SelectedSharedVertexCount = 0; + s_SelectedFaceCount = 0; + s_SelectedEdgeCount = 0; + + s_SelectedFaceCountObjectMax = 0; + s_SelectedEdgeCountObjectMax = 0; + s_SelectedVertexCountObjectMax = 0; + s_SelectedSharedVertexCountObjectMax = 0; + s_SelectedCoincidentVertexCountMax = 0; + + s_TotalVertexCount = 0; + s_TotalFaceCount = 0; + s_TotalEdgeCount = 0; + s_TotalCommonVertexCount = 0; + s_TotalVertexCountCompiled = 0; + s_TotalTriangleCountCompiled = 0; + s_SelectionBounds = new Bounds(); + + OnObjectSelectionChanged(); + } + + static void PrefabInstanceReverted(GameObject obj) + { + if (obj.TryGetComponent(out _)) + OnObjectSelectionChanged(); + } + + /// + /// Gets the ProBuilder mesh on the active selected GameObject. + /// + public static ProBuilderMesh activeMesh + { + get + { + // If shift selecting between objects already selected there won't be an OnObjectSelectionChanged + // triggered which might lead to Selection.activeGameObject and s_ActiveMesh to be out of sync. + // This check below is to handle this situation. + GameObject activeGo = (s_ActiveMesh ? s_ActiveMesh.gameObject : null); + + if (activeGo != Selection.activeGameObject) + s_ActiveMesh = Selection.activeGameObject != null ? Selection.activeGameObject.GetComponent() : null; + + return s_ActiveMesh; + } + } + + internal static Face activeFace + { + get { return activeMesh != null ? activeMesh.selectedFacesInternal.LastOrDefault() : null; } + } + + /// + /// Raised when the object selection changes. + /// + public static event System.Action objectSelectionChanged; + + static HashSet s_UnitySelectionChangeMeshes = new HashSet(); + + internal static void OnObjectSelectionChanged() + { + // GameObjects returns both parent and child when both are selected, where transforms only returns the + // top-most transform. + s_UnitySelectionChangeMeshes.Clear(); + s_ElementSelection.Clear(); + s_ActiveMesh = null; + + var gameObjects = Selection.gameObjects; + + for (int i = 0, c = gameObjects.Length; i < c; i++) + { + if(gameObjects[i].TryGetComponent(out var mesh)) + { + if (gameObjects[i] == Selection.activeGameObject) + s_ActiveMesh = mesh; + + s_UnitySelectionChangeMeshes.Add(mesh); + } + } + + for (int i = 0, c = s_TopSelection.Count; i < c; i++) + { + if (!s_UnitySelectionChangeMeshes.Contains(s_TopSelection[i])) + { + if(s_TopSelection[i] != null) + UndoUtility.RecordSelection(s_TopSelection[i], "Selection Change"); + s_TopSelection[i].ClearSelection(); + } + } + + s_TopSelection.Clear(); + + foreach (var mesh in s_UnitySelectionChangeMeshes) + { + // don't add prefabs or assets to the mesh selection + if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(mesh.gameObject))) + s_TopSelection.Add(mesh); + } + + InvalidateCaches(); + + if (objectSelectionChanged != null) + objectSelectionChanged(); + + s_UnitySelectionChangeMeshes.Clear(); + } + + static void SelectModeChanged(SelectMode mode) => InvalidateCaches(); + + static void ActiveToolChanged() => InvalidateCaches(); + + static void AfterMeshModification(IEnumerable selection) => InvalidateCaches(); + + //Ensure the selection is cleaned when entering/exiting a prefab stage + static void OnPrefabStageChanged(PrefabStage _) => InvalidateCaches(); + + /// + /// Ensure the mesh selection matches the current Unity selection. Called after Undo/Redo, as adding or removing + /// mesh components can cause the selection to de-sync without emitting a selection changed event. + /// + internal static void UndoRedoPerformed() + { + var willInvokeChangeCallback = false; + for (int i = 0; i < topInternal.Count; i++) + { + if (topInternal[i] == null || !Selection.Contains(topInternal[i].gameObject)) + { + EditorApplication.delayCall += OnObjectSelectionChanged; + willInvokeChangeCallback = true; + break; + } + } + + if (!willInvokeChangeCallback) + { + var activeMesh = Selection.activeGameObject != null ? Selection.activeGameObject.GetComponent() : null; + if (activeMesh != null && !topInternal.Contains(activeMesh) || (activeMesh == null && topInternal.Count == 0)) + EditorApplication.delayCall += OnObjectSelectionChanged; + } + + InvalidateCaches(); + } + + static void ElementSelectionChanged(ProBuilderMesh mesh) + { + InvalidateCaches(); + } + + internal static void RecalculateSelectedElementGroups() + { + if (!s_SelectedElementGroupsDirty) + return; + + s_SelectedElementGroupsDirty = false; + s_ElementSelection.Clear(); + + VertexManipulationTool activeTool = null; + var editorTool = EditorToolManager.activeTool; + if(editorTool is VertexManipulationTool) + activeTool = (VertexManipulationTool)editorTool; + + if (activeTool != null) + { + foreach (var mesh in s_TopSelection) + s_ElementSelection.Add(activeTool.GetElementSelection(mesh, VertexManipulationTool.pivotPoint)); + } + } + + internal static void CacheElementCounts(bool forceRebuild = false) + { + if (!s_ElementCountsDirty && !forceRebuild) + return; + + s_SelectedFaceCount = 0; + s_SelectedEdgeCount = 0; + s_SelectedVertexCount = 0; + s_SelectedSharedVertexCount = 0; + + s_SelectedVertexCountObjectMax = 0; + s_SelectedSharedVertexCountObjectMax = 0; + s_SelectedCoincidentVertexCountMax = 0; + s_SelectedFaceCountObjectMax = 0; + s_SelectedEdgeCountObjectMax = 0; + + s_TotalVertexCount = 0; + s_TotalFaceCount = 0; + s_TotalEdgeCount = 0; + s_TotalCommonVertexCount = 0; + s_TotalVertexCountCompiled = 0; + s_TotalTriangleCountCompiled = 0; + + s_SelectedObjectCount = topInternal.Count; + + for (var i = 0; i < s_SelectedObjectCount; i++) + { + var mesh = topInternal[i]; + + s_SelectedFaceCount += mesh.selectedFaceCount; + s_SelectedEdgeCount += mesh.selectedEdgeCount; + s_SelectedVertexCount += mesh.selectedIndexesInternal.Length; + s_SelectedSharedVertexCount += mesh.selectedSharedVerticesCount; + + s_SelectedVertexCountObjectMax = System.Math.Max(s_SelectedVertexCountObjectMax, mesh.selectedIndexesInternal.Length); + s_SelectedSharedVertexCountObjectMax = System.Math.Max(s_SelectedSharedVertexCountObjectMax, mesh.selectedSharedVerticesCount); + s_SelectedCoincidentVertexCountMax = System.Math.Max(s_SelectedCoincidentVertexCountMax, mesh.selectedCoincidentVertexCount); + s_SelectedFaceCountObjectMax = System.Math.Max(s_SelectedFaceCountObjectMax, mesh.selectedFaceCount); + s_SelectedEdgeCountObjectMax = System.Math.Max(s_SelectedEdgeCountObjectMax, mesh.selectedEdgeCount); + + // element total counts + s_TotalVertexCount += mesh.vertexCount; + s_TotalFaceCount += mesh.faceCount; + s_TotalEdgeCount += mesh.edgeCount; + s_TotalCommonVertexCount += mesh.sharedVerticesInternal.Length; + s_TotalVertexCountCompiled += mesh.mesh == null ? 0 : mesh.mesh.vertexCount; + s_TotalTriangleCountCompiled += (int) UnityEngine.ProBuilder.MeshUtility.GetPrimitiveCount(mesh.mesh); + } + + s_ElementCountsDirty = false; + } + + internal static void RecalculateSelectionBounds() + { + s_SelectionBoundsDirty = false; + s_SelectionBounds = new Bounds(); + var boundsInitialized = false; + + for (int i = 0, c = topInternal.Count; i < c; i++) + { + var mesh = topInternal[i]; + + // Undo causes this state + if (mesh == null) + return; + + if (!boundsInitialized && mesh.selectedVertexCount > 0) + { + boundsInitialized = true; + s_SelectionBounds = new Bounds(mesh.transform.TransformPoint(mesh.positionsInternal[mesh.selectedIndexesInternal[0]]), Vector3.zero); + } + + if (mesh.selectedVertexCount > 0) + { + var shared = mesh.sharedVerticesInternal; + + foreach (var sharedVertex in mesh.selectedSharedVertices) + s_SelectionBounds.Encapsulate(mesh.transform.TransformPoint(mesh.positionsInternal[shared[sharedVertex][0]])); + } + } + } + + static void RecalculateFacesInEditableArea() + { + s_SelectedFacesInEditAreaDirty = false; + s_SelectedFacesInEditArea.Clear(); + + foreach (var mesh in topInternal) + { + s_SelectedFacesInEditArea.Add(mesh, ElementSelection.GetNeighborFaces(mesh, mesh.selectedIndexesInternal)); + } + } + + /// + /// Get all selected ProBuilderMesh components. Corresponds to x.GetComponent().Where(y => y != null);]]>. + /// + /// An array of the currently selected ProBuilderMesh components. Does not include children of selected objects. + public static IEnumerable top + { + get { return new ReadOnlyCollection(s_TopSelection); } + } + + internal static List topInternal + { + get { return s_TopSelection; } + } + + /// + /// Gets all selected ProBuilderMesh components, including those on the children of selected objects. + /// + /// All selected ProBuilderMesh components, including those on the children of selected objects. + public static IEnumerable deep + { + get { return Selection.gameObjects.SelectMany(x => x.GetComponentsInChildren()); } + } + + internal static bool Contains(ProBuilderMesh mesh) + { + return s_TopSelection.Contains(mesh); + } + + /// + /// Gets the sum of the vertices across all selected meshes. + /// + /// + /// This is , not . + /// + public static int totalVertexCount { get { CacheElementCounts(); return s_TotalVertexCount; } } + + /// + /// Gets the number of all selected vertices across the selected ProBuilder meshes, excluding coincident duplicates. + /// + public static int totalCommonVertexCount { get { CacheElementCounts(); return s_TotalCommonVertexCount; } } + + internal static int totalVertexCountOptimized { get { CacheElementCounts(); return s_TotalVertexCountCompiled; } } + + /// + /// Gets the sum of all selected ProBuilderMesh faces. + /// + public static int totalFaceCount { get { CacheElementCounts(); return s_TotalFaceCount; } } + + /// + /// Gets the sum of all selected ProBuilderMesh edges. + /// + public static int totalEdgeCount { get { CacheElementCounts(); return s_TotalEdgeCount; } } + + /// + /// Gets the sum of all selected ProBuilder compiled mesh triangles (3 indices make up a triangle, or 4 indices if topology is quad). + /// + public static int totalTriangleCountCompiled { get { CacheElementCounts(); return s_TotalTriangleCountCompiled; } } + + internal static void AddToSelection(GameObject t) + { + if (t == null || Selection.objects.Contains(t)) + return; + + int len = Selection.objects.Length; + + Object[] temp = new Object[len + 1]; + + for (int i = 0; i < len; i++) + temp[i] = Selection.objects[i]; + + temp[len] = t; + + if (t.TryGetComponent(out var mesh)) + Selection.activeObject = mesh; + else + Selection.activeObject = t; + + Selection.objects = temp; + OnObjectSelectionChanged(); + } + + internal static void RemoveFromSelection(GameObject t) + { + int ind = System.Array.IndexOf(Selection.objects, t); + if (ind < 0) + return; + + Object[] temp = new Object[Selection.objects.Length - 1]; + + for (int i = 0; i < temp.Length; i++) + { + if (i != ind) + temp[i] = Selection.objects[i]; + } + + Selection.objects = temp; + + if (Selection.activeGameObject == t) + Selection.activeObject = temp.FirstOrDefault(); + + OnObjectSelectionChanged(); + } + + internal static void MakeActiveObject(GameObject t) + { + if (t == null || !Selection.objects.Contains(t)) + return; + + int ind = System.Array.IndexOf(Selection.objects, t); + int len = Selection.objects.Length; + + Object[] temp = new Object[len]; + + for (int i = 0; i < len - 1 ; i++) + { + if(i == ind) + { + temp[i] = Selection.objects[len - 1]; + } + else + { + temp[i] = Selection.objects[i]; + } + } + + temp[len - 1] = t; + + Selection.activeObject = t; + Selection.objects = temp; + OnObjectSelectionChanged(); + } + + internal static void RemoveMeshFromSelectionInternal(ProBuilderMesh mesh) + { + if (s_TopSelection.Contains(mesh)) + s_TopSelection.Remove(mesh); + } + + internal static void RefreshSelectionAfterComponentReset(ProBuilderMesh mesh) + { + ProBuilderEditor.Refresh(true); + } + + internal static void SetSelection(IList newSelection) + { + UndoUtility.RecordSelection(topInternal.ToArray(), "Change Selection"); + ClearElementAndObjectSelection(); + + // if the previous tool was set to none, use Tool.Move + if (Tools.current == Tool.None) + Tools.current = Tool.Move; + + var newCount = newSelection != null ? newSelection.Count : 0; + + if (newCount > 0) + { + Selection.activeTransform = newSelection[newCount - 1].transform; + Selection.objects = newSelection.ToArray(); + } + else + { + Selection.activeTransform = null; + } + + OnObjectSelectionChanged(); + } + + internal static void SetSelection(GameObject go) + { + UndoUtility.RecordSelection(topInternal.ToArray(), "Change Selection"); + ClearElementAndObjectSelection(); + AddToSelection(go); + } + + /// + /// Clears all selected mesh attributes in the current selection. This means triangles, faces, and edges, but not objects. + /// + /// + public static void ClearElementSelection() + { + UndoUtility.RecordSelection(topInternal.ToArray(), "Clear Selection"); + if (ProBuilderEditor.instance != null) + ProBuilderEditor.instance.ClearElementSelection(); + InvalidateCaches(); + if (objectSelectionChanged != null) + objectSelectionChanged(); + } + + /// + /// Clears both the and ProBuilder mesh attribute selections. + /// + /// + public static void ClearElementAndObjectSelection() + { + if (ProBuilderEditor.instance != null) + ProBuilderEditor.instance.ClearElementSelection(); + Selection.objects = new Object[0]; + } + + internal static Vector3 GetHandlePosition() + { + var active = GetActiveSelectionGroup(); + + if(active == null || active.mesh == null) + return Vector3.zero; + + switch (VertexManipulationTool.pivotPoint) + { + case PivotPoint.ActiveElement: + case PivotPoint.IndividualOrigins: + if (active.elementGroups.Count == 0) + goto case default; + return active.elementGroups.Last().position; + + case PivotPoint.Center: + default: + return bounds.center; + } + } + + internal static Quaternion GetHandleRotation() + { + var active = GetActiveSelectionGroup(); + + if(active == null || active.mesh == null) + return Quaternion.identity; + + switch (VertexManipulationTool.handleOrientation) + { + case HandleOrientation.ActiveObject: + return active.mesh.transform.rotation; + + case HandleOrientation.ActiveElement: + if (active.elementGroups.Count == 0) + goto case HandleOrientation.ActiveObject; + return active.elementGroups.Last().rotation; + + default: + return Quaternion.identity; + } + } + + internal static MeshAndElementSelection GetActiveSelectionGroup() + { + // If the active GameObject does not have a PB Mesh, return another mesh in the selection to get a valid handle position + var mesh = activeMesh; + if (mesh == null) + { + foreach (var go in Selection.gameObjects) + { + if (go.TryGetComponent(out var pbmesh)) + { + mesh = pbmesh; + break; + } + } + } + + foreach (var pair in elementSelection) + { + if (pair.mesh == mesh) + return pair; + } + + return null; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshSelection.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshSelection.cs.meta new file mode 100644 index 0000000..47849a7 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/MeshSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bec5fadb27a8bd249a3d1051e2e8f970 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Model.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Model.cs new file mode 100644 index 0000000..403b235 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Model.cs @@ -0,0 +1,96 @@ +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// A mesh, material and optional transform matrix combination. + /// + sealed class Model + { + // The name of this model. + public string name; + + // vertices + public Vertex[] vertices; + + // Submeshes + public Submesh[] submeshes; + + public Material[] materials; + + // Optional transform matrix. + public Matrix4x4 matrix; + + /// + /// Vertex count for the mesh (corresponds to vertices length). + /// + public int vertexCount + { + get + { + return vertices == null ? 0 : vertices.Length; + } + } + + /// + /// Submesh count. + /// + public int submeshCount { get { return submeshes.Length; } } + + public Model() + {} + + public Model(string name, Mesh mesh, Material material) : this(name, mesh, new Material[] { material }, Matrix4x4.identity) + {} + + public Model(string name, Mesh mesh, Material[] materials, Matrix4x4 matrix) + { + this.name = name; + this.vertices = mesh.GetVertices(); + this.matrix = matrix; + this.submeshes = new Submesh[mesh.subMeshCount]; + this.materials = new Material[mesh.subMeshCount]; + int matCount = materials != null ? materials.Length : 0; + + for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; submeshIndex++) + { + submeshes[submeshIndex] = new Submesh(mesh, submeshIndex); + + if (matCount < 1) + materials[submeshIndex] = BuiltinMaterials.defaultMaterial; + else + this.materials[submeshIndex] = materials[Math.Clamp(submeshIndex, 0, matCount - 1)]; + } + } + + /// + /// Create a pb_Model from a pb_Object, optionally converting to quad topology. + /// + /// + /// + /// + public Model(string name, ProBuilderMesh mesh, bool quads = true) + { + mesh.ToMesh(quads ? MeshTopology.Quads : MeshTopology.Triangles); + mesh.Refresh(RefreshMask.UV | RefreshMask.Colors | RefreshMask.Normals | RefreshMask.Tangents); + this.name = name; + vertices = mesh.GetVertices(); + submeshes = Submesh.GetSubmeshes(mesh.facesInternal, MaterialUtility.GetMaterialCount(mesh.renderer), quads ? MeshTopology.Quads : MeshTopology.Triangles); + materials = new Material[submeshCount]; + + for(int i = 0; i < submeshCount; ++i) + { + materials[i] = mesh.renderer.sharedMaterials[Math.Clamp(i, 0, materials.Length - 1)]; + if(materials[i] == null) + materials[i] = BuiltinMaterials.defaultMaterial; + } + + + matrix = mesh.transform.localToWorldMatrix; + mesh.ToMesh(MeshTopology.Triangles); + mesh.Refresh(); + mesh.Optimize(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Model.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Model.cs.meta new file mode 100644 index 0000000..3ffd022 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Model.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: afd663fb17a03f749915886536580b91 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ObjExporter.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ObjExporter.cs new file mode 100644 index 0000000..f054661 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ObjExporter.cs @@ -0,0 +1,577 @@ +using UnityEngine; +using UnityEditor; +using System.IO; +using System.Text; +using System.Linq; +using System.Collections.Generic; +using System.Globalization; +using System.Threading; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// A set of options used when exporting OBJ models. + /// + sealed class ObjOptions + { + // Coordinate system to use when exporting. Unity is left handed where most other + // applications are right handed. + public enum Handedness + { + Left, + Right + }; + + // Convert from left to right handed coordinates on export? + public Handedness handedness = Handedness.Right; + + // If copyTextures is true then the material textures will be copied to the export path. + // If false the material library will point to the existing texture path in the Unity project. + public bool copyTextures = true; + + // Should meshes be exported in local (false) or world (true) space. + public bool applyTransforms = true; + + // Some modeling programs support reading vertex colors as an additional {r, g, b} following + // the vertex position {x, y, z} + public bool vertexColors = false; + + // Write the texture map offset and scale. Not supported by all importers. + public bool textureOffsetScale = false; + } + + /// + /// Utilities for writing mesh data to the Wavefront OBJ format. + /// + static class ObjExporter + { + /** + * Standard shader defines: + * Albedo | map_Kd | _MainTex + * Metallic | Pm/map_Pm* | _MetallicGlossMap + * Normal | map_bump / bump | _BumpMap + * Height | disp | _ParallaxMap + * Occlusion | | _OcclusionMap + * Emission | Ke/map_Ke* | _EmissionMap + * DetailMask | map_d | _DetailMask + * DetailAlbedo | | _DetailAlbedoMap + * DetailNormal | | _DetailNormalMap + * + * *http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr + */ + static Dictionary s_TextureMapKeys = new Dictionary + { + { "_MainTex", "map_Kd" }, + { "_MetallicGlossMap", "map_Pm" }, + { "_BumpMap", "bump" }, + { "_ParallaxMap", "disp" }, + { "_EmissionMap", "map_Ke" }, + { "_DetailMask", "map_d" }, + // Alternative naming conventions - possibly useful if someone + // runs into an issue with another 3d modeling app. + // { "_MetallicGlossMap", "Pm" }, + // { "_BumpMap", "map_bump" }, + // { "_BumpMap", "norm" }, + // { "_EmissionMap", "Ke" }, + }; + + /// + /// Write the contents of a single obj & mtl from a set of models. + /// + /// + /// + /// + /// + /// + /// + /// + public static bool Export(string name, IEnumerable models, out string objContents, out string mtlContents, out List textures, ObjOptions options = null) + { + if (models == null || models.Count() < 1) + { + objContents = null; + mtlContents = null; + textures = null; + return false; + } + + if (models.Count(m => m.vertexCount > 0) < 1) + { + Debug.LogWarning("Trying to export an empty model : "+name+". This model won't be exported."); + objContents = null; + mtlContents = null; + textures = null; + return false; + } + + Dictionary materialMap = null; + + if (options == null) + options = new ObjOptions(); + + mtlContents = WriteMtlContents(models, options, out materialMap, out textures); + objContents = WriteObjContents(name, models, materialMap, options); + + return true; + } + + static string WriteObjContents(string name, IEnumerable models, Dictionary materialMap, ObjOptions options) + { + // Empty names in OBJ groups can crash some 3d programs (meshlab) + if (string.IsNullOrEmpty(name)) + name = "ProBuilderModel"; + + StringBuilder sb = new StringBuilder(); + + SemVer version; + + if(Version.TryGetPackageVersion(out version)) + sb.AppendLine("# ProBuilder " + version.MajorMinorPatch); + else + sb.AppendLine("# ProBuilder"); + sb.AppendLine("# https://unity3d.com/unity/features/worldbuilding/probuilder"); + sb.AppendLine(string.Format("# {0}", System.DateTime.Now)); + sb.AppendLine(); + sb.AppendLine(string.Format("mtllib ./{0}.mtl", name.Replace(" ", "_"))); + sb.AppendLine(string.Format("o {0}", name)); + sb.AppendLine(); + + // obj orders indices 1 indexed + int positionOffset = 1; + int normalOffset = 1; + int textureOffset = 1; + + bool reverseWinding = options.handedness == ObjOptions.Handedness.Right; + float handedness = options.handedness == ObjOptions.Handedness.Left ? 1f : -1f; + + foreach (Model model in models) + { + int subMeshCount = model.submeshCount; + Matrix4x4 matrix = options.applyTransforms ? model.matrix : Matrix4x4.identity; + + int vertexCount = model.vertexCount; + + Vector3[] positions; + Color[] colors; + Vector2[] textures0; + Vector3[] normals; + Vector4[] tangent; + Vector2[] uv2; + List uv3; + List uv4; + + MeshArrays attribs = MeshArrays.Position | MeshArrays.Normal | MeshArrays.Texture0; + + if (options.vertexColors) + attribs = attribs | MeshArrays.Color; + + Vertex.GetArrays(model.vertices, out positions, out colors, out textures0, out normals, out tangent, out uv2, out uv3, out uv4, attribs); + + // Can skip this entirely if handedness matches Unity & not applying transforms. + // matrix is set to identity if not applying transforms. + if (options.handedness != ObjOptions.Handedness.Left || options.applyTransforms) + { + for (int i = 0; i < vertexCount; i++) + { + if (positions != null) + { + positions[i] = matrix.MultiplyPoint3x4(positions[i]); + positions[i].x *= handedness; + } + + if (normals != null) + { + normals[i] = matrix.MultiplyVector(normals[i]); + normals[i].x *= handedness; + } + } + } + + sb.AppendLine(string.Format("g {0}", model.name)); + + Dictionary positionIndexMap; + var positionCount = AppendPositions(sb, positions, colors, true, options.vertexColors, out positionIndexMap); + + sb.AppendLine(); + + Dictionary textureIndexMap; + var textureCount = AppendArrayVec2(sb, textures0, "vt", true, out textureIndexMap); + + sb.AppendLine(); + + Dictionary normalIndexMap; + var normalCount = AppendArrayVec3(sb, normals, "vn", true, out normalIndexMap); + + sb.AppendLine(); + + // Material assignment + for (int submeshIndex = 0; submeshIndex < subMeshCount; submeshIndex++) + { + Submesh submesh = model.submeshes[submeshIndex]; + + string materialName = ""; + var material = model.materials[submeshIndex]; + + if (material != null && materialMap.TryGetValue(material, out materialName)) + sb.AppendLine(string.Format("usemtl {0}", materialName)); + else + sb.AppendLine(string.Format("usemtl {0}", "null")); + + int[] indexes = submesh.m_Indexes; + int inc = submesh.m_Topology == MeshTopology.Quads ? 4 : 3; + int inc1 = inc - 1; + + int o0 = reverseWinding ? inc1 : 0; + int o1 = reverseWinding ? inc1 - 1 : 1; + int o2 = reverseWinding ? inc1 - 2 : 2; + int o3 = reverseWinding ? inc1 - 3 : 3; + + for (int ff = 0; ff < indexes.Length; ff += inc) + { + int p0 = positionIndexMap[indexes[ff + o0]] + positionOffset; + int p1 = positionIndexMap[indexes[ff + o1]] + positionOffset; + int p2 = positionIndexMap[indexes[ff + o2]] + positionOffset; + + int t0 = textureIndexMap[indexes[ff + o0]] + textureOffset; + int t1 = textureIndexMap[indexes[ff + o1]] + textureOffset; + int t2 = textureIndexMap[indexes[ff + o2]] + textureOffset; + + int n0 = normalIndexMap[indexes[ff + o0]] + normalOffset; + int n1 = normalIndexMap[indexes[ff + o1]] + normalOffset; + int n2 = normalIndexMap[indexes[ff + o2]] + normalOffset; + + if (inc == 4) + { + int p3 = positionIndexMap[indexes[ff + o3]] + positionOffset; + int n3 = normalIndexMap[indexes[ff + o3]] + normalOffset; + int t3 = textureIndexMap[indexes[ff + o3]] + textureOffset; + + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, + "f {0}/{4}/{8} {1}/{5}/{9} {2}/{6}/{10} {3}/{7}/{11}", + p0, p1, p2, p3, + t0, t1, t2, t3, + n0, n1, n2, n3 + )); + } + else + { + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, + "f {0}/{3}/{6} {1}/{4}/{7} {2}/{5}/{8}", + p0, p1, p2, + t0, t1, t2, + n0, n1, n2 + )); + + } + } + + sb.AppendLine(); + } + + positionOffset += positionCount; + normalOffset += normalCount; + textureOffset += textureCount; + } + + return sb.ToString(); + } + + /// + /// Write the material file for an OBJ. This function handles making the list of Materials unique & ensuring unique names for each group. Material to named mtl group are stored in materialMap. + /// + /// + /// + /// + /// + /// + static string WriteMtlContents(IEnumerable models, ObjOptions options, out Dictionary materialMap, out List textures) + { + materialMap = new Dictionary(); + + foreach (Model model in models) + { + for (int i = 0, c = model.submeshCount; i < c; i++) + { + Material material = model.materials[i]; + + if (material == null) + continue; + + if (!materialMap.ContainsKey(material)) + { + string escapedName = material.name.Replace(" ", "_"); + string name = escapedName; + int nameIncrement = 1; + + while (materialMap.Any(x => x.Value.Equals(name))) + name = string.Format("{0}_{1}", escapedName, nameIncrement++); + + materialMap.Add(material, name); + } + } + } + + StringBuilder sb = new StringBuilder(); + textures = new List(); + + foreach (KeyValuePair group in materialMap) + { + Material mat = group.Key; + + sb.AppendLine(string.Format("newmtl {0}", group.Value)); + + // Texture maps + if (mat.shader != null) + { + for (int i = 0; i < mat.shader.GetPropertyCount(); i++) + { + if (mat.shader.GetPropertyType(i) != UnityEngine.Rendering.ShaderPropertyType.Texture) + continue; + + string texPropertyName = mat.shader.GetPropertyName(i); + + Texture texture = mat.GetTexture(texPropertyName); + + string path = texture != null ? AssetDatabase.GetAssetPath(texture) : null; + + if (!string.IsNullOrEmpty(path)) + { + if (options.copyTextures) + textures.Add(path); + + // remove "Assets/" from start of path + path = path.Substring(7, path.Length - 7); + + string textureName = options.copyTextures ? Path.GetFileName(path) : string.Format("{0}/{1}", Application.dataPath, path); + + string mtlKey = null; + + if (s_TextureMapKeys.TryGetValue(texPropertyName, out mtlKey)) + { + Vector2 offset = mat.GetTextureOffset(texPropertyName); + Vector2 scale = mat.GetTextureScale(texPropertyName); + + if (options.textureOffsetScale) + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "{0} -o {1} {2} -s {3} {4} {5}", mtlKey, offset.x, offset.y, scale.x, scale.y, textureName)); + else + sb.AppendLine(string.Format("{0} {1}", mtlKey, textureName)); + } + } + } + } + + if (mat.HasProperty("_BaseColorMap") || mat.HasProperty("_BaseMap")) // HDRP || URP + { + var color = mat.GetColor("_BaseColor"); + // Diffuse + sb.AppendLine(string.Format("Kd {0}", string.Format(CultureInfo.InvariantCulture, "{0} {1} {2}", color.r, color.g, color.b))); + // Transparency + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "d {0}", color.a)); + } + else if (mat.HasProperty("_Color")) + { + Color color = mat.color; + // Diffuse + sb.AppendLine(string.Format("Kd {0}", string.Format(CultureInfo.InvariantCulture, "{0} {1} {2}", color.r, color.g, color.b))); + // Transparency + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "d {0}", color.a)); + } + else + { + sb.AppendLine("Kd 1.0 1.0 1.0"); + sb.AppendLine("d 1.0"); + } + + sb.AppendLine(); + } + + return sb.ToString(); + } + + struct PositionColorKey : System.IEquatable + { + public IntVec3 position; + public IntVec4 color; + + public PositionColorKey(Vector3 p, Color c) + { + position = new IntVec3(p); + color = new IntVec4(c); + } + + public bool Equals(PositionColorKey other) + { + return position.Equals(other.position) && color.Equals(other.color); + } + + public override bool Equals(object obj) + { + if (ReferenceEquals(null, obj)) + return false; + + return obj is PositionColorKey && Equals(obj); + } + + public override int GetHashCode() + { + unchecked + { + return (position.GetHashCode() * 397) ^ color.GetHashCode(); + } + } + } + + // AppendPositions separately from AppendArrayVec3 to support the non-spec color extension that some DCCs can read + static int AppendPositions(StringBuilder sb, Vector3[] positions, Color[] colors, bool mergeCoincident, bool includeColors, out Dictionary coincidentIndexMap) + { + var writeColors = includeColors && colors != null && colors.Length == positions.Length; + + Dictionary common = new Dictionary(); + coincidentIndexMap = new Dictionary(); + + int index = 0; + + for (int i = 0, c = positions.Length; i < c; i++) + { + var position = positions[i]; + var color = writeColors ? colors[i] : Color.white; + + var key = new PositionColorKey(position, color); + int vertexIndex; + + if (mergeCoincident) + { + if (!common.TryGetValue(key, out vertexIndex)) + { + vertexIndex = index++; + common.Add(key, vertexIndex); + } + else + { + coincidentIndexMap.Add(i, vertexIndex); + continue; + } + } + else + { + vertexIndex = index++; + } + + coincidentIndexMap.Add(i, vertexIndex); + + if (writeColors) + { + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "v {0} {1} {2} {3} {4} {5}", + position.x, + position.y, + position.z, + color.r, + color.g, + color.b)); + } + else + { + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "v {0} {1} {2}", + position.x, + position.y, + position.z)); + } + } + + return index; + } + + static int AppendArrayVec2(StringBuilder sb, Vector2[] array, string prefix, bool mergeCoincident, out Dictionary coincidentIndexMap) + { + coincidentIndexMap = new Dictionary(); + + if (array == null) + return 0; + + Dictionary common = new Dictionary(); + int index = 0; + + for (int i = 0, c = array.Length; i < c; i++) + { + var texture = array[i]; + var key = new IntVec2(texture); + int vertexIndex; + + if (mergeCoincident) + { + if (!common.TryGetValue(key, out vertexIndex)) + { + vertexIndex = index++; + common.Add(key, vertexIndex); + } + else + { + coincidentIndexMap.Add(i, vertexIndex); + continue; + } + } + else + { + vertexIndex = index++; + } + + coincidentIndexMap.Add(i, vertexIndex); + + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "{0} {1} {2}", + prefix, + texture.x, + texture.y)); + } + + return index; + } + + static int AppendArrayVec3(StringBuilder sb, Vector3[] array, string prefix, bool mergeCoincident, out Dictionary coincidentIndexMap) + { + coincidentIndexMap = new Dictionary(); + + if (array == null) + return 0; + + Dictionary common = new Dictionary(); + int index = 0; + + for (int i = 0, c = array.Length; i < c; i++) + { + var vec = array[i]; + var key = new IntVec3(vec); + int vertexIndex; + + if (mergeCoincident) + { + if (!common.TryGetValue(key, out vertexIndex)) + { + vertexIndex = index++; + common.Add(key, vertexIndex); + } + else + { + coincidentIndexMap.Add(i, vertexIndex); + continue; + } + } + else + { + vertexIndex = index++; + } + + coincidentIndexMap.Add(i, vertexIndex); + + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "{0} {1} {2} {3}", + prefix, + vec.x, + vec.y, + vec.z)); + } + + return index; + } + + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ObjExporter.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ObjExporter.cs.meta new file mode 100644 index 0000000..b52a319 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ObjExporter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 99e7c5113a4eb574398293fbd74a61a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PlyExporter.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PlyExporter.cs new file mode 100644 index 0000000..bc200b2 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PlyExporter.cs @@ -0,0 +1,210 @@ +using UnityEngine; +using System.Text; +using System.Linq; +using System.Collections.Generic; +using System.Globalization; +using System.Threading; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// Export options for Ply format. + /// + sealed class PlyOptions + { + // Should the mesh be exported with a right handed coordinate system? + public bool isRightHanded = true; + + // Should n-gon faces be allowed? + public bool ngons = false; + + // Should quad faces be allowed? + public bool quads = true; + + // Should object transforms be applied to mesh attributes before writing to PLY? + public bool applyTransforms = true; + } + + /// + /// Import and export of Ply files in Unity. + /// + static class PlyExporter + { + /// + /// Export a ply file. + /// + /// + /// + /// + /// + public static bool Export(IEnumerable models, out string contents, PlyOptions options = null) + { + if (options == null) + options = new PlyOptions(); + + foreach (ProBuilderMesh pb in models) + { + pb.ToMesh(); + pb.Refresh(); + } + + int modelCount = models.Count(); + + Vector3[] positions = models.SelectMany(x => x.positionsInternal).ToArray(); + Vector3[] normals = models.SelectMany(x => x.GetNormals()).ToArray(); + Color[] colors = models.SelectMany(x => x.GetColors()).ToArray(); + + List faces = new List(modelCount); + int vertexOffset = 0; + + foreach (ProBuilderMesh pb in models) + { + List indexes = null; + + if (options.ngons) + { + indexes = pb.facesInternal.Select(y => options.quads ? (y.IsQuad() ? y.ToQuad() : y.indexesInternal) : y.indexesInternal).ToList(); + } + else + { + indexes = new List(); + + foreach (Face face in pb.facesInternal) + { + if (options.quads && face.IsQuad()) + { + indexes.Add(face.ToQuad()); + continue; + } + + for (int i = 0; i < face.indexesInternal.Length; i += 3) + indexes.Add(new int[] { + face.indexesInternal[i + 0], + face.indexesInternal[i + 1], + face.indexesInternal[i + 2] + }); + } + } + + foreach (int[] face in indexes) + for (int y = 0; y < face.Length; y++) + face[y] += vertexOffset; + + vertexOffset += pb.vertexCount; + + if (options.applyTransforms) + { + Transform trs = pb.transform; + + for (int i = 0; positions != null && i < positions.Length; i++) + positions[i] = trs.TransformPoint(positions[i]); + + for (int i = 0; normals != null && i < normals.Length; i++) + normals[i] = trs.TransformDirection(normals[i]); + } + + faces.AddRange(indexes); + } + + bool res = Export(positions, faces.ToArray(), out contents, normals, colors, options.isRightHanded); + + foreach (ProBuilderMesh pb in models) + pb.Optimize(); + + return res; + } + + /// + /// Create the contents of an ASCII formatted PLY file. + /// + /// + /// + /// + /// + /// + /// + /// + public static bool Export( + Vector3[] positions, + int[][] faces, out string contents, + Vector3[] normals = null, + Color[] colors = null, + bool flipHandedness = true) + { + int faceCount = faces != null ? faces.Length : 0; + int vertexCount = positions != null ? positions.Length : 0; + + if (vertexCount < 1 || faceCount < 1) + { + contents = null; + return false; + } + + bool hasNormals = normals != null && normals.Length == vertexCount; + bool hasColors = colors != null && colors.Length == vertexCount; + + StringBuilder sb = new StringBuilder(); + + WriteHeader(vertexCount, faceCount, hasNormals, hasColors, ref sb); + + for (int i = 0; i < vertexCount; i++) + { + sb.Append(string.Format(CultureInfo.InvariantCulture, "{0} {1} {2}", flipHandedness ? -positions[i].x : positions[i].x, positions[i].y, positions[i].z)); + + if (hasNormals) + sb.Append(string.Format(CultureInfo.InvariantCulture, " {0} {1} {2}", flipHandedness ? -normals[i].x : -normals[i].x, normals[i].y, normals[i].z)); + + if (hasColors) + sb.Append(string.Format(CultureInfo.InvariantCulture, " {0} {1} {2} {3}", + System.Math.Min(System.Math.Max(0, (int)(colors[i].r * 255)), 255), + System.Math.Min(System.Math.Max(0, (int)(colors[i].g * 255)), 255), + System.Math.Min(System.Math.Max(0, (int)(colors[i].b * 255)), 255), + System.Math.Min(System.Math.Max(0, (int)(colors[i].a * 255)), 255))); + + sb.AppendLine(); + } + + for (int i = 0; i < faceCount; i++) + { + int faceLength = faces[i] != null ? faces[i].Length : 0; + sb.Append(faceLength.ToString(CultureInfo.InvariantCulture)); + for (int n = 0; n < faceLength; n++) + sb.Append(string.Format(CultureInfo.InvariantCulture, " {0}", faces[i][flipHandedness ? faceLength - n - 1 : n])); + sb.AppendLine(); + } + + contents = sb.ToString(); + + return true; + } + + static void WriteHeader(int vertexCount, int faceCount, bool hasNormals, bool hasColors, ref StringBuilder sb) + { + sb.AppendLine("ply"); + sb.AppendLine("format ascii 1.0"); + sb.AppendLine("comment Exported by [ProBuilder](http://www.procore3d.com/probuilder)"); + sb.AppendLine("comment " + System.DateTime.Now); + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "element vertex {0}", vertexCount)); + sb.AppendLine("property float32 x"); + sb.AppendLine("property float32 y"); + sb.AppendLine("property float32 z"); + if (hasNormals) + { + sb.AppendLine("property float32 nx"); + sb.AppendLine("property float32 ny"); + sb.AppendLine("property float32 nz"); + } + if (hasColors) + { + sb.AppendLine("property uint8 red"); + sb.AppendLine("property uint8 green"); + sb.AppendLine("property uint8 blue"); + sb.AppendLine("property uint8 alpha"); + } + sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "element face {0}", faceCount)); + sb.AppendLine("property list uint8 int32 vertex_index"); + sb.AppendLine("end_header"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PlyExporter.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PlyExporter.cs.meta new file mode 100644 index 0000000..97ebbea --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PlyExporter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9d65f00b82160e14fb2ab9bb2d2108ae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeEditor.cs new file mode 100644 index 0000000..f907d05 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeEditor.cs @@ -0,0 +1,104 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using ToolManager = UnityEditor.EditorTools.ToolManager; +using EditorToolManager = UnityEditor.EditorTools.EditorToolManager; + +namespace UnityEditor.ProBuilder +{ + [CustomEditor(typeof(PolyShape))] + sealed class PolyShapeEditor : Editor + { + PolyShape polygon + { + get { return target as PolyShape; } + } + + public override void OnInspectorGUI() + { + switch (polygon.polyEditMode) + { + case PolyShape.PolyEditMode.None: + { + if(GUILayout.Button("Edit Poly Shape")) + ToolManager.SetActiveTool(); + + EditorGUILayout.HelpBox( + "Editing a poly shape will erase any modifications made to the mesh!\n\nIf you accidentally enter Edit Mode you can Undo to get your changes back.", + MessageType.Warning); + + break; + } + + case PolyShape.PolyEditMode.Path: + { + EditorGUILayout.HelpBox("\nClick To Add Points\n\nPress 'Enter' or 'Space' to Set Height\n", MessageType.Info); + break; + } + + case PolyShape.PolyEditMode.Height: + { + EditorGUILayout.HelpBox("\nMove Mouse to Set Height\n\nPress 'Enter' or 'Space' to Finalize\n", MessageType.Info); + break; + } + + case PolyShape.PolyEditMode.Edit: + { + EditorGUILayout.HelpBox("\nMove Poly Shape points to update the shape\n\nPress 'Enter' or 'Space' to Finalize\n", MessageType.Info); + break; + } + } + + EditorGUI.BeginChangeCheck(); + + float extrude = polygon.extrude; + extrude = EditorGUILayout.FloatField("Extrusion", extrude); + + bool flipNormals = polygon.flipNormals; + flipNormals = EditorGUILayout.Toggle("Flip Normals", flipNormals); + + if (EditorGUI.EndChangeCheck()) + { + if (polygon.polyEditMode == PolyShape.PolyEditMode.None) + { + if (ProBuilderEditor.instance != null) + ProBuilderEditor.instance.ClearElementSelection(); + + UndoUtility.RecordComponents(polygon.GetComponents(typeof(Component)), "Edit Polygon Shape"); + } + else + { + UndoUtility.RecordObject(polygon, "Change Polygon Shape Settings"); + } + + polygon.extrude = extrude; + polygon.flipNormals = flipNormals; + + RebuildPolyShapeMesh(polygon); + } + } + + void RebuildPolyShapeMesh(bool vertexCountChanged = false) + { + // If Undo is called immediately after creation this situation can occur + if (polygon == null) + return; + + if(ToolManager.activeToolType == typeof(PolyShapeTool)) + { + PolyShapeTool tool = ((PolyShapeTool)EditorToolManager.activeTool); + if(tool.polygon == polygon) + tool.RebuildPolyShapeMesh(vertexCountChanged); + } + + if (polygon.polyEditMode != PolyShape.PolyEditMode.Path) + { + var result = polygon.CreateShapeFromPolygon(); + } + + // While the vertex count may not change, the triangle winding might. So unfortunately we can't take + // advantage of the `vertexCountChanged = false` optimization here. + ProBuilderEditor.Refresh(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeEditor.cs.meta new file mode 100644 index 0000000..369b673 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa15474f4b771974c86469106f4a4cb3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeTool.cs new file mode 100644 index 0000000..088b57a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeTool.cs @@ -0,0 +1,1269 @@ +using System; +using System.Linq; +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +using Math = UnityEngine.ProBuilder.Math; +using Plane = UnityEngine.Plane; +using UObject = UnityEngine.Object; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + /// + /// Represents the [PolyShape tool](../manual/polyshape.html) button on the [ProBuilder toolbar](../manual/toolbar.html) in the Editor. + /// + [EditorTool("Create PolyShape", toolPriority = 1001)] + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Toolbar/CreatePolyShape.png")] + public class DrawPolyShapeTool : PolyShapeTool + { + GameObject m_LastPolyShape = null; + + [MenuItem(EditorToolbarMenuItem.k_MenuPrefix + "Editors/Create PolyShape", false, PreferenceKeys.menuEditor + 1)] + static void MenuPerform_NewShape() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("New PolyShape", nameof(DrawPolyShapeTool)); + } + + PolyShape m_PolyShape = null; + + static GUIContent s_IconContent; + /// + public override GUIContent toolbarIcon + { + get + { + if (s_IconContent == null) + s_IconContent = new GUIContent() + { + image = IconUtility.GetIcon("Toolbar/CreatePolyShape.png"), + text = "Create PolyShape", + tooltip = "Create PolyShape" + }; + return s_IconContent; + } + } + + [InitializeOnEnterPlayMode] + static void ResetDrawPolyShapeToolStatics() + { + s_IconContent = null; + } + + /// + public override void OnActivated() + { + m_LastPolyShape = null; + m_IsExiting = false; + MeshSelection.SetSelection((GameObject)null); + ToolManager.SetActiveContext(); + base.OnActivated(); + } + + /// + public override void OnWillBeDeactivated() + { + base.OnWillBeDeactivated(); + m_PolyShape = null; + if (m_LastPolyShape) + Selection.activeObject = m_LastPolyShape; + } + + /// + public override void OnToolGUI(EditorWindow window) + { + if (m_PolyShape == null || polygon == null) + { + if(m_PolyShape) + m_LastPolyShape = m_PolyShape.gameObject; + + if (!TryCreatePolyShape()) + { + ToolManager.RestorePreviousTool(); + return; + } + } + + var evt = Event.current; + if (polygon?.polyEditMode == PolyShape.PolyEditMode.Height) + { + if (evt.type == EventType.MouseUp && evt.button == 0 && !EditorHandleUtility.IsAppendModifier(evt.modifiers)) + { + evt.Use(); + if (!TryFinalizeShape()) + return; + } + } + + base.OnToolGUI(window); + } + + internal override void HandleKeyEvent(Event evt) + { + KeyCode key = evt.keyCode; + + switch (key) + { + case KeyCode.Space: + case KeyCode.Return: + { + if (polygon.polyEditMode == PolyShape.PolyEditMode.Height + || polygon.polyEditMode == PolyShape.PolyEditMode.Edit) + { + TryFinalizeShape(); + LeaveTool(); + evt.Use(); + } + break; + } + + case KeyCode.Escape: + { + if (polygon != null && polygon.polyEditMode == PolyShape.PolyEditMode.Height) + { + TryFinalizeShape(); + } + else + { + EditorApplication.delayCall += () => + { + Undo.RevertAllDownToGroup(m_UndoGroup - 1); // cancel everything we were doing this group + }; + } + LeaveTool(); + evt.Use(); + break; + } + } + + if (evt.type != EventType.Used) + base.HandleKeyEvent(evt); + } + + bool TryFinalizeShape() + { + m_LastPolyShape = polygon.gameObject; + + SetShapeHeight(); + polygon.gameObject.hideFlags = HideFlags.None; + UndoUtility.RegisterCreatedObjectUndo(polygon.gameObject, "Finalize Draw PolyShape"); + Undo.CollapseUndoOperations(m_UndoGroup); + polygon = null; + return false; + } + + /// + protected override void OnObjectSelectionChanged() + { + if(Selection.activeObject != null && polygon == null) + { + ToolManager.RestorePreviousTool(); + return; + } + + if((Selection.activeObject == null && polygon == null) || + (Selection.activeObject is GameObject go && go == polygon.gameObject)) + return; + + if (polygon != null && polygon.polyEditMode == PolyShape.PolyEditMode.Height) + { + TryFinalizeShape(); + } + else if (polygon != null && polygon.polyEditMode == PolyShape.PolyEditMode.Path) + { + // NOTE 2025-02-19 At this point the selection has already changed and we want to + // cancel out of this tool. Unity does not provide a beforeSelectionChanged event + // which would be proper time to remove and clean up the undo entries from the + // undo stack. The selection change is already added to the undo stack so we cannot + // revert it now. This is the next best thing. + Undo.ClearUndo(polygon.gameObject); + Undo.ClearUndo(polygon); + Undo.SetCurrentGroupName(Undo.GetCurrentGroupName()); + } + LeaveTool(); + } + + bool TryCreatePolyShape() + { + MeshSelection.objectSelectionChanged -= OnObjectSelectionChanged; + var newPolyshape = CanCreateNewPolyShape(); + if (newPolyshape && !m_IsExiting) + { + Undo.SetCurrentGroupName("PolyShape Tool"); + //Finalize previous operation in term of undo + m_UndoGroup = Undo.GetCurrentGroup(); + + GameObject go = new GameObject("PolyShape"); + go.hideFlags = HideFlags.HideAndDontSave | HideFlags.HideInInspector; + + UndoUtility.RegisterCreatedObjectUndo(go, "Create Poly Shape"); + Undo.RegisterCompleteObjectUndo(go, "Adding components"); + m_PolyShape = Undo.AddComponent(go); + ProBuilderMesh pb = Undo.AddComponent(go); + pb.CreateShapeFromPolygon(m_PolyShape.m_Points, m_PolyShape.extrude, m_PolyShape.flipNormals); + EditorUtility.InitObject(pb); + + // Special case - we don't want to reset the grid pivot because we rely on it to set the active plane for + // interaction, regardless of whether snapping is enabled or not. + if (ProGridsInterface.SnapEnabled() || ProGridsInterface.GridVisible()) + { + Vector3 pivot; + if (ProGridsInterface.GetPivot(out pivot)) + go.transform.position = pivot; + } + + m_PolyShape.polyEditMode = PolyShape.PolyEditMode.Path; + UpdateTarget(m_PolyShape); + } + + MeshSelection.objectSelectionChanged+= OnObjectSelectionChanged; + return newPolyshape; + } + + static bool CanCreateNewPolyShape() + { + //If inspector is locked we cannot create new PolyShape. + //First created inspector seems to hold a specific semantic where + //if not unlocked no matter how many inspectors are present they will + //not allow the creation of new PolyShape. + var inspWindows = InspectorWindow.GetInspectors(); + + if (inspWindows.Any(x => x.isLocked)) + { + if (UnityEditor.EditorUtility.DisplayDialog( + L10n.Tr("Inspector Locked"), + L10n.Tr("To create a new Poly Shape you need access to all Inspectors, which are currently locked. Do you wish to unlock all Inspectors?"), + L10n.Tr("Unlock"), + L10n.Tr("Cancel"))) + { + foreach (var insp in inspWindows) + insp.isLocked = false; + } + else + { + return false; + } + } + + return true; + } + } + + /// + /// Represents the [PolyShape tool](../manual/polyshape.html) button on the [ProBuilder toolbar](../manual/toolbar.html) in the Editor. + /// + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/Toolbar/CreatePolyShape.png")] + [EditorTool("Edit PolyShape", typeof(PolyShape))] + public class PolyShapeTool : EditorTool + { + /// + public override bool gridSnapEnabled => true; + + [MenuItem("Tools/ProBuilder/Edit/Edit PolyShape", true, PreferenceKeys.menuEditor + 10)] + static bool ValidateEditShapeTool() + { + foreach (var go in Selection.gameObjects) + if (go.TryGetComponent(out _)) return true; + + return false; + } + + [MenuItem("Tools/ProBuilder/Edit/Edit PolyShape", false, PreferenceKeys.menuEditor + 10)] + static void ActivateEditShapeTool() + { + ToolManager.SetActiveTool(); + ProBuilderAnalytics.SendActionEvent("Edit PolyShape", nameof(PolyShapeTool)); + } + + + static readonly Color k_HandleColor = new Color(.8f, .8f, .8f, 1f); + static readonly Color k_HandleColorGreen = new Color(.01f, .9f, .3f, 1f); + static readonly Color k_HandleSelectedColor = new Color(.01f, .8f, .98f, 1f); + + static readonly Color k_LineColor = new Color(0f, 55f / 255f, 1f, 1f); + static readonly Color k_InvalidLineColor = Color.red; + static readonly Color k_DrawingLineColor = new Color(0.01f, .9f, 0.3f, 1f); + + Color m_CurrentLineColor = k_LineColor; + + const float k_HandleSize = .05f; + + GUIContent m_OverlayTitle; + + Plane m_Plane = new Plane(Vector3.up, Vector3.zero); + + Plane plane + { + set + { + m_Plane = value; + } + get + { + if (polygon.m_Points.Count >= 3 && + m_Plane.distance.Equals(0) && + m_Plane.normal.Equals(Vector3.up)) + { + Transform trs = polygon.transform; + m_Plane = new Plane(trs.TransformPoint(polygon.m_Points[0]), + trs.TransformPoint(polygon.m_Points[1]), + trs.TransformPoint(polygon.m_Points[2])); + } + else + m_Plane = EditorHandleUtility.GetPlaneFromSceneView(); + + return m_Plane; + } + } + + internal int m_UndoGroup; + + int m_ControlId; + int m_ControlId0; + int m_SelectedIndex = -2; + bool m_IsModifyingVertices = false; + bool m_NextMouseUpAdvancesMode = false; + internal bool m_IsExiting = false; + + bool m_PlacingPoint = false; + float m_DistanceFromHeightHandle; + + MouseCursor m_MouseCursor; + + static float s_HeightMouseOffset; + // should the height change handles be visible? + bool m_DrawHeightHandles = true; + + Vector3 m_CurrentPosition = Vector3.positiveInfinity; + + PolyShape m_Polygon; + + /// + /// Gets or sets the custom polygon shape. + /// + public PolyShape polygon + { + set + { + m_Polygon = value; + if(m_Polygon != null) + { + PolyShape.PolyEditMode mode = m_Polygon.polyEditMode; + m_Polygon.polyEditMode = PolyShape.PolyEditMode.None; + SetPolyEditMode(mode); + } + } + + get + { + return m_Polygon; + } + } + + static GUIContent s_IconContent; + + /// + public override GUIContent toolbarIcon + { + get + { + if (s_IconContent == null) + s_IconContent = new GUIContent() + { + image = IconUtility.GetIcon("Toolbar/CreatePolyShape"), + text = "Edit PolyShape", + tooltip = "Edit PolyShape" + }; + return s_IconContent; + } + } + + [InitializeOnEnterPlayMode] + static void ResetPolyShapeToolStatics() + { + s_IconContent = null; + s_HeightMouseOffset = 0f; + } + + void OnEnable() + { + m_OverlayTitle = new GUIContent("PolyShape Settings"); + } + + void OnDisable(){} + + /// + public override void OnActivated() + { + SetPolyEditMode(PolyShape.PolyEditMode.None); + + Undo.SetCurrentGroupName("PolyShape Tool"); + m_UndoGroup = Undo.GetCurrentGroup(); + + ProBuilderEditor.selectModeChanged += OnSelectModeChanged; + MeshSelection.objectSelectionChanged += OnObjectSelectionChanged; + ToolManager.activeContextChanged += OnActiveContextChanged; + Undo.undoRedoPerformed += UndoRedoPerformed; + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + + m_Target = null; + UpdateTarget(); + } + + /// + public override void OnWillBeDeactivated() + { + ProBuilderEditor.selectModeChanged -= OnSelectModeChanged; + MeshSelection.objectSelectionChanged -= OnObjectSelectionChanged; + ToolManager.activeContextChanged -= OnActiveContextChanged; + Undo.undoRedoPerformed -= UndoRedoPerformed; + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; + if(polygon != null && polygon.polyEditMode != PolyShape.PolyEditMode.None) + SetPolyEditMode(PolyShape.PolyEditMode.None); + + Undo.CollapseUndoOperations(m_UndoGroup); + polygon = null; + } + + internal void UpdateTarget(PolyShape shape = null) + { + if(shape != null) + m_Target = shape; + + if(target is PolyShape ps) + { + polygon = ps; + SetPolyEditMode(PolyShape.PolyEditMode.Edit); + } + else if(target is GameObject go) + { + if(go.transform.TryGetComponent(out var psComp)) + { + polygon = psComp; + SetPolyEditMode(PolyShape.PolyEditMode.Edit); + } + } + } + + /// + /// Exits the tool and restores previous persistent tool. + /// + protected void LeaveTool() + { + m_IsExiting = true; + //Quit Polygon edit mode and deactivate the tool + SetPolyEditMode(PolyShape.PolyEditMode.None); + polygon = null; + ToolManager.RestorePreviousPersistentTool(); + } + + private void OnPlayModeStateChanged(PlayModeStateChange state) + { + if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode) + { + // Reset tool state when entering/exiting playmode + if (ToolManager.IsActiveTool(this)) + LeaveTool(); + } + } + + /// + /// Implements the PolyShapeTool in the Unity Editor. This method is called when the PolyShapeTool is activated. + /// + /// The window calling the tool (SceneView). + public override void OnToolGUI(EditorWindow window) + { + Event evt = Event.current; + + // todo refactor overlays to use `Overlay` class +#pragma warning disable 618 + SceneViewOverlay.Window( m_OverlayTitle, OnOverlayGUI, 0, SceneViewOverlay.WindowDisplayOption.OneWindowPerTitle ); +#pragma warning restore 618 + + if (polygon == null) + return; + + if (polygon.polyEditMode == PolyShape.PolyEditMode.None) + return; + + // used when finishing a loop by clicking the first created point + if (m_NextMouseUpAdvancesMode && evt.type == EventType.MouseUp) + { + evt.Use(); + m_NextMouseUpAdvancesMode = false; + + SetPolyEditMode(PolyShape.PolyEditMode.Height); + } + + if (m_IsModifyingVertices && ( + evt.type == EventType.MouseUp || + evt.type == EventType.Ignore || + evt.type == EventType.KeyDown || + evt.type == EventType.KeyUp)) + { + OnFinishVertexMovement(); + } + + if (evt.type == EventType.KeyDown) + HandleKeyEvent(evt); + + //The user can press a key to exit editing mode, + //leading to null polygon at this point + if (polygon == null) + return; + + if (EditorHandleUtility.SceneViewInUse(evt)) + return; + + m_ControlId = GUIUtility.GetControlID(FocusType.Passive); + + if(evt.type == EventType.Layout) + HandleUtility.AddDefaultControl(m_ControlId); + + if(polygon.polyEditMode == PolyShape.PolyEditMode.Path && HandleUtility.nearestControl == m_ControlId && !m_PlacingPoint) + m_MouseCursor = MouseCursor.ArrowPlus; + else if((GUIUtility.hotControl != 0) || m_PlacingPoint) + m_MouseCursor = MouseCursor.MoveArrow; + else + m_MouseCursor = MouseCursor.Arrow; + + if(evt.type == EventType.MouseMove) + SceneView.RepaintAll(); + + DoPointPlacement(); + DoExistingPointsGUI(); + if(evt.type == EventType.Repaint) + { + DoExistingLinesGUI(); + Rect sceneViewRect = window.position; + sceneViewRect.x = 0; + sceneViewRect.y = 0; + SceneView.AddCursorRect(sceneViewRect, m_MouseCursor); + } + } + + /// + /// Overlay GUI + /// + /// the target of this overlay + /// the current SceneView where to display the overlay + void OnOverlayGUI(UObject target, SceneView view) + { + var currentPolygon = polygon; + if(currentPolygon == null) + return; + + EditorGUILayout.BeginVertical(GUILayout.Width(300)); + + switch (currentPolygon.polyEditMode) + { + case PolyShape.PolyEditMode.Path: + { + EditorGUILayout.HelpBox("Click To Add Points\nPress 'Enter' or 'Space' to Set Height", MessageType.Info); + break; + } + + case PolyShape.PolyEditMode.Height: + { + EditorGUILayout.HelpBox("Move Mouse to Set Height\nPress 'Enter' or 'Space' to Finalize", MessageType.Info); + break; + } + + case PolyShape.PolyEditMode.Edit: + { + if(GUILayout.Button("Quit Editing", UI.EditorGUIUtility.GetActiveStyle("Button"))) + LeaveTool(); + EditorGUILayout.HelpBox("Move Poly Shape points to update the shape." + + "\nClick on an edge to add new points, press 'Backspace' to remove selected point." + + "\nPress 'Enter' or 'Space' to Finalize", MessageType.Info); + break; + } + } + + EditorGUI.BeginChangeCheck(); + + float extrude = currentPolygon.extrude; + extrude = EditorGUILayout.FloatField("Extrusion", extrude); + + bool flipNormals = currentPolygon.flipNormals; + flipNormals = EditorGUILayout.Toggle("Flip Normals", flipNormals); + + if (EditorGUI.EndChangeCheck()) + { + if (currentPolygon.polyEditMode == PolyShape.PolyEditMode.None) + { + if (ProBuilderEditor.instance != null) + ProBuilderEditor.instance.ClearElementSelection(); + + UndoUtility.RecordObject(currentPolygon, "Change Polygon Shape Settings"); + UndoUtility.RecordObject(currentPolygon.mesh, "Change Polygon Shape Settings"); + } + else + { + UndoUtility.RecordObject(currentPolygon, "Change Polygon Shape Settings"); + } + + currentPolygon.extrude = extrude; + currentPolygon.flipNormals = flipNormals; + + RebuildPolyShapeMesh(currentPolygon); + } + EditorGUILayout.EndVertical(); + } + + internal void SetShapeHeight() + { + Undo.RegisterCompleteObjectUndo(polygon, "Set Height"); + + RebuildPolyShapeMesh(polygon); + SetPolyEditMode(PolyShape.PolyEditMode.None); + } + + internal void SetPolyEditMode(PolyShape.PolyEditMode mode) + { + if(polygon == null) + return; + + PolyShape.PolyEditMode old = polygon.polyEditMode; + if (mode != old) + { + GUIUtility.hotControl = 0; + + // Entering edit mode after the shape has been finalized once before, which means + // possibly reverting manual changes. Store undo state so that if this was + // not intentional user can revert. + if (old == PolyShape.PolyEditMode.None && polygon.m_Points.Count > 2) + { + if (ProBuilderEditor.instance != null) + ProBuilderEditor.instance.ClearElementSelection(); + + Undo.RegisterCompleteObjectUndo(polygon, "Edit Polygon Shape"); + Undo.RegisterCompleteObjectUndo(polygon.mesh, "Edit Polygon Shape mesh"); + } + + polygon.polyEditMode = mode; + + // If coming from Path -> Height set the mouse / origin offset + if (old == PolyShape.PolyEditMode.Path && mode == PolyShape.PolyEditMode.Height && Event.current != null) + { + Vector3 up = polygon.transform.up; + Vector3 origin = polygon.transform.TransformPoint(Math.Average(polygon.m_Points)); + + if (SceneCameraIsAlignedWithPolyUp()) + { + s_HeightMouseOffset = polygon.extrude; + SetShapeHeight(); + polygon.gameObject.hideFlags = HideFlags.None; + Undo.CollapseUndoOperations(m_UndoGroup); + polygon = null; + return; + } + else + { + Ray r = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); + Vector3 p = Math.GetNearestPointRayRay(origin, up, r.origin, r.direction); + float extrude = Vector3.Distance(origin, p) * Mathf.Sign(Vector3.Dot(p - origin, up)); + s_HeightMouseOffset = polygon.extrude - EditorSnapping.MoveSnap(extrude); + } + } + else if(old == PolyShape.PolyEditMode.Path && mode == PolyShape.PolyEditMode.None) + { + var go = polygon.gameObject; + EditorApplication.delayCall += () => + { + DestroyImmediate(go); + }; + return; + } + + RebuildPolyShapeMesh(polygon); + + //Dirty the polygon for serialization (fix for transition between prefab and scene mode) + if(polygon != null) + UnityEditor.EditorUtility.SetDirty(polygon); + + } + } + + /// + /// Redraws the PolyShape mesh in the Unity Editor. + /// + /// This parameter is ignored. + public void RebuildPolyShapeMesh(bool vertexCountChanged = false) + { + // If Undo is called immediately after creation this situation can occur + if (polygon == null) + return; + + if (polygon.polyEditMode != PolyShape.PolyEditMode.Path) + { + // PBLD-137 - continously refresh the material, otherwise if Resident Drawer is on, new faces are drawn without material applied until there's some other trigger: + // renderer enable/disable, material re-apply, etc. + if (polygon.polyEditMode == PolyShape.PolyEditMode.Height && polygon.m_Points != null && + polygon.m_Points.Count >= 3 && polygon.mesh.renderer.sharedMaterial == null) + { + Undo.RegisterCompleteObjectUndo(polygon.mesh.renderer, "Adding Material"); + polygon.mesh.renderer.sharedMaterial = EditorMaterialUtility.GetUserMaterial(); + } + + var result = polygon.CreateShapeFromPolygon(); + if(result.status == ActionResult.Status.Failure) + { + m_CurrentLineColor = k_InvalidLineColor; + // hide the handle to change the height of the invalid mesh + m_DrawHeightHandles = false; + + // skip height edit mode if the mesh is invalid + if(polygon.polyEditMode == PolyShape.PolyEditMode.Height) + SetPolyEditMode(PolyShape.PolyEditMode.Edit); + } + else + { + // make sure everything set to normal if polygon creation succeeded + m_CurrentLineColor = k_LineColor; + m_DrawHeightHandles = true; + } + } + + // While the vertex count may not change, the triangle winding might. So unfortunately we can't take + // advantage of the `vertexCountChanged = false` optimization here. + ProBuilderEditor.Refresh(); + } + + // Returns a local space point, + Vector3 GetPointInLocalSpace(Vector3 point) + { + var trs = polygon.transform; + + if (polygon.isOnGrid) + { + Vector3 snapMask = ProBuilderSnapping.GetSnappingMaskBasedOnNormalVector(plane.normal); + return trs.InverseTransformPoint(ProBuilderSnapping.Snap(point, Vector3.Scale(EditorSnapping.activeMoveSnapValue, snapMask))); + } + + return trs.InverseTransformPoint(point); + } + + Vector3 GetPointFromHit(Vector3 hit) + { + // this monstrosity exists so that grid and incremental snap work when possible, and + // incremental is enabled when grid is not available. + var point = m_Polygon.isOnGrid + ? EditorSnapping.MoveSnap(hit) + : EditorSnapping.snapMode == SnapMode.Relative + ? ProBuilderSnapping.Snap(hit, EditorSnapping.incrementalSnapMoveValue) + : hit; + + return point; + } + + void DoPointPlacement() + { + Event evt = Event.current; + EventType eventType = evt.type; + + if (m_PlacingPoint) + { + Ray ray = HandleUtility.GUIPointToWorldRay(evt.mousePosition); + + if (eventType == EventType.MouseDrag) + { + float hitDistance = Mathf.Infinity; + + if (plane.Raycast(ray, out hitDistance)) + { + evt.Use(); + polygon.m_Points[m_SelectedIndex] = GetPointInLocalSpace(ray.GetPoint(hitDistance)); + RebuildPolyShapeMesh(false); + SceneView.RepaintAll(); + } + } + + if (eventType == EventType.MouseUp || + eventType == EventType.Ignore || + eventType == EventType.KeyDown || + eventType == EventType.KeyUp) + { + evt.Use(); + m_PlacingPoint = false; + SceneView.RepaintAll(); + } + } + else if (polygon.polyEditMode == PolyShape.PolyEditMode.Path) + { + if (eventType == EventType.MouseDown && evt.button == 0 && HandleUtility.nearestControl == m_ControlId) + { + if (polygon.m_Points.Count < 1) + SetupInputPlane(evt.mousePosition); + + float hitDistance = Mathf.Infinity; + + Ray ray = HandleUtility.GUIPointToWorldRay(evt.mousePosition); + + if (plane.Raycast(ray, out hitDistance)) + { + Undo.RegisterCompleteObjectUndo(polygon, "Add Polygon Shape Point"); + + Vector3 hit = ray.GetPoint(hitDistance); + + if (polygon.m_Points.Count < 1) + { + Undo.RegisterCompleteObjectUndo(polygon.transform, "Set position"); + polygon.transform.position = GetPointFromHit(hit); + + Vector3 cameraFacingPlaneNormal = plane.normal; + if (Vector3.Dot(cameraFacingPlaneNormal, SceneView.lastActiveSceneView.camera.transform.forward) > 0f) + cameraFacingPlaneNormal *= -1; + + polygon.transform.rotation = Quaternion.LookRotation(cameraFacingPlaneNormal) * Quaternion.Euler(new Vector3(90f, 0f, 0f)); + } + + Vector3 point = GetPointInLocalSpace(hit); + + if (polygon.m_Points.Count > 2 && Math.Approx3(polygon.m_Points[0], point)) + { + m_NextMouseUpAdvancesMode = true; + return; + } + + polygon.m_Points.Add(point); + + m_PlacingPoint = true; + m_SelectedIndex = polygon.m_Points.Count - 1; + RebuildPolyShapeMesh(polygon); + + evt.Use(); + } + } + else + { + float hitDistance = Mathf.Infinity; + Ray ray = HandleUtility.GUIPointToWorldRay(evt.mousePosition); + + if(plane.Raycast(ray, out hitDistance)) + { + Vector3 hit = ray.GetPoint(hitDistance); + m_CurrentPosition = GetPointInLocalSpace(hit); + } + } + } + else if (polygon.polyEditMode == PolyShape.PolyEditMode.Edit) + { + if (polygon.m_Points.Count < 3) + { + SetPolyEditMode(PolyShape.PolyEditMode.Path); + return; + } + + if (m_DistanceFromHeightHandle > PreferenceKeys.k_MaxPointDistanceFromControl) + { + // point insertion + Vector2 mouse = evt.mousePosition; + Ray ray = HandleUtility.GUIPointToWorldRay(mouse); + float hitDistance = Mathf.Infinity; + if(plane.Raycast(ray, out hitDistance)) + { + Vector3 hit = ray.GetPoint(hitDistance); + Vector3 point = GetPointInLocalSpace(hit); + + int polyCount = polygon.m_Points.Count; + + float distToLineInGUI; + int index; + Vector3 pInGUI = EditorHandleUtility.ClosestPointToPolyLine(polygon.m_Points, out index, out distToLineInGUI, true, polygon.transform); + + Vector3 aToPoint = point - polygon.m_Points[index - 1]; + Vector3 aToB = polygon.m_Points[index % polyCount] - polygon.m_Points[index - 1]; + + float ratio = Vector3.Dot(aToPoint, aToB.normalized) / aToB.magnitude; + Vector3 wp = Vector3.Lerp(polygon.m_Points[index - 1], polygon.m_Points[index % polyCount], ratio); + wp = polygon.transform.TransformPoint(wp); + + Vector2 aInGUI = HandleUtility.WorldToGUIPoint(polygon.transform.TransformPoint(polygon.m_Points[index - 1])); + Vector2 bInGUI = HandleUtility.WorldToGUIPoint(polygon.transform.TransformPoint(polygon.m_Points[index % polyCount])); + float distanceToVertex = Mathf.Min(Vector2.Distance(mouse, aInGUI), Vector2.Distance(mouse, bInGUI)); + + if (distanceToVertex > PreferenceKeys.k_MaxPointDistanceFromControl && distToLineInGUI < PreferenceKeys.k_MaxPointDistanceFromControl) + { + m_MouseCursor = MouseCursor.ArrowPlus; + + if(evt.type == EventType.Repaint) + { + Handles.color = Color.green; + Handles.DotHandleCap(-1, wp, Quaternion.identity, + HandleUtility.GetHandleSize(wp) * k_HandleSize, evt.type); + } + + if (evt.type == EventType.MouseDown && evt.button == 0 && HandleUtility.nearestControl == m_ControlId) + { + evt.Use(); + + UndoUtility.RecordObject(polygon, "Insert Point"); + polygon.m_Points.Insert(index, point); + m_SelectedIndex = index; + m_PlacingPoint = true; + RebuildPolyShapeMesh(true); + OnBeginVertexMovement(); + } + + Handles.color = Color.white; + } + + if(evt.type != EventType.Repaint) + SceneView.RepaintAll(); + } + } + } + } + + void SetupInputPlane(Vector2 mousePosition) + { + plane = EditorHandleUtility.FindBestPlane(mousePosition); + + var planeNormal = plane.normal; + var planeCenter = plane.normal * -plane.distance; + + // if hit point on plane is cardinal axis and on grid, snap to grid. + if (Math.IsCardinalAxis(planeNormal)) + { + const float epsilon = .00001f; + bool offGrid = false; + Vector3 snapVal = EditorSnapping.activeMoveSnapValue; + Vector3 center = Vector3.Scale(ProBuilderSnapping.GetSnappingMaskBasedOnNormalVector(planeNormal), planeCenter); + for (int i = 0; i < 3; i++) + offGrid |= Mathf.Abs(snapVal[i] % center[i]) > epsilon; + polygon.isOnGrid = !offGrid; + } + else + { + polygon.isOnGrid = false; + } + } + + void DoExistingPointsGUI() + { + Transform trs = polygon.transform; + int len = polygon.m_Points.Count; + + Vector3 up = trs.up; + Vector3 right = trs.right; + Vector3 forward = trs.forward; + Vector3 center = Vector3.zero; + + Event evt = Event.current; + + bool used = evt.type == EventType.Used; + + if (!used && + (evt.type == EventType.MouseDown && evt.button == 0 && + !EditorHandleUtility.IsAppendModifier(evt.modifiers))) + { + m_SelectedIndex = -1; + } + + if(evt.type == EventType.Repaint && polygon.polyEditMode == PolyShape.PolyEditMode.Path) + { + if (HandleUtility.nearestControl == m_ControlId) + { + Vector3 currentPos = polygon.transform.TransformPoint(m_CurrentPosition); + Handles.color = k_HandleColor; + Handles.DotHandleCap(-1, currentPos, Quaternion.identity, HandleUtility.GetHandleSize(currentPos) * k_HandleSize, evt.type); + Handles.color = Color.white; + } + } + + if (polygon.polyEditMode == PolyShape.PolyEditMode.Height) + { + if (!used && evt.type == EventType.MouseUp && evt.button == 0 && !EditorHandleUtility.IsAppendModifier(evt.modifiers)) + { + evt.Use(); + UndoUtility.RecordObject(polygon, "Set Height"); + SetPolyEditMode(PolyShape.PolyEditMode.Edit); + return; + } + + bool sceneInUse = EditorHandleUtility.SceneViewInUse(evt); + Ray r = HandleUtility.GUIPointToWorldRay(evt.mousePosition); + + Vector3 origin = polygon.transform.TransformPoint(Math.Average(polygon.m_Points)); + float extrude = polygon.extrude; + + if (evt.type == EventType.MouseMove && !sceneInUse) + { + Vector3 p = Math.GetNearestPointRayRay(origin, up, r.origin, r.direction); + extrude = EditorSnapping.MoveSnap(s_HeightMouseOffset + Vector3.Distance(origin, p) * Mathf.Sign(Vector3.Dot(p - origin, up))); + } + + Vector3 extrudePoint = origin + (extrude * up); + + if (m_DrawHeightHandles) + { + Handles.color = k_HandleColor; + Handles.DotHandleCap(-1, origin, Quaternion.identity, HandleUtility.GetHandleSize(origin) * k_HandleSize, evt.type); + Handles.color = k_HandleColorGreen; + Handles.DrawLine(origin, extrudePoint); + Handles.DotHandleCap(-1, extrudePoint, Quaternion.identity, HandleUtility.GetHandleSize(extrudePoint) * k_HandleSize, evt.type); + Handles.color = Color.white; + } + + if (!sceneInUse && polygon.extrude != extrude) + { + OnBeginVertexMovement(); + polygon.extrude = extrude; + RebuildPolyShapeMesh(false); + } + } + else + { + // vertex dots + for (int ii = 0; ii < len; ii++) + { + Vector3 point = trs.TransformPoint(polygon.m_Points[ii]); + + center.x += point.x; + center.y += point.y; + center.z += point.z; + + float size = HandleUtility.GetHandleSize(point) * k_HandleSize; + + EditorGUI.BeginChangeCheck(); + + int id = GUIUtility.GetControlID(FocusType.Passive); + Handles.color = ii == m_SelectedIndex || HandleUtility.nearestControl == id ? k_HandleSelectedColor : k_HandleColor; + point = Handles.Slider2D(id, point, up, right, forward, size, Handles.DotHandleCap, Vector2.zero, true); + + if (ii == 0) + m_ControlId0 = id; + + if (EditorGUI.EndChangeCheck()) + { + UndoUtility.RecordObject(polygon, "Move Polygon Shape Point"); + polygon.m_Points[ii] = GetPointInLocalSpace(point); + OnBeginVertexMovement(); + RebuildPolyShapeMesh(false); + } + + // "clicked" a button + if (!used && evt.type == EventType.Used) + { + if (ii == 0 && polygon.m_Points.Count > 2 && polygon.polyEditMode == PolyShape.PolyEditMode.Path) + { + m_NextMouseUpAdvancesMode = true; + return; + } + else + { + used = true; + m_SelectedIndex = ii; + } + } + } + + Handles.color = Color.white; + + // height setting + if (polygon.polyEditMode != PolyShape.PolyEditMode.Path && polygon.m_Points.Count > 2) + { + center.x /= (float)len; + center.y /= (float)len; + center.z /= (float)len; + + Vector3 extrude = center + (up * polygon.extrude); + m_DistanceFromHeightHandle = Vector2.Distance(HandleUtility.WorldToGUIPoint(extrude), evt.mousePosition); + + EditorGUI.BeginChangeCheck(); + + if (m_DrawHeightHandles) + { + Handles.color = k_HandleColor; + Handles.DotHandleCap(-1, center, Quaternion.identity, HandleUtility.GetHandleSize(center) * k_HandleSize, evt.type); + Handles.DrawLine(center, extrude); + Handles.color = k_HandleColorGreen; + extrude = Handles.Slider(extrude, up, HandleUtility.GetHandleSize(extrude) * k_HandleSize, Handles.DotHandleCap, 0f); + Handles.color = Color.white; + } + + if (EditorGUI.EndChangeCheck()) + { + UndoUtility.RecordObject(polygon, "Set Polygon Shape Height"); + polygon.extrude = EditorSnapping.MoveSnap(Vector3.Distance(extrude, center) * Mathf.Sign(Vector3.Dot(up, extrude - center))); + OnBeginVertexMovement(); + RebuildPolyShapeMesh(false); + } + } + } + } + + /// + /// Display lines of the poly shape + /// + void DoExistingLinesGUI() + { + DrawPolyLine(); + DrawGuideLine(); + } + + void DrawPolyLine() + { + if (m_Polygon.m_Points.Count < 2) + return; + + int count = m_Polygon.m_Points.Count; + int vc = polygon.polyEditMode == PolyShape.PolyEditMode.Path ? count : count + 1; + Vector3[] verticesPositions = new Vector3[vc]; + + for(int i = 0; i < vc; i++) + { + verticesPositions[i] = m_Polygon.transform.TransformPoint(m_Polygon.m_Points[i % count]); + } + + Handles.color = m_CurrentLineColor; + Handles.DrawPolyLine(verticesPositions); + Handles.color = Color.white; + } + + /// + /// Draw a helper line between the last point of the cut and the current position of the mouse cursor + /// + /// true if the line can be traced (the position of the cursor must be valid and the cut have one point minimum) + void DrawGuideLine() + { + if(m_CurrentPosition.Equals(Vector3.positiveInfinity) + || m_PlacingPoint + || polygon.polyEditMode != PolyShape.PolyEditMode.Path) + return; + + if((polygon.controlPoints.Count > 0 && HandleUtility.nearestControl == m_ControlId) // the cursor is not on any other knot + || (polygon.controlPoints.Count > 2 && HandleUtility.nearestControl == m_ControlId0)) // or the cursor is hovering the first knot and we can close the shape + { + var closestPoint = (polygon.controlPoints.Count > 2 && HandleUtility.nearestControl == m_ControlId0) ? polygon.controlPoints[0] : m_CurrentPosition; + Handles.color = k_DrawingLineColor; + Handles.DrawDottedLine(m_Polygon.transform.TransformPoint(polygon.controlPoints[polygon.controlPoints.Count - 1]), + m_Polygon.transform.TransformPoint(closestPoint), 5f); + Handles.color = Color.white; + } + } + + internal virtual void HandleKeyEvent(Event evt) + { + KeyCode key = evt.keyCode; + + switch (key) + { + case KeyCode.Space: + case KeyCode.Return: + { + if (polygon?.polyEditMode == PolyShape.PolyEditMode.Path) + { + if (polygon.m_Points.Count > 2) + SetPolyEditMode(PolyShape.PolyEditMode.Height); + evt.Use(); + } + else if (polygon?.polyEditMode == PolyShape.PolyEditMode.Height + || polygon?.polyEditMode == PolyShape.PolyEditMode.Edit) + { + LeaveTool(); + evt.Use(); + } + + break; + } + + case KeyCode.Backspace: + { + if (m_SelectedIndex > -1) + { + UndoUtility.RecordObject(polygon, "Delete Selected Points"); + polygon.m_Points.RemoveAt(m_SelectedIndex); + m_SelectedIndex = -1; + RebuildPolyShapeMesh(polygon); + evt.Use(); + } + break; + } + + case KeyCode.Escape: + { + LeaveTool(); + evt.Use(); + break; + } + + } + } + + /** + * Is the scene camera looking directly at the up vector of the current polygon? + * Prevents a situation where the height tool is rendered useless by coplanar + * ray tracking. + */ + bool SceneCameraIsAlignedWithPolyUp() + { + float dot = Vector3.Dot(SceneView.lastActiveSceneView.camera.transform.forward, polygon.transform.up); + return Mathf.Abs(Mathf.Abs(dot) - 1f) < .01f; + } + + void OnBeginVertexMovement() + { + if (!m_IsModifyingVertices) + m_IsModifyingVertices = true; + } + + void OnFinishVertexMovement() + { + m_IsModifyingVertices = false; + RebuildPolyShapeMesh(polygon); + } + + void UndoRedoPerformed() + { + if (polygon != null && polygon.polyEditMode == PolyShape.PolyEditMode.Height) + { + //resetting state if undo is performed while in height edit mode + polygon.polyEditMode = PolyShape.PolyEditMode.Path; + polygon.extrude = 0f; + polygon.mesh.Clear(); + DestroyImmediate(polygon.mesh.mesh, true); + } + + if (polygon != null && polygon.polyEditMode != PolyShape.PolyEditMode.None) + RebuildPolyShapeMesh(polygon); + } + + void OnActiveContextChanged() + { + ToolManager.RestorePreviousPersistentTool(); + } + + void OnSelectModeChanged(SelectMode selectMode) + { + if(MeshSelection.activeMesh) + { + PolyShape shape = MeshSelection.activeMesh.GetComponent(); + if(shape != null && shape != polygon) + LeaveTool(); + } + } + + /// + /// Called when object selection changes. + /// + protected virtual void OnObjectSelectionChanged() + { + if(polygon == null) + return; + + if(MeshSelection.activeMesh) + { + PolyShape shape = MeshSelection.activeMesh.GetComponent(); + if(shape == null) + LeaveTool(); + else if(shape != polygon) + UpdateTarget(shape); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeTool.cs.meta new file mode 100644 index 0000000..d64a18c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PolyShapeTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e7409d52cc9eb094db503a26dd4ae064 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PositionTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PositionTool.cs new file mode 100644 index 0000000..7787e12 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PositionTool.cs @@ -0,0 +1,182 @@ +//#define DEBUG_HANDLES +using System.Linq; +using UnityEditor.SettingsManagement; +using UnityEngine; +using UnityEngine.ProBuilder; +using System.Collections.Generic; +using UnityEditor.Overlays; + +namespace UnityEditor.ProBuilder +{ + [CustomEditor(typeof(PositionTool), true)] + class PositionToolEditor : Editor, ICreateToolbar + { + public IEnumerable toolbarElements + { + get + { + yield return "Tool Settings/Pivot Mode"; + yield return "ProBuilder Settings/Handle Orientation"; + yield return "ProBuilder Settings/Select Mode"; + yield return "ProBuilder Settings/Select Back Faces"; + yield return "ProBuilder Settings/Drag Rect Mode"; + } + } + } + + abstract class PositionTool : VertexManipulationTool + { + [UserSetting("General", "Show Handle Info", "Toggle the display of information of move, rotate, and scale deltas.")] + static Pref s_ShowHandleInfo = new Pref("editor.showHandleDelta", false, SettingsScope.User); + + protected bool showHandleInfo + { + get { return s_ShowHandleInfo.value; } + } + + protected void DrawDeltaInfo(string text) + { + Handles.BeginGUI(); + var view = SceneView.lastActiveSceneView; + var gc = UI.EditorGUIUtility.TempContent(text); + + // scene view screen.height includes the tab and toolbar + var toolbarHeight = UI.EditorStyles.sceneTextBox.CalcHeight(gc, Screen.width); + var contentSize = UI.EditorStyles.sceneTextBox.CalcSize(gc); + Rect handleTransformInfoRect = new Rect( + view.position.width - (contentSize.x + 8), + view.position.height - (contentSize.y + 8 + toolbarHeight), + contentSize.x, + contentSize.y); + + GUI.Label(handleTransformInfoRect, gc, UI.EditorStyles.sceneTextBox); + Handles.EndGUI(); + } + + const bool k_CollectCoincidentVertices = true; + +#if APPLY_POSITION_TO_SPACE_GIZMO + Matrix4x4 m_CurrentDelta = Matrix4x4.identity; +#endif + + protected class MeshAndPositions : MeshAndElementSelection + { + Vector3[] m_Positions; + + public Vector3[] positions + { + get { return m_Positions; } + } + + public MeshAndPositions(ProBuilderMesh mesh, PivotPoint pivot) : base(mesh, k_CollectCoincidentVertices) + { + m_Positions = mesh.positions.ToArray(); + + var l2w = mesh.transform.localToWorldMatrix; + + for (int i = 0, c = m_Positions.Length; i < c; i++) + m_Positions[i] = l2w.MultiplyPoint3x4(m_Positions[i]); + } + } + + internal override MeshAndElementSelection GetElementSelection(ProBuilderMesh mesh, PivotPoint pivot) + { + return new MeshAndPositions(mesh, pivot); + } + + internal Matrix4x4 GetPostApplyMatrix(ElementGroup group) + { + switch (pivotPoint) + { + case PivotPoint.Center: + return Matrix4x4.TRS(handlePositionOrigin, handleRotationOrigin, Vector3.one); + + case PivotPoint.ActiveElement: + return Matrix4x4.TRS(handlePositionOrigin, handleRotationOrigin, Vector3.one); + + case PivotPoint.IndividualOrigins: + return Matrix4x4.TRS(group.position, group.rotation, Vector3.one); + + default: + return Matrix4x4.identity; + } + } + + protected override void DoToolGUI() + { +#if DEBUG_HANDLES + if (isEditing && currentEvent.type == EventType.Repaint) + { + foreach (var key in elementSelection) + { + if (!(key is MeshAndPositions)) + break; + + foreach (var group in key.elementGroups) + { + var positions = ((MeshAndPositions)key).positions; + var postApplyMatrix = GetPostApplyMatrix(group); + var preApplyMatrix = postApplyMatrix.inverse; + + using (var faceDrawer = new EditorMeshHandles.TriangleDrawingScope(Color.cyan, + UnityEngine.Rendering.CompareFunction.Always)) + { + foreach (var face in key.mesh.GetSelectedFaces()) + { + var indices = face.indexesInternal; + + for (int i = 0, c = indices.Length; i < c; i += 3) + { + faceDrawer.Draw( + preApplyMatrix.MultiplyPoint3x4(positions[indices[i]]), + preApplyMatrix.MultiplyPoint3x4(positions[indices[i + 1]]), + preApplyMatrix.MultiplyPoint3x4(positions[indices[i + 2]]) + ); + } + } + } + } + } + } +#endif + } + + protected void Apply(Matrix4x4 delta) + { +#if APPLY_POSITION_TO_SPACE_GIZMO + m_CurrentDelta.SetColumn(3, delta.GetColumn(3)); +#endif + + 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) + { + positions[index] = worldToLocal.MultiplyPoint3x4( + postApplyMatrix.MultiplyPoint3x4( + delta.MultiplyPoint3x4(preApplyMatrix.MultiplyPoint3x4(origins[index])))); + } + } + + mesh.mesh.vertices = positions; + mesh.RefreshUV(MeshSelection.selectedFacesInEditZone[mesh]); + mesh.Refresh(RefreshMask.Normals); + } + + ProBuilderEditor.Refresh(false); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PositionTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PositionTool.cs.meta new file mode 100644 index 0000000..bc28394 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PositionTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b9ed23c5ac29d4227a634affc39ad4a4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Pref.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Pref.cs new file mode 100644 index 0000000..ada0683 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Pref.cs @@ -0,0 +1,19 @@ +using UnityEditor.SettingsManagement; + +namespace UnityEditor.ProBuilder +{ + sealed class Pref : UserSetting + { + public Pref(string key, T value, SettingsScope scope = SettingsScope.Project) + : base(ProBuilderSettings.instance, key, value, scope) + {} + + public Pref(Settings settings, string key, T value, SettingsScope scope = SettingsScope.Project) + : base(settings, key, value, scope) {} + + public static implicit operator T(Pref pref) + { + return pref.value; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Pref.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Pref.cs.meta new file mode 100644 index 0000000..47c6cbd --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Pref.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ca7e8f303d863c40930ccc1085e6990 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferenceDictionaryEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferenceDictionaryEditor.cs new file mode 100644 index 0000000..20d1005 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferenceDictionaryEditor.cs @@ -0,0 +1,60 @@ +using System.Collections.Generic; +using UnityEngine.ProBuilder; +using UnityEngine; +using UnityEditor; +using UnityEditor.IMGUI.Controls; + +namespace UnityEditor.ProBuilder +{ + [CustomEditor(typeof(PreferenceDictionary))] + sealed class PreferenceDictionaryEditor : UnityEditor.Editor + { + PreferenceDictionary m_Preferences = null; + Vector2 m_Scroll = Vector2.zero; + SearchField m_Search; + string m_SearchText; + + void OnEnable() + { + m_Preferences = target as PreferenceDictionary; + m_Search = new SearchField(); + m_SearchText = ""; + } + + public override void OnInspectorGUI() + { + m_SearchText = m_Search.OnGUI(m_SearchText); + + GUILayout.Label("Key Value Pairs", EditorStyles.boldLabel); + + m_Scroll = EditorGUILayout.BeginScrollView(m_Scroll); + + DoPreferenceList(m_Preferences.GetBoolDictionary()); + DoPreferenceList(m_Preferences.GetIntDictionary()); + DoPreferenceList(m_Preferences.GetFloatDictionary()); + DoPreferenceList(m_Preferences.GetStringDictionary()); + DoPreferenceList(m_Preferences.GetColorDictionary()); + DoPreferenceList(m_Preferences.GetMaterialDictionary()); + + + EditorGUILayout.EndScrollView(); + } + + void DoPreferenceList(Dictionary dictionary) + { + foreach (var kvp in dictionary) + { + var label = kvp.Key.ToString(); + var value = kvp.Value.ToString(); + + if (string.IsNullOrEmpty(m_SearchText) || label.Contains(m_SearchText)) + { + GUILayout.BeginHorizontal(); + GUILayout.Label(label, GUILayout.Width(180), GUILayout.ExpandWidth(false)); + GUILayout.Label(value); + GUILayout.EndHorizontal(); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferenceDictionaryEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferenceDictionaryEditor.cs.meta new file mode 100644 index 0000000..30235de --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferenceDictionaryEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 08ab9a4e4186d164cb67bda77d36ff4c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesInternal.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesInternal.cs new file mode 100644 index 0000000..a3f8c0c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesInternal.cs @@ -0,0 +1,406 @@ + +using UnityEngine; +using UnityEngine.Rendering; +using System.Collections.Generic; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// Where a preference is stored. Can be per-project or global. + /// + enum PreferenceLocation + { + /// + /// Stored per-project. + /// + Project, + + /// + /// Shared between all projects. + /// + Global + }; + + /// + /// Manage ProBuilder preferences. + /// + [System.Obsolete("Use Pref or Settings class directly.")] + static class PreferencesInternal + { + const string k_PrefsAssetName = "ProBuilderPreferences.asset"; + + static Dictionary s_BoolDefaults = new Dictionary() + { + }; + + static Dictionary s_FloatDefaults = new Dictionary() + { + }; + + static Dictionary s_IntDefaults = new Dictionary() + { + }; + + static Dictionary s_ColorDefaults = new Dictionary() + { + }; + + static Dictionary s_StringDefaults = new Dictionary() + { + }; + + static PreferenceDictionary s_Preferences = null; + static bool s_Initialized; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_Initialized = false; + s_Preferences = null; + } + + static void LoadPreferencesObject() + { + string preferencesPath = FileUtility.GetLocalDataDirectory() + k_PrefsAssetName; + + // First try loading at the local files directory + s_Preferences = AssetDatabase.LoadAssetAtPath(preferencesPath); + + // If that fails, search the project for a compatible preference object + if (s_Preferences == null) + s_Preferences = FileUtility.FindAssetOfType(); + } + + /// + /// Access the project local preferences asset. + /// + public static PreferenceDictionary preferences + { + get + { + if (!s_Initialized) + { + LoadPreferencesObject(); + s_Initialized = true; + } + + return s_Preferences; + } + } + + /** + * Check if project or global preferences contains a key. + */ + public static bool HasKey(string key) + { + return (s_Preferences != null && s_Preferences.HasKey(key)) || EditorPrefs.HasKey(key); + } + + /// + /// Delete a key from both project and global preferences. + /// + /// + public static void DeleteKey(string key) + { + if (preferences != null) + preferences.DeleteKey(key); + EditorPrefs.DeleteKey(key); + } + + /// + /// Checks if pref key exists in library, and if so return the value. If not, return the default value (true). + /// + /// + /// + public static bool GetBool(string pref) + { + // Backwards compatibility reasons dictate that default bool value is true. + if (s_BoolDefaults.ContainsKey(pref)) + return GetBool(pref, s_BoolDefaults[pref]); + return GetBool(pref, true); + } + + /// + /// Get a preference bool value. Local preference has priority over EditorPref. + /// + /// + /// + /// + public static bool GetBool(string key, bool fallback) + { + if (s_Preferences != null && preferences.HasKey(key)) + return preferences.GetBool(key, fallback); + return EditorPrefs.GetBool(key, fallback); + } + + /// + /// Get float value that is stored in preferences, or it's default value. + /// + /// + /// + public static float GetFloat(string key) + { + if (s_FloatDefaults.ContainsKey(key)) + return GetFloat(key, s_FloatDefaults[key]); + return GetFloat(key, 1f); + } + + public static float GetFloat(string key, float fallback) + { + if (s_Preferences != null && preferences.HasKey(key)) + return preferences.GetFloat(key, fallback); + return EditorPrefs.GetFloat(key, fallback); + } + + /// + /// Get int value that is stored in preferences, or it's default value. + /// + /// + /// + public static int GetInt(string key) + { + if (s_IntDefaults.ContainsKey(key)) + return GetInt(key, s_IntDefaults[key]); + return GetInt(key, 0); + } + + public static int GetInt(string key, int fallback) + { + if (s_Preferences != null && preferences.HasKey(key)) + return preferences.GetInt(key, fallback); + return EditorPrefs.GetInt(key, fallback); + } + + /// + /// Get an enum value from the stored preferences (or it's default value). + /// + /// + /// + /// + public static T GetEnum(string key) where T : struct, System.IConvertible + { + return (T)(object)GetInt(key); + } + + /// + /// Get Color value stored in preferences. + /// + /// + /// + public static Color GetColor(string key) + { + if (s_ColorDefaults.ContainsKey(key)) + return GetColor(key, s_ColorDefaults[key]); + return GetColor(key, Color.white); + } + + public static Color GetColor(string key, Color fallback) + { + if (s_Preferences != null && preferences.HasKey(key)) + return preferences.GetColor(key, fallback); + InternalUtility.TryParseColor(EditorPrefs.GetString(key), ref fallback); + return fallback; + } + + /// + /// Get the string value associated with this key. + /// + /// + /// + public static string GetString(string key) + { + if (s_StringDefaults.ContainsKey(key)) + return GetString(key, s_StringDefaults[key]); + return GetString(key, string.Empty); + } + + public static string GetString(string key, string fallback) + { + if (s_Preferences != null && preferences.HasKey(key)) + return preferences.GetString(key, fallback); + return EditorPrefs.GetString(key, fallback); + } + + public static T GetValue(string key, T fallback = default(T)) + { + var str = GetString(key, null); + + if (string.IsNullOrEmpty(str)) + return fallback; + + return JsonUtility.FromJson(str); + } + + public static Material GetMaterial(string key) + { + if (preferences != null && preferences.HasKey(key)) + return preferences.GetMaterial(key); + + return AssetDatabase.LoadAssetAtPath(EditorPrefs.GetString(key)); + } + + internal static bool TryGetValue(string key, System.Type type, out object value) + { + value = null; + + if (!HasKey(key)) + return false; + + if (type == typeof(bool)) + value = GetBool(key); + else if (type == typeof(float)) + value = GetFloat(key); + else if (type == typeof(int)) + value = GetInt(key); + else if (type == typeof(string)) + value = GetString(key); + else if (type == typeof(Color)) + value = GetColor(key); + else if (type == typeof(Material)) + value = GetMaterial(key); + else if (type == typeof(ColliderType)) + value = GetEnum(key); + else if (type == typeof(ShadowCastingMode)) + value = GetEnum(key); + else if (type == typeof(LogLevel)) + value = GetEnum(key); + else if (type == typeof(LogOutput)) + value = GetEnum(key); + else if (type == typeof(SceneToolbarLocation)) + value = GetEnum(key); + else + return false; + + return true; + } + + /// + /// Associate key with int value. + /// + /// + /// + /// Optional parameter stores preference in project settings (true) or global (false). + public static void SetInt(string key, int value, PreferenceLocation location = PreferenceLocation.Project) + { + if (location == PreferenceLocation.Project) + { + if (preferences == null) + return; + preferences.SetInt(key, value); + UnityEditor.EditorUtility.SetDirty(preferences); + } + else + { + EditorPrefs.SetInt(key, value); + } + } + + /** + * Associate key with float value. + * Optional isLocal parameter stores preference in project settings (true) or global (false). + */ + public static void SetFloat(string key, float value, PreferenceLocation location = PreferenceLocation.Project) + { + if (location == PreferenceLocation.Project) + { + if (preferences == null) + return; + preferences.SetFloat(key, value); + UnityEditor.EditorUtility.SetDirty(preferences); + } + else + { + EditorPrefs.SetFloat(key, value); + } + } + + /** + * Associate key with bool value. + * Optional isLocal parameter stores preference in project settings (true) or global (false). + */ + public static void SetBool(string key, bool value, PreferenceLocation location = PreferenceLocation.Project) + { + if (location == PreferenceLocation.Project) + { + if (preferences == null) + return; + preferences.SetBool(key, value); + UnityEditor.EditorUtility.SetDirty(preferences); + } + else + { + EditorPrefs.SetBool(key, value); + } + } + + /** + * Associate key with string value. + * Optional isLocal parameter stores preference in project settings (true) or global (false). + */ + public static void SetString(string key, string value, PreferenceLocation location = PreferenceLocation.Project) + { + if (location == PreferenceLocation.Project) + { + if (preferences == null) + return; + preferences.SetString(key, value); + UnityEditor.EditorUtility.SetDirty(preferences); + } + else + { + EditorPrefs.SetString(key, value); + } + } + + /** + * Associate key with color value. + * Optional isLocal parameter stores preference in project settings (true) or global (false). + */ + public static void SetColor(string key, Color value, PreferenceLocation location = PreferenceLocation.Project) + { + if (location == PreferenceLocation.Project) + { + if (preferences == null) + return; + preferences.SetColor(key, value); + UnityEditor.EditorUtility.SetDirty(preferences); + } + else + { + EditorPrefs.SetString(key, value.ToString()); + } + } + + /** + * Associate key with material value. + * Optional isLocal parameter stores preference in project settings (true) or global (false). + */ + public static void SetMaterial(string key, Material value, PreferenceLocation location = PreferenceLocation.Project) + { + if (location == PreferenceLocation.Project) + { + if (preferences == null) + return; + preferences.SetMaterial(key, value); + UnityEditor.EditorUtility.SetDirty(preferences); + } + else + { + EditorPrefs.SetString(key, value != null ? AssetDatabase.GetAssetPath(value) : ""); + } + } + + /// + /// Serialize a value to JSON + /// + /// + /// + /// + /// + public static void SetValue(string key, T value, PreferenceLocation location = PreferenceLocation.Project) + { + SetString(key, JsonUtility.ToJson(value), location); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesInternal.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesInternal.cs.meta new file mode 100644 index 0000000..8228394 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesInternal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8c1d6bd74068a5242b4a72adf38b704b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesUpdater.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesUpdater.cs new file mode 100644 index 0000000..355dfd0 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesUpdater.cs @@ -0,0 +1,266 @@ +using System.Reflection; +using UnityEngine.ProBuilder; +using UnityEditor.SettingsManagement; + +namespace UnityEditor.ProBuilder +{ + static class PreferencesUpdater + { + static Pref s_PreferencesVersion = new Pref("preferences.version", new SemVer(), SettingsScope.Project); + static readonly SemVer k_ProBuilder_4_0_0 = new SemVer(4, 0, 0, 16, "preview"); + + /// + /// Set the editor pref version, and check if any preferences need to be updated or reset. + /// + public static void CheckEditorPrefsVersion() + { + // this exists to force update preferences when updating packages + var stored = s_PreferencesVersion.value; + SemVer current; + + if (Version.TryGetPackageVersion(out current) && !stored.Equals(current)) + { + s_PreferencesVersion.SetValue(current); + + if (stored < k_ProBuilder_4_0_0) + { + RecoverOldPreferences(); + DeleteObsoletePreferences(); + } + } + } + + struct FormerPreferenceKeyMap + { + public string oldKey; + public string newKey; + public System.Type type; + public SettingsScope scope; + + public FormerPreferenceKeyMap(string oldKey, string newKey, System.Type type, SettingsScope scope) + { + this.oldKey = oldKey; + this.newKey = newKey; + this.type = type; + this.scope = scope; + } + } + + // for upgrading from pre-4.0.0 preferences this keymap is used. for renaming post 4.0.0 settings, use + // [FormerlySavedAs] attribute (not yet created). + static readonly FormerPreferenceKeyMap[] s_FormerPreferenceKeyMap = new FormerPreferenceKeyMap[] + { +#pragma warning disable 612, 618 + new FormerPreferenceKeyMap("", "about.identifier", typeof(UnityEngine.ProBuilder.SemVer), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbUseUnityColors, "graphics.handlesUseUnityColors", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbSelectedFaceDither, "graphics.ditherFaceHandles", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbSelectedFaceColor, "graphics.userSelectedFaceColor", typeof(UnityEngine.Color), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbWireframeColor, "graphics.userWireframeColor", typeof(UnityEngine.Color), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbUnselectedEdgeColor, "graphics.userUnselectedEdgeColor", typeof(UnityEngine.Color), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbSelectedEdgeColor, "graphics.userSelectedEdgeColor", typeof(UnityEngine.Color), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbUnselectedVertexColor, "graphics.userUnselectedVertexColor", typeof(UnityEngine.Color), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbSelectedVertexColor, "graphics.userSelectedVertexColor", typeof(UnityEngine.Color), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbPreselectionColor, "graphics.userPreselectionColor", typeof(UnityEngine.Color), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbWireframeSize, "graphics.wireframeLineSize", typeof(System.Single), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbLineHandleSize, "graphics.edgeLineSize", typeof(System.Single), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbVertexHandleSize, "graphics.vertexPointSize", typeof(System.Single), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbShiftOnlyTooltips, "editor.shiftOnlyTooltips", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbShowEditorNotifications, "editor.showEditorNotifications", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbDefaultStaticFlags, "mesh.defaultStaticEditorFlags", typeof(UnityEditor.StaticEditorFlags), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbDefaultMaterial, "mesh.userMaterial", typeof(UnityEngine.Material), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbForceConvex, "mesh.meshColliderIsConvex", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "mesh.newShapePivotLocation", typeof(UnityEngine.ProBuilder.PivotLocation), SettingsScope.Project), + new FormerPreferenceKeyMap("", "mesh.newShapesSnapToGrid", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbShadowCastingMode, "mesh.shadowCastingMode", typeof(UnityEngine.Rendering.ShadowCastingMode), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbDefaultCollider, "mesh.newShapeColliderType", typeof(UnityEngine.ProBuilder.ColliderType), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbEnableExperimental, "experimental.featuresEnabled", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbMeshesAreAssets, "experimental.meshesAreAssets", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "entity.detailVisible", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "entity.moverVisible", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "entity.colliderVisible", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "entity.triggerVisible", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "lightmapping.autoUnwrapLightmapUV", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbShowMissingLightmapUvWarning, "lightmapping.showMissingLightmapWarning", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap("", "lightmapping.defaultLightmapUnwrapParameters", typeof(UnityEngine.ProBuilder.UnwrapParameters), SettingsScope.Project), + new FormerPreferenceKeyMap("", "lightmapping.giWorkflowMode", typeof(UnityEditor.Lightmapping.GIWorkflowMode), SettingsScope.User), + new FormerPreferenceKeyMap("pb_Log::m_LogLevel", "log.level", typeof(UnityEngine.ProBuilder.LogLevel), SettingsScope.Project), + new FormerPreferenceKeyMap("pb_Log::m_Output", "log.output", typeof(UnityEngine.ProBuilder.LogOutput), SettingsScope.Project), + new FormerPreferenceKeyMap("pb_Log::m_LogFilePath", "log.path", typeof(System.String), SettingsScope.Project), + new FormerPreferenceKeyMap("", "editor.materialPalettePath", typeof(System.String), SettingsScope.Project), + new FormerPreferenceKeyMap("", "preferences.version", typeof(UnityEngine.ProBuilder.SemVer), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbShowSceneInfo, "editor.showSceneInfo", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbIconGUI, "editor.toolbarIconGUI", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbUniqueModeShortcuts, "editor.uniqueModeShortcuts", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap("", "editor.allowNonManifoldActions", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbToolbarLocation, "editor.sceneToolbarLocation", typeof(UnityEditor.ProBuilder.SceneToolbarLocation), SettingsScope.User), + new FormerPreferenceKeyMap("", "UnityEngine.ProBuilder.ProBuilderEditor-isUtilityWindow", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbShowPreselectionHighlight, "editor.showPreselectionHighlight", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap(PreferenceKeys.pbCloseShapeWindow, "editor.closeWindowAfterShapeCreation", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "shape.torusDefinesInnerOuter", typeof(System.Boolean), SettingsScope.User), + new FormerPreferenceKeyMap("pb_SmoothingGroupEditor::m_ShowPreview", "smoothing.showPreview", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("pb_SmoothingGroupEditor::m_DrawNormals", "smoothing.showNormals", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "smoothing.showHelp", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("pb_SmoothingGroupEditor::m_NormalsSize", "smoothing.NormalsSize", typeof(System.Single), SettingsScope.Project), + new FormerPreferenceKeyMap("pb_SmoothingGroupEditor::m_PreviewOpacity", "smoothing.PreviewOpacity", typeof(System.Single), SettingsScope.Project), + new FormerPreferenceKeyMap("pb_SmoothingGroupEditor::m_PreviewDither", "smoothing.previewDither", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap("", "smoothing.showSettings", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbStripProBuilderOnBuild, "editor.stripProBuilderScriptsOnBuild", typeof(System.Boolean), SettingsScope.Project), + new FormerPreferenceKeyMap(PreferenceKeys.pbUVGridSnapValue, "uv.uvEditorGridSnapIncrement", typeof(System.Single), SettingsScope.Project), + new FormerPreferenceKeyMap("", "VertexColorPalette.previousColorPalette", typeof(System.String), SettingsScope.Project), +#pragma warning restore 612, 618 + }; + + static void RecoverOldPreferences() + { + int success = 0; + + foreach (var map in s_FormerPreferenceKeyMap) + { + object val; + MethodInfo set = typeof(Settings).GetMethod("Set", BindingFlags.Static | BindingFlags.Public); + +#pragma warning disable 618 + if (!string.IsNullOrEmpty(map.oldKey) && PreferencesInternal.TryGetValue(map.oldKey, map.type, out val)) + { + try + { + MethodInfo genericSet = set.MakeGenericMethod(map.type); + + genericSet.Invoke(null, new object[] + { + map.newKey, + val, + map.scope + }); + + success++; + } + catch + { + } + } +#pragma warning restore 618 + } + +#if PB_DEBUG + Debug.Log("ProBuilder successfully recovered " + success + " settings."); +#endif + + ProBuilderSettings.Save(); + } + + static void DeleteObsoletePreferences() + { +#pragma warning disable 612, 618 + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultEditLevel); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultSelectionMode); + PreferencesInternal.DeleteKey(PreferenceKeys.pbHandleAlignment); + PreferencesInternal.DeleteKey(PreferenceKeys.pbVertexColorTool); + PreferencesInternal.DeleteKey(PreferenceKeys.pbToolbarLocation); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultEntity); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUseUnityColors); + PreferencesInternal.DeleteKey(PreferenceKeys.pbLineHandleSize); + PreferencesInternal.DeleteKey(PreferenceKeys.pbWireframeSize); + PreferencesInternal.DeleteKey(PreferenceKeys.pbSelectedFaceColor); + PreferencesInternal.DeleteKey(PreferenceKeys.pbWireframeColor); + PreferencesInternal.DeleteKey(PreferenceKeys.pbPreselectionColor); + PreferencesInternal.DeleteKey(PreferenceKeys.pbSelectedFaceDither); + PreferencesInternal.DeleteKey(PreferenceKeys.pbSelectedVertexColor); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUnselectedVertexColor); + PreferencesInternal.DeleteKey(PreferenceKeys.pbSelectedEdgeColor); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUnselectedEdgeColor); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultOpenInDockableWindow); + PreferencesInternal.DeleteKey(PreferenceKeys.pbEditorPrefVersion); + PreferencesInternal.DeleteKey(PreferenceKeys.pbEditorShortcutsVersion); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultCollider); + PreferencesInternal.DeleteKey(PreferenceKeys.pbForceConvex); + PreferencesInternal.DeleteKey(PreferenceKeys.pbVertexColorPrefs); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowEditorNotifications); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDragCheckLimit); + PreferencesInternal.DeleteKey(PreferenceKeys.pbForceVertexPivot); + PreferencesInternal.DeleteKey(PreferenceKeys.pbForceGridPivot); + PreferencesInternal.DeleteKey(PreferenceKeys.pbManifoldEdgeExtrusion); + PreferencesInternal.DeleteKey(PreferenceKeys.pbPerimeterEdgeBridgeOnly); + PreferencesInternal.DeleteKey(PreferenceKeys.pbPBOSelectionOnly); + PreferencesInternal.DeleteKey(PreferenceKeys.pbCloseShapeWindow); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUVEditorFloating); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUVMaterialPreview); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowSceneToolbar); + PreferencesInternal.DeleteKey(PreferenceKeys.pbNormalizeUVsOnPlanarProjection); + PreferencesInternal.DeleteKey(PreferenceKeys.pbStripProBuilderOnBuild); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDisableAutoUV2Generation); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowSceneInfo); + PreferencesInternal.DeleteKey(PreferenceKeys.pbEnableBackfaceSelection); + PreferencesInternal.DeleteKey(PreferenceKeys.pbVertexPaletteDockable); + PreferencesInternal.DeleteKey(PreferenceKeys.pbExtrudeAsGroup); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUniqueModeShortcuts); + PreferencesInternal.DeleteKey(PreferenceKeys.pbMaterialEditorFloating); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShapeWindowFloating); + PreferencesInternal.DeleteKey(PreferenceKeys.pbIconGUI); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShiftOnlyTooltips); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDrawAxisLines); + PreferencesInternal.DeleteKey(PreferenceKeys.pbElementSelectIsHamFisted); + PreferencesInternal.DeleteKey(PreferenceKeys.pbCollapseVertexToFirst); + PreferencesInternal.DeleteKey(PreferenceKeys.pbMeshesAreAssets); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDragSelectWholeElement); + PreferencesInternal.DeleteKey(PreferenceKeys.pbEnableExperimental); + PreferencesInternal.DeleteKey(PreferenceKeys.pbFillHoleSelectsEntirePath); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDetachToNewObject); + PreferencesInternal.DeleteKey(PreferenceKeys.pbPreserveFaces); + PreferencesInternal.DeleteKey(PreferenceKeys.pbVertexHandleSize); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUVGridSnapValue); + PreferencesInternal.DeleteKey(PreferenceKeys.pbUVWeldDistance); + PreferencesInternal.DeleteKey(PreferenceKeys.pbWeldDistance); + PreferencesInternal.DeleteKey(PreferenceKeys.pbExtrudeDistance); + PreferencesInternal.DeleteKey(PreferenceKeys.pbBevelAmount); + PreferencesInternal.DeleteKey(PreferenceKeys.pbEdgeSubdivisions); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultShortcuts); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultMaterial); + PreferencesInternal.DeleteKey(PreferenceKeys.pbGrowSelectionUsingAngle); + PreferencesInternal.DeleteKey(PreferenceKeys.pbGrowSelectionAngle); + PreferencesInternal.DeleteKey(PreferenceKeys.pbGrowSelectionAngleIterative); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowDetail); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowOccluder); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowMover); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowCollider); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowTrigger); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowNoDraw); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowMissingLightmapUvWarning); + PreferencesInternal.DeleteKey(PreferenceKeys.pbManageLightmappingStaticFlag); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShadowCastingMode); + PreferencesInternal.DeleteKey(PreferenceKeys.pbDefaultStaticFlags); + PreferencesInternal.DeleteKey(PreferenceKeys.pbShowPreselectionHighlight); + + PreferencesInternal.DeleteKey("ProBuilder_AboutWindowIdentifier"); + PreferencesInternal.DeleteKey("pb_UVTemplate_imageSize"); + PreferencesInternal.DeleteKey("pb_UVTemplate_lineColor"); + PreferencesInternal.DeleteKey("pb_UVTemplate_backgroundColor"); + PreferencesInternal.DeleteKey("pb_UVTemplate_transparentBackground"); + PreferencesInternal.DeleteKey("pb_UVTemplate_hideGrid"); + PreferencesInternal.DeleteKey("pb_Log::m_LogFilePath"); + PreferencesInternal.DeleteKey("pb_Log::m_Output"); + PreferencesInternal.DeleteKey("pb_Log::m_LogLevel"); + PreferencesInternal.DeleteKey("pb_SmoothingGroupEditor::m_ShowPreview"); + PreferencesInternal.DeleteKey("pb_SmoothingGroupEditor::m_DrawNormals"); + PreferencesInternal.DeleteKey("pb_SmoothingGroupEditor::m_NormalsSize"); + PreferencesInternal.DeleteKey("pb_SmoothingGroupEditor::m_PreviewOpacity"); + PreferencesInternal.DeleteKey("pb_SmoothingGroupEditor::m_PreviewDither"); + + PreferencesInternal.DeleteKey("pbDefaultExportFormat"); + PreferencesInternal.DeleteKey("pbExportRecursive"); + PreferencesInternal.DeleteKey("pbExportAsGroup"); + PreferencesInternal.DeleteKey("pbObjExportRightHanded"); + PreferencesInternal.DeleteKey("pbObjApplyTransform"); + PreferencesInternal.DeleteKey("pbObjExportCopyTextures"); + PreferencesInternal.DeleteKey("pbObjExportVertexColors"); + PreferencesInternal.DeleteKey("pbObjTextureOffsetScale"); + PreferencesInternal.DeleteKey("pbObjQuads"); + PreferencesInternal.DeleteKey("pbStlFormat"); + PreferencesInternal.DeleteKey("pbPlyExportIsRightHanded"); + PreferencesInternal.DeleteKey("pbPlyApplyTransform"); + PreferencesInternal.DeleteKey("pbPlyQuads"); + PreferencesInternal.DeleteKey("pbPlyNGons"); +#pragma warning restore 612, 618 + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesUpdater.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesUpdater.cs.meta new file mode 100644 index 0000000..3556f8c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/PreferencesUpdater.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 90907e6bfb6afd145986768f6095c76d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderAnalytics.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderAnalytics.cs new file mode 100644 index 0000000..bda1713 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderAnalytics.cs @@ -0,0 +1,144 @@ +// Will print event registration in the console as well as in editor.log +//#define PB_ANALYTICS_LOGGING + +// Will allow data to be send if using a dev build +//#define PB_ANALYTICS_ALLOW_DEVBUILD + +// Will allow data to be send from automated tests or scripts +//#define PB_ANALYTICS_ALLOW_AUTOMATION + +// Data will stay locally and never sent to the database, the editor preference can also be used to prevent sending data +//#define PB_ANALYTICS_DONTSEND + +using System; +using System.IO; +using UnityEditorInternal; +using UnityEngine.Analytics; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [AnalyticInfo( + eventName: k_ProbuilderEventName, + vendorKey: k_VendorKey, + maxEventsPerHour: k_MaxEventsPerHour, + maxNumberOfElements: k_MaxNumberOfElements)] + class ProBuilderAnalytics : IAnalytic + { + const int k_MaxEventsPerHour = 1000; + const int k_MaxNumberOfElements = 1000; + const string k_VendorKey = "unity.probuilder"; + + const string k_ProbuilderEventName = "ProbuilderAction"; + const string k_PackageName = "com.unity.probuilder"; + + string m_ActionName; + string m_ActionType; + string m_SelectMode; + int m_SelectModeId; + string m_TriggerType; + + // Data structure for Triggered Actions + [Serializable] + struct ProBuilderActionData : IAnalytic.IData + { + public string actionName; + public string actionType; + public string subLevel; + public int subLevelId; + public string triggeredFrom; + } + + internal ProBuilderAnalytics(string actionName, string actionType, SelectMode mode) + { + m_ActionName = actionName; + m_ActionType = actionType; + m_SelectMode = mode.ToString(); + m_SelectModeId = (int)mode; + } + + public bool TryGatherData(out IAnalytic.IData data, out Exception error) + { + error = null; + var parameters = new ProBuilderActionData + { + actionName = m_ActionName, + actionType = m_ActionType, + subLevel = m_SelectMode, + subLevelId = m_SelectModeId, + triggeredFrom = m_TriggerType + }; + data = parameters; + return data != null; + } + + // This is the main call to register an action event + public static void SendActionEvent(MenuAction mAction) + { + SendActionEvent(mAction.menuTitle, mAction.GetType().Name); + } + + public static void SendActionEvent(string actionName, string actionType) + { + var data = new ProBuilderAnalytics(actionName, actionType, ProBuilderEditor.selectMode); + + // Don't send analytics when editor is used by an automated system + #if !PB_ANALYTICS_ALLOW_AUTOMATION + if (!InternalEditorUtility.isHumanControllingUs || InternalEditorUtility.inBatchMode) + { + DumpLogInfo($"[PB] Analytics deactivated, ProBuilder is currently used in Batch mode or run by automated system."); + return; + } + #endif + + // Don't send analytics when using package repository + #if !PB_ANALYTICS_ALLOW_DEVBUILD + if (Directory.Exists($"Packages/{k_PackageName}/.git")) + { + DumpLogInfo($"[PB] Analytics deactivated, Dev build of ProBuilder is currently used."); + return; + } + #endif + + #if PB_ANALYTICS_DONTSEND || DEBUG + DumpLogInfo($"[PB] Analytics disabled: event='{k_ProbuilderEventName}', time='{DateTime.Now:HH:mm:ss}', payload={EditorJsonUtility.ToJson(data, true)}"); + return; + #else + + try + { + // If DONTSEND is defined, skip sending stuff to the server + #if !PB_ANALYTICS_DONTSEND + var sendResult = EditorAnalytics.SendAnalytic(data); + + if (sendResult == AnalyticsResult.Ok) + { + DumpLogInfo($"[PB] Event='{k_ProbuilderEventName}', time='{DateTime.Now:HH:mm:ss}', payload={EditorJsonUtility.ToJson(data, true)}"); + } + else + { + DumpLogInfo($"[PB] Failed to send event {k_ProbuilderEventName}. Result: {sendResult}"); + } + #else + DumpLogInfo($"[PB] Event='{eventName}', time='{DateTime.Now:HH:mm:ss}', payload={EditorJsonUtility.ToJson(eventData, true)}"); + #endif + } + catch(Exception e) + { + DumpLogInfo($"[PB] Exception --> {e}, Something went wrong while trying to send Event='{k_ProbuilderEventName}', time='{DateTime.Now:HH:mm:ss}', payload={EditorJsonUtility.ToJson(data, true)}"); + } + #endif + } + + static void DumpLogInfo(string message) + { + #if PB_ANALYTICS_LOGGING + Debug.Log(message); + Console.WriteLine(message); + #else + if(Unsupported.IsSourceBuild()) + Console.WriteLine(message); + #endif + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderAnalytics.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderAnalytics.cs.meta new file mode 100644 index 0000000..a0236b5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderAnalytics.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f659ed41facdbb947a1ed57354dee7c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditor.cs new file mode 100644 index 0000000..5cac1b3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditor.cs @@ -0,0 +1,840 @@ +using System; +using UnityEngine; +using System.Linq; +using System.Collections.Generic; +using UnityEditor.EditorTools; +using UnityEngine.ProBuilder; +using UnityEditor.SettingsManagement; +using EditorToolManager = UnityEditor.EditorTools.EditorToolManager; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + /// + /// Manages the [ProBuilder toolbar and tool mode](../manual/toolbar.html). + /// + public sealed class ProBuilderEditor : IDisposable + { + // Match the value set in RectSelection.cs + const float k_MouseDragThreshold = 6f; + + /// + /// Raised any time the ProBuilder editor refreshes the selection. This is called every frame when interacting with mesh elements, and after any mesh operation. + /// + public static event Action> selectionUpdated; + + /// + /// Raised when the EditLevel changes. + /// + public static event Action selectModeChanged; + + /// + /// Raised when vertex modifications are complete. + /// + public static event Action> afterMeshModification; + + /// + /// Raised immediately prior to beginning vertex modifications, when the ProBuilderMesh is in un-altered state. This is after + /// and have been called, but before . + /// + public static event Action> beforeMeshModification; + + static ProBuilderEditor s_Instance; + + GUIStyle VertexTranslationInfoStyle; + + [UserSetting("General", "Show Scene Info", + "Toggle the display of information about selected meshes in the Scene View.")] + internal static Pref s_ShowSceneInfo = new Pref("editor.showSceneInfo", false); + + [UserSetting("Mesh Editing", "Allow non-manifold actions", + "Enables advanced mesh editing techniques that may create non-manifold geometry.")] + internal static Pref s_AllowNonManifoldActions = + new Pref("editor.allowNonManifoldActions", false, SettingsScope.User); + + static Pref s_BackfaceSelectEnabled = new Pref("editor.backFaceSelectEnabled", false); + + static Pref s_DragSelectRectMode = + new Pref("editor.dragSelectRectMode", RectSelectMode.Partial); + + internal static event Action rectSelectModeChanged; + internal static RectSelectMode rectSelectMode + { + get { return s_DragSelectRectMode.value; } + + set + { + if (s_DragSelectRectMode.value == value) + return; + + s_DragSelectRectMode.SetValue(value, true); + if(rectSelectModeChanged != null) + rectSelectModeChanged(); + + if (s_Instance != null) + s_Instance.m_ScenePickerPreferences.rectSelectMode = value; + } + } + + internal static event Action backfaceSelectionEnabledChanged; + internal static bool backfaceSelectionEnabled + { + get { return s_BackfaceSelectEnabled.value; } + + set + { + if (value == s_BackfaceSelectEnabled.value) + return; + + s_BackfaceSelectEnabled.SetValue(value, true); + if(backfaceSelectionEnabledChanged != null) + backfaceSelectionEnabledChanged(); + + if (s_Instance != null) + s_Instance.m_ScenePickerPreferences.cullMode = value ? CullingMode.None : CullingMode.Back; + } + } + + // used for 'g' key shortcut to swap between object/vef modes + SelectMode m_LastComponentMode; + + GUIStyle m_CommandStyle; + + int m_DefaultControl; + SceneSelection m_Hovering = new SceneSelection(); + internal SceneSelection hovering => m_Hovering; + SceneSelection m_HoveringPrevious = new SceneSelection(); + ScenePickerPreferences m_ScenePickerPreferences; + + [UserSetting("Graphics", "Show Hover Highlight", "Highlight the mesh element nearest to the mouse cursor.")] + static Pref s_ShowHoverHighlight = + new Pref("editor.showPreselectionHighlight", true, SettingsScope.User); + + Vector2 m_InitialMousePosition; + Rect m_MouseDragRect; + bool m_IsDragging; + + bool m_IsReadyForMouseDrag; + + // prevents leftClickUp from stealing focus after double click + bool m_WasDoubleClick; + + // vertex handles + Vector3[][] m_VertexPositions; + Vector3[] m_VertexOffset; + + bool m_wasSelectingPath; + + // All selected pb_Objects + internal List selection + { + get { return MeshSelection.topInternal; } + } + + Event m_CurrentEvent; + + static Pref s_SelectMode = new Pref(nameof(s_SelectMode), SelectMode.Face); + /// + /// Gets and sets the current value. + /// + public static SelectMode selectMode + { + get => s_SelectMode; + + set + { + if (s_SelectMode != value) + { + s_SelectMode.SetValue(value); + selectModeChanged?.Invoke(value); + } + } + } + + static class SceneStyles + { + static bool s_Init = false; + static GUIStyle s_SelectionRect; + + public static GUIStyle selectionRect + { + get { return s_SelectionRect; } + } + + public static void Init() + { + if (s_Init) + return; + + s_Init = true; + + s_SelectionRect = new GUIStyle() + { + normal = new GUIStyleState() + { + background = IconUtility.GetIcon("Scene/SelectionRect") + }, + border = new RectOffset(1, 1, 1, 1), + margin = new RectOffset(0, 0, 0, 0), + padding = new RectOffset(0, 0, 0, 0) + }; + } + + internal static void ResetForPlayMode() + { + s_Init = false; + s_SelectionRect = null; + Init(); + } + } + + [InitializeOnEnterPlayMode] + static void ResetSceneStylesOnLoad() + { + SceneStyles.ResetForPlayMode(); + } + + /// + /// Static getter for the ProBuilderEditor instance. + /// + /// + /// Static instance of ProBuilderEditor. + /// + public static ProBuilderEditor instance => s_Instance; + + internal ProBuilderEditor() + { + if(s_Instance != null) + s_Instance.Dispose(); + + s_Instance = this; + + SceneView.duringSceneGui += OnSceneGUI; + ProGridsInterface.SubscribePushToGridEvent(PushToGrid); + MeshSelection.objectSelectionChanged += OnObjectSelectionChanged; + selectModeChanged += OnSelectModeChanged; + + VertexManipulationTool.beforeMeshModification += BeforeMeshModification; + VertexManipulationTool.afterMeshModification += AfterMeshModification; + + LoadSettings(); + InitGUI(); + UpdateMeshHandles(); + SetOverrideWireframe(true); + EditorApplication.delayCall += () => UpdateSelection(); + } + + /// + /// Clears static state and unsubscribes from events. + /// + public void Dispose() + { + VertexManipulationTool.beforeMeshModification -= BeforeMeshModification; + VertexManipulationTool.afterMeshModification -= AfterMeshModification; + selectModeChanged -= OnSelectModeChanged; + + SceneView.duringSceneGui -= OnSceneGUI; + ProGridsInterface.UnsubscribePushToGridEvent(PushToGrid); + MeshSelection.objectSelectionChanged -= OnObjectSelectionChanged; + + SetOverrideWireframe(false); + OnSelectModeChanged(SelectMode.None); + SceneView.RepaintAll(); + + if(s_Instance == this) + s_Instance = null; + } + + void OnSelectModeChanged(SelectMode obj) + { + Refresh(); + } + + void BeforeMeshModification(IEnumerable meshes) + { + if(beforeMeshModification != null) + beforeMeshModification(meshes); + } + + void AfterMeshModification(IEnumerable meshes) + { + if(afterMeshModification != null) + afterMeshModification(meshes); + } + + internal static void ReloadSettings() + { + if (s_Instance != null) + s_Instance.LoadSettings(); + SceneView.RepaintAll(); + } + + void LoadSettings() + { + EditorApplication.delayCall += EditorHandleDrawing.ResetPreferences; + + m_ScenePickerPreferences = new ScenePickerPreferences() + { + cullMode = s_BackfaceSelectEnabled ? CullingMode.None : CullingMode.Back, + rectSelectMode = s_DragSelectRectMode + }; + } + + void InitGUI() + { + VertexTranslationInfoStyle = new GUIStyle(); + VertexTranslationInfoStyle.normal.background = EditorGUIUtility.whiteTexture; + VertexTranslationInfoStyle.normal.textColor = new Color(1f, 1f, 1f, .6f); + VertexTranslationInfoStyle.padding = new RectOffset(3, 3, 3, 0); + } + + /// + /// Rebuilds the mesh wireframe and selection caches. + /// + /// True if the number of vertices changed, which is the default value. + public static void Refresh(bool vertexCountChanged = true) + { + instance?.UpdateSelection(vertexCountChanged); + } + + /// + /// Called when handling events in Scene view. + /// + /// SceneView for which OnSceneGUI method is called. + public void OnSceneGUI(SceneView sceneView) + { + if (!EditorToolUtility.IsBuiltinOverride(EditorToolManager.activeTool)) + return; + + SceneStyles.Init(); + + m_CurrentEvent = Event.current; + + EditorHandleDrawing.DrawSceneHandles(SceneDragAndDropListener.isDragging ? SelectMode.None : selectMode); + + DrawHandleGUI(sceneView); + + // escape isn't assignable as a shortcut, and we want it to exit the tool context + if (m_CurrentEvent.type == EventType.KeyDown) + { + if (m_CurrentEvent.keyCode == KeyCode.Escape + && EditorToolManager.activeOverride == null + && ToolManager.activeContextType == typeof(PositionToolContext)) + { + ToolManager.SetActiveContext(); + + m_IsDragging = false; + m_IsReadyForMouseDrag = false; + + m_CurrentEvent.Use(); + } + } + + bool pathSelectionModifier = EditorPathSelectionUtility.IsSelectionPathModifier(m_CurrentEvent.modifiers); + + // Check mouse position in scene and determine if we should highlight something + if (s_ShowHoverHighlight + && selectMode.IsMeshElementMode() + && (m_CurrentEvent.type == EventType.MouseMove + || (m_wasSelectingPath != pathSelectionModifier && m_CurrentEvent.isKey))) + { + m_Hovering.CopyTo(m_HoveringPrevious); + if (GUIUtility.hotControl != 0 || + EditorSceneViewPicker.MouseRayHitTest(m_CurrentEvent.mousePosition, selectMode, m_ScenePickerPreferences, m_Hovering) > ScenePickerPreferences.maxPointerDistance) + m_Hovering.Clear(); + + if (pathSelectionModifier) + EditorSceneViewPicker.DoMouseHover(m_Hovering); + + SceneView.RepaintAll(); + } + + m_wasSelectingPath = pathSelectionModifier; + + if (Tools.current == Tool.View) + return; + + switch (m_CurrentEvent.type) + { + case EventType.ValidateCommand: + case EventType.ExecuteCommand: + bool execute = m_CurrentEvent.type == EventType.ExecuteCommand; + switch (m_CurrentEvent.commandName) + { + case "SelectAll": + if (execute) + { + SelectAll(); + } + m_CurrentEvent.Use(); + break; + case "DeselectAll": + if (execute) + { + DeselectAll(); + } + m_CurrentEvent.Use(); + break; + case "InvertSelection": + if (execute) + { + InvertSelection(); + } + m_CurrentEvent.Use(); + break; + } + break; + } + + if (EditorHandleUtility.SceneViewInUse(m_CurrentEvent)) + { + if(m_IsDragging) + m_IsDragging = false; + + if (GUIUtility.hotControl == m_DefaultControl) + GUIUtility.hotControl = 0; + + return; + } + + // This prevents us from selecting other objects in the scene, + // and allows for the selection of faces / vertices. + m_DefaultControl = GUIUtility.GetControlID(FocusType.Passive); + if (Event.current.type == EventType.Layout) + HandleUtility.AddDefaultControl(m_DefaultControl); + + HandleMouseEvent(sceneView, m_DefaultControl); + } + + internal void ResetSceneGUIEvent() + { + if(GUIUtility.hotControl == m_DefaultControl) + { + GUIUtility.hotControl = 0; + + m_WasDoubleClick = false; + m_IsDragging = false; + m_IsReadyForMouseDrag = false; + } + Refresh(); + } + + internal void HandleMouseEvent(SceneView sceneView, int controlID) + { + if ((Event.current.modifiers & EventModifiers.Alt) == EventModifiers.Alt && !m_IsDragging) + return; + + bool isLeftMouseClick = m_CurrentEvent.type == EventType.MouseDown && m_CurrentEvent.button == 0 && HandleUtility.nearestControl == controlID; + if (isLeftMouseClick) + { + // double clicking object + if(m_CurrentEvent.clickCount > 1) + { + DoubleClick(m_CurrentEvent); + } + + m_InitialMousePosition = m_CurrentEvent.mousePosition; + // readyForMouseDrag prevents a bug wherein after ending a drag an errant + // MouseDrag event is sent with no corresponding MouseDown/MouseUp event. + m_IsReadyForMouseDrag = true; + + GUIUtility.hotControl = controlID; + } + + if(m_CurrentEvent.type == EventType.MouseDrag && m_IsReadyForMouseDrag && GUIUtility.hotControl == controlID) + { + if(!m_IsDragging && Vector2.Distance(m_CurrentEvent.mousePosition, m_InitialMousePosition) > + k_MouseDragThreshold) + { + sceneView.Repaint(); + m_IsDragging = true; + } + } + + if(m_CurrentEvent.type == EventType.Ignore) + { + if(m_IsDragging) + { + m_IsReadyForMouseDrag = false; + m_IsDragging = false; + EditorSceneViewPicker.DoMouseDrag(m_MouseDragRect, selectMode, m_ScenePickerPreferences); + } + + if(m_WasDoubleClick) + m_WasDoubleClick = false; + + if(GUIUtility.hotControl == controlID) + GUIUtility.hotControl = 0; + } + + if(m_CurrentEvent.type == EventType.MouseUp && GUIUtility.hotControl == controlID) + { + GUIUtility.hotControl = 0; + if(m_WasDoubleClick) + { + m_WasDoubleClick = false; + } + else + { + if(!m_IsDragging) + { + if(UVEditor.instance) + UVEditor.instance.ResetUserPivot(); + + EditorSceneViewPicker.DoMouseClick(m_CurrentEvent, selectMode, m_ScenePickerPreferences); + UpdateSelection(); + } + else + { + m_IsDragging = false; + m_IsReadyForMouseDrag = false; + + if(UVEditor.instance) + UVEditor.instance.ResetUserPivot(); + + EditorSceneViewPicker.DoMouseDrag(m_MouseDragRect, selectMode, m_ScenePickerPreferences); + + if(GUIUtility.hotControl == controlID) + GUIUtility.hotControl = 0; + } + } + } + } + + void SelectAll() + { + if (MeshSelection.selectedObjectCount < 1) + return; + + UndoUtility.RecordSelection("Select all"); + + switch (selectMode) + { + case SelectMode.Vertex: + foreach (var mesh in MeshSelection.topInternal) + { + var sharedIndexes = mesh.sharedVerticesInternal; + var all = new List(); + + for (var i = 0; i < sharedIndexes.Length; i++) + { + all.Add(sharedIndexes[i][0]); + } + + mesh.SetSelectedVertices(all); + } + break; + + case SelectMode.Face: + case SelectMode.TextureFace: + foreach (var mesh in MeshSelection.topInternal) + { + mesh.SetSelectedFaces(mesh.facesInternal); + } + break; + + case SelectMode.Edge: + + foreach (var mesh in MeshSelection.topInternal) + { + var universalEdges = mesh.GetSharedVertexHandleEdges(mesh.facesInternal.SelectMany(x => x.edges)).ToArray(); + var all = new Edge[universalEdges.Length]; + + for (var n = 0; n < universalEdges.Length; n++) + all[n] = new Edge(mesh.sharedVerticesInternal[universalEdges[n].a][0], mesh.sharedVerticesInternal[universalEdges[n].b][0]); + + mesh.SetSelectedEdges(all); + } + break; + } + + Refresh(); + } + + void DeselectAll() + { + if (MeshSelection.selectedObjectCount < 1) + return; + + UndoUtility.RecordSelection("Deselect All"); + + switch (selectMode) + { + case SelectMode.Vertex: + foreach (var mesh in MeshSelection.topInternal) + { + mesh.SetSelectedVertices(null); + } + break; + + case SelectMode.Face: + case SelectMode.TextureFace: + foreach (var mesh in MeshSelection.topInternal) + { + mesh.SetSelectedFaces((IEnumerable) null); + } + break; + + case SelectMode.Edge: + + foreach (var mesh in MeshSelection.topInternal) + { + mesh.SetSelectedEdges(null); + } + break; + } + + Refresh(); + } + + void InvertSelection() + { + if (MeshSelection.selectedObjectCount < 1) + return; + + UndoUtility.RecordSelection("Invert Selection"); + + switch (selectMode) + { + case SelectMode.Vertex: + foreach (var mesh in MeshSelection.topInternal) + { + var sharedIndexes = mesh.sharedVerticesInternal; + var selectedSharedIndexes = new List(); + + foreach (int i in mesh.selectedIndexesInternal) + selectedSharedIndexes.Add(mesh.GetSharedVertexHandle(i)); + + var inverse = new List(); + + for (int i = 0; i < sharedIndexes.Length; i++) + { + if (!selectedSharedIndexes.Contains(i)) + inverse.Add(sharedIndexes[i][0]); + } + + mesh.SetSelectedVertices(inverse.ToArray()); + } + + break; + + case SelectMode.Face: + case SelectMode.TextureFace: + foreach (var mesh in MeshSelection.topInternal) + { + var inverse = mesh.facesInternal.Where(x => !mesh.selectedFacesInternal.Contains(x)); + mesh.SetSelectedFaces(inverse.ToArray()); + } + + break; + + case SelectMode.Edge: + + foreach (var mesh in MeshSelection.topInternal) + { + var universalEdges = + mesh.GetSharedVertexHandleEdges(mesh.facesInternal.SelectMany(x => x.edges)).ToArray(); + var universalSelectedEdges = + EdgeUtility.GetSharedVertexHandleEdges(mesh, mesh.selectedEdges).Distinct(); + var inverseUniversal = + System.Array.FindAll(universalEdges, x => !universalSelectedEdges.Contains(x)); + var inverse = new Edge[inverseUniversal.Length]; + + for (var n = 0; n < inverseUniversal.Length; n++) + inverse[n] = new Edge(mesh.sharedVerticesInternal[inverseUniversal[n].a][0], + mesh.sharedVerticesInternal[inverseUniversal[n].b][0]); + + mesh.SetSelectedEdges(inverse); + } + + break; + } + + Refresh(); + } + + void DoubleClick(Event e) + { + var mesh = EditorSceneViewPicker.DoMouseClick(m_CurrentEvent, selectMode, m_ScenePickerPreferences); + + if (mesh != null) + { + if (selectMode.ContainsFlag(SelectMode.Edge | SelectMode.TextureEdge)) + { + if (e.shift) + EditorUtility.ShowNotification(EditorToolbarLoader.GetInstance().PerformAction()); + else + EditorUtility.ShowNotification(EditorToolbarLoader.GetInstance().PerformAction()); + } + else if (selectMode.ContainsFlag(SelectMode.Face | SelectMode.TextureFace)) + { + if ((e.modifiers & (EventModifiers.Control | EventModifiers.Shift)) == + (EventModifiers.Control | EventModifiers.Shift)) + Actions.SelectFaceRing.MenuRingAndLoopFaces(MeshSelection.topInternal); + else if (e.control) + EditorUtility.ShowNotification(EditorToolbarLoader.GetInstance().PerformAction()); + else if (e.shift) + EditorUtility.ShowNotification(EditorToolbarLoader.GetInstance().PerformAction()); + else + mesh.SetSelectedFaces(mesh.facesInternal); + } + else + { + mesh.SetSelectedFaces(mesh.facesInternal); + } + + UpdateSelection(); + m_WasDoubleClick = true; + } + } + + void DrawHandleGUI(SceneView sceneView) + { + if (sceneView != SceneView.lastActiveSceneView || instance == null) + return; + + if (m_CurrentEvent.type == EventType.Repaint + && !SceneDragAndDropListener.isDragging + && m_Hovering != null + && GUIUtility.hotControl == 0 + && selectMode.IsMeshElementMode()) + { + try + { + EditorHandleDrawing.DrawSceneSelection(m_Hovering); + } + catch + { + // this happens on undo, when c++ object is destroyed but c# side thinks it's still alive + } + } + + using (new HandleGUI()) + { + if (m_IsDragging) + { + if (m_CurrentEvent.type == EventType.Repaint) + { + // Always draw from lowest to largest values + var start = Vector2.Min(m_InitialMousePosition, m_CurrentEvent.mousePosition); + var end = Vector2.Max(m_InitialMousePosition, m_CurrentEvent.mousePosition); + + m_MouseDragRect = new Rect(start.x, start.y, end.x - start.x, end.y - start.y); + + SceneStyles.selectionRect.Draw(m_MouseDragRect, false, false, false, false); + } + else if (m_CurrentEvent.isMouse) + HandleUtility.Repaint(); + } + } + } + + /// + /// Toggles between the SelectMode values and updates the graphic handles as necessary. + /// + internal void ToggleSelectionMode() + { + if (selectMode == SelectMode.None) + return; + + switch (selectMode) + { + case SelectMode.Vertex: + selectMode = SelectMode.Edge; + break; + case SelectMode.Edge: + selectMode = SelectMode.Face; + break; + case SelectMode.Face: + selectMode = SelectMode.Vertex; + break; + } + } + + void UpdateSelection(bool selectionChanged = true) + { + UpdateMeshHandles(); + + if (selectionChanged && selectionUpdated != null) + selectionUpdated(selection); + + SceneView.RepaintAll(); + } + + internal static void UpdateMeshHandles() + { + if (s_Instance == null) + return; + + try + { + EditorHandleDrawing.RebuildSelectedHandles(MeshSelection.topInternal, selectMode); + } + catch + { + // happens on undo when c++ object is gone but c# isn't in the know + EditorHandleDrawing.ClearHandles(); + } + } + + internal void ClearElementSelection() + { + foreach (ProBuilderMesh pb in selection) + pb.ClearSelection(); + + m_Hovering.Clear(); + } + + void OnObjectSelectionChanged() + { + m_Hovering.Clear(); + UpdateSelection(); + SetOverrideWireframe(true); + } + + /// + /// Hide the default unity wireframe renderer + /// + void SetOverrideWireframe(bool overrideWireframe) + { + const EditorSelectedRenderState k_DefaultSelectedRenderState = EditorSelectedRenderState.Highlight | EditorSelectedRenderState.Wireframe; + + foreach (var mesh in Selection.transforms.GetComponents()) + { + // Disable Wireframe for meshes when ProBuilder is active + EditorUtility.SetSelectionRenderState( + mesh.renderer, + overrideWireframe + ? k_DefaultSelectedRenderState & ~(EditorSelectedRenderState.Wireframe) + : k_DefaultSelectedRenderState); + } + + SceneView.RepaintAll(); + } + + /// + /// Called from ProGrids. + /// + /// + void PushToGrid(float snapVal) + { + UndoUtility.RecordSelection(selection.ToArray(), "Push elements to Grid"); + + for (int i = 0, c = MeshSelection.selectedObjectCount; i < c; i++) + { + ProBuilderMesh mesh = selection[i]; + if (mesh.selectedVertexCount < 1) + continue; + + var indexes = mesh.GetCoincidentVertices(mesh.selectedIndexesInternal); + ProBuilderSnapping.SnapVertices(mesh, indexes, Vector3.one * snapVal); + + mesh.ToMesh(); + mesh.Refresh(); + mesh.Optimize(); + } + + UpdateSelection(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditor.cs.meta new file mode 100644 index 0000000..eef203f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c262c1329a02fa49b5cb4c297106f3f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditorShortcuts.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditorShortcuts.cs new file mode 100644 index 0000000..0a6b367 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditorShortcuts.cs @@ -0,0 +1,61 @@ +using UnityEditor.EditorTools; +using UnityEditor.ShortcutManagement; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// Manages the ProBuilder toolbar window and tool mode. + /// + static class ProBuilderEditorShortcuts + { + [Shortcut("ProBuilder/Editor/Edit Vertices", typeof(SceneViewMotion.SceneViewContext))] + static void SetSelectMode_Vertex() + { + if (!CheckAndEnterPBContextIfNeeded()) + return; + + ProBuilderEditor.selectMode = SelectMode.Vertex; + } + + [Shortcut("ProBuilder/Editor/Edit Edges", typeof(SceneViewMotion.SceneViewContext))] + static void SetSelectMode_Edge() + { + if (!CheckAndEnterPBContextIfNeeded()) + return; + + ProBuilderEditor.selectMode = SelectMode.Edge; + } + + [Shortcut("ProBuilder/Editor/Edit Faces", typeof(SceneViewMotion.SceneViewContext))] + static void SetSelectMode_Faces() + { + if (!CheckAndEnterPBContextIfNeeded()) + return; + + ProBuilderEditor.selectMode = SelectMode.Face; + } + + [Shortcut("ProBuilder/Editor/Toggle Edit Mode", typeof(PositionToolContext.ProBuilderShortcutContext), KeyCode.H)] + static void Toggle_SelectMode() + { + if(ProBuilderEditor.instance != null) + ProBuilderEditor.instance.ToggleSelectionMode(); + } + + static bool CheckAndEnterPBContextIfNeeded() + { + if (ToolManager.activeContextType != typeof(PositionToolContext)) + { + // Check if PositionToolContext can actually be entered + if (EditorToolManager.GetComponentContext(typeof(PositionToolContext), true) == null) + return false; + + ToolManager.SetActiveContext(); + } + + return true; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditorShortcuts.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditorShortcuts.cs.meta new file mode 100644 index 0000000..950a241 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderEditorShortcuts.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8cefaab4396434cd9b6db510b6458a3d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMenuActionAttribute.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMenuActionAttribute.cs new file mode 100644 index 0000000..cd9f485 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMenuActionAttribute.cs @@ -0,0 +1,36 @@ +using System; + +namespace UnityEditor.ProBuilder +{ + /// + /// Apply this attribute to any class derived from MenuAction that you want to appear in the + /// window. + /// + /// There are several working examples bundled with the ProBuilder package that demonstrate how to use the ProBuilder API to + /// add custom actions to the ProBuilder toolbar. To import them into your Unity project, click the **Import** button under the + /// **Samples** section on the [Package Manager window](https://docs.unity3d.com/Manual/upm-ui-details.html). + /// + /// + /// ``` + /// using UnityEngine; + /// using UnityEditor; + /// using UnityEngine.ProBuilder; + /// using UnityEditor.ProBuilder; + /// using UnityEngine.ProBuilder.MeshOperations; + /// + /// namespace ProBuilder.ExampleActions + /// { + /// [ProBuilderMenuAction] + /// public class MyCustomProBuilderMenuAction : MenuAction + /// { + /// // @todo Write your plugin + /// } + /// } + /// ``` + /// + /// + [AttributeUsage(AttributeTargets.Class)] + public sealed class ProBuilderMenuActionAttribute : Attribute + { + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMenuActionAttribute.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMenuActionAttribute.cs.meta new file mode 100644 index 0000000..f220cbd --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMenuActionAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bed1bc9741072a14ebe8da808930d75b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshEditor.cs new file mode 100644 index 0000000..2dcbb5d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshEditor.cs @@ -0,0 +1,353 @@ +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +using UnityEditor.EditorTools; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// + /// Custom editor for ProBuilderMesh type. + /// + [CustomEditor(typeof(ProBuilderMesh))] + [CanEditMultipleObjects] + sealed class ProBuilderMeshEditor : Editor + { + static class Styles + { + static bool s_Initialized; + public static GUIStyle miniButton; + public static GUIStyle helpBox; + + public static readonly GUIContent lightmapStatic = EditorGUIUtility.TrTextContent("Lightmap Static", "Controls whether the geometry will be marked as Static for lightmapping purposes. When enabled, this mesh will be present in lightmap calculations."); + public static readonly GUIContent sharedMesh = EditorGUIUtility.TrTextContent("Mesh"); + + const string k_IconPath = "EditableMesh/EditMeshContext"; + const string k_ComponentMessage = "Use the ProBuilder Edit Mode in the Scene Tools Overlay to edit this Mesh."; + public static readonly GUIContent helpLabelContentIcon = new GUIContent(IconUtility.GetIcon(k_IconPath)); + public static readonly GUIContent helpLabelContent = EditorGUIUtility.TrTextContent(k_ComponentMessage); + + + public static void Init() + { + if (s_Initialized) + return; + s_Initialized = true; + miniButton = new GUIStyle(GUI.skin.button); + miniButton.stretchHeight = false; + miniButton.stretchWidth = false; + miniButton.padding = new RectOffset(6, 6, 3, 3); + + helpBox = new GUIStyle(EditorStyles.helpBox); + helpBox.padding = new RectOffset(2, 2, 2, 2); + } + +#if UNITY_EDITOR + internal static void ResetForPlayMode() + { + s_Initialized = false; + miniButton = null; + helpBox = null; + } +#endif + } + + [InitializeOnEnterPlayMode] + static void ResetMeshEditorStylesOnLoad() + { + Styles.ResetForPlayMode(); + } + + internal static event System.Action onGetFrameBoundsEvent; + ProBuilderMesh m_Mesh; + + SerializedObject m_GameObjectsSerializedObject; + SerializedProperty m_UnwrapParameters; + SerializedProperty m_StaticEditorFlags; + bool m_AnyMissingLightmapUVs; + bool m_ModifyingMesh; + + ProBuilderEditor editor + { + get { return ProBuilderEditor.instance; } + } + + Renderer m_MeshRenderer = null; + + void OnEnable() + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + return; + + if(target == null) + return; + + m_Mesh = (ProBuilderMesh)target; + + if (!m_Mesh) + return; + + m_GameObjectsSerializedObject = new SerializedObject(serializedObject.targetObjects.Select(t => ((Component)t).gameObject).ToArray()); + + m_UnwrapParameters = serializedObject.FindProperty("m_UnwrapParameters"); + m_StaticEditorFlags = m_GameObjectsSerializedObject.FindProperty("m_StaticEditorFlags"); + m_MeshRenderer = m_Mesh.gameObject.GetComponent(); + + VertexManipulationTool.beforeMeshModification += OnBeginMeshModification; + VertexManipulationTool.afterMeshModification += OnFinishMeshModification; + } + + void OnDisable() + { + VertexManipulationTool.beforeMeshModification -= OnBeginMeshModification; + VertexManipulationTool.afterMeshModification -= OnFinishMeshModification; + } + + void OnBeginMeshModification(IEnumerable selection) + { + m_ModifyingMesh = true; + } + + void OnFinishMeshModification(IEnumerable selection) + { + m_ModifyingMesh = false; + } + + public override void OnInspectorGUI() + { + if (m_UnwrapParameters == null || m_StaticEditorFlags == null) + return; + + Styles.Init(); + +#if UNITY_6000_5_OR_NEWER + EditorGUILayout.HelpBox(new GUIContent(Styles.helpLabelContent.text, Styles.helpLabelContentIcon.image)); +#else + // [SPLB-132] Reverting to custom helpbox as the default helpbox style as a trouble to handle custom icons + // when using a screen with PixelPerPoints different than 1. This is done in trunk by setting the + // Texture2d.pixelsPerPoints which is an internal property than cannot be access from here. + EditorGUILayout.BeginHorizontal(Styles.helpBox); + + EditorGUIUtility.SetIconSize(new Vector2(32f, 32f)); + EditorGUILayout.LabelField(Styles.helpLabelContentIcon, + GUILayout.Width(34), GUILayout.MinHeight(34), GUILayout.ExpandHeight(true)); + EditorGUIUtility.SetIconSize(Vector2.zero); + EditorGUILayout.LabelField(Styles.helpLabelContent, + new GUIStyle(EditorStyles.label) { wordWrap = Styles.helpBox.wordWrap, fontSize = Styles.helpBox.fontSize, padding = new RectOffset(-2, 0, 0, 0) }, + GUILayout.ExpandHeight(true)); + EditorGUILayout.EndHorizontal(); +#endif + GUILayout.Box("Mesh property is driven by the ProBuilder component.", EditorStyles.helpBox); + var guiEnabled = GUI.enabled; + GUI.enabled = false; + var guiStateMixed = EditorGUI.showMixedValue; + EditorGUI.showMixedValue = targets.Length > 1; + EditorGUILayout.ObjectField(Styles.sharedMesh, m_Mesh.mesh, typeof(Mesh), false); + EditorGUI.showMixedValue = guiStateMixed; + GUI.enabled = guiEnabled; + + Vector3 bounds = m_MeshRenderer != null ? m_MeshRenderer.bounds.size : Vector3.zero; + EditorGUILayout.Vector3Field("Object Size (read only)", bounds); + + serializedObject.Update(); + EditorGUI.BeginChangeCheck(); + LightmapStaticSettings(); + if (EditorGUI.EndChangeCheck()) + serializedObject.ApplyModifiedProperties(); + +#if DEVELOPER_MODE + GUILayout.Space(4); + + GUILayout.Label("Compiled Mesh Information", EditorStyles.boldLabel); + + MeshFilter filter; + Mesh sharedMesh = null; + + EditorGUILayout.LabelField("Mesh Sync State", m_Mesh.meshSyncState.ToString()); + EditorGUILayout.LabelField("m_MeshVersionIndex", m_Mesh.versionIndex.ToString()); + EditorGUILayout.LabelField("m_NonSerializedMeshIndex", m_Mesh.nonSerializedVersionIndex.ToString()); + + if (m_Mesh.TryGetComponent(out filter) && (sharedMesh = filter.sharedMesh) != null) + { + GUILayout.Label("Vertex Count: " + sharedMesh.vertexCount); + GUILayout.Label("Submesh Count: " + sharedMesh.subMeshCount); + } + else + { + GUILayout.Label("No compiled mesh", EditorStyles.centeredGreyMiniLabel); + } + + GUILayout.Space(4); + + GUILayout.Label("HideFlags & Driven Properties", EditorStyles.boldLabel); + + if(filter) + GUILayout.Label($"MeshFilter {filter.hideFlags}"); + else + GUILayout.Label($"MeshFilter (null)"); + + MeshCollider collider; + + if (m_Mesh.TryGetComponent(out collider)) + GUILayout.Label($"MeshCollider.m_Mesh {DrivenPropertyManagerInternal.IsDriven(collider, "m_Mesh")}"); + + GUILayout.Space(4); + + GUILayout.Label("Identifiers", EditorStyles.boldLabel); + EditorGUI.showMixedValue = targets.Length > 1; + EditorGUILayout.TextField("ProBuilderMesh", m_Mesh.GetObjectId().ToString()); + EditorGUILayout.TextField("UnityEngine.Mesh", sharedMesh != null ? sharedMesh.GetObjectId().ToString() : "null"); + EditorGUILayout.TextField("UnityEngine.Mesh.name", sharedMesh != null ? sharedMesh.name : "null"); + EditorGUI.showMixedValue = false; +#endif + } + + void LightmapStaticSettings() + { + m_GameObjectsSerializedObject.Update(); + + bool lightmapStatic = (m_StaticEditorFlags.intValue & (int)StaticEditorFlags.ContributeGI) != 0; + + EditorGUI.BeginChangeCheck(); + + lightmapStatic = EditorGUILayout.Toggle(Styles.lightmapStatic, lightmapStatic); + + if (EditorGUI.EndChangeCheck()) + { + SceneModeUtility.SetStaticFlags(m_GameObjectsSerializedObject.targetObjects, (int)StaticEditorFlags.ContributeGI, lightmapStatic); + } + + if (lightmapStatic) + { + EditorGUILayout.PropertyField(m_UnwrapParameters, true); + + if (m_UnwrapParameters.isExpanded) + { + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Reset", Styles.miniButton)) + ResetUnwrapParams(m_UnwrapParameters); + + if (GUILayout.Button("Apply", Styles.miniButton)) + RebuildLightmapUVs(); + + GUILayout.EndHorizontal(); + GUILayout.Space(4); + } + + if (!m_ModifyingMesh) + { + m_AnyMissingLightmapUVs = targets.Any(x => + { + if (x is ProBuilderMesh) + return !((ProBuilderMesh)x).HasArrays(MeshArrays.Texture1); + + return false; + }); + } + + if (m_AnyMissingLightmapUVs) + { + EditorGUILayout.HelpBox("Lightmap UVs are missing, please generate Lightmap UVs.", MessageType.Warning); + + if (GUILayout.Button("Generate Lightmap UVs")) + RebuildLightmapUVs(); + } + } + else + { + EditorGUILayout.HelpBox("To enable generation of lightmap UVs for this Mesh, please enable the 'Lightmap Static' property.", MessageType.Info); + } + + } + + void RebuildLightmapUVs(bool forceRebuildAll = true) + { + foreach (var obj in targets) + { + if (obj is ProBuilderMesh) + { + var mesh = (ProBuilderMesh)obj; + + if (!mesh.gameObject.HasStaticFlag(StaticEditorFlags.ContributeGI)) + continue; + + if (forceRebuildAll || !mesh.HasArrays(MeshArrays.Texture1)) + mesh.Optimize(true); + } + } + } + + void ResetUnwrapParams(SerializedProperty prop) + { + var hardAngle = prop.FindPropertyRelative("m_HardAngle"); + var packMargin = prop.FindPropertyRelative("m_PackMargin"); + var angleError = prop.FindPropertyRelative("m_AngleError"); + var areaError = prop.FindPropertyRelative("m_AreaError"); + + hardAngle.floatValue = UnwrapParameters.k_HardAngle; + packMargin.floatValue = UnwrapParameters.k_PackMargin; + angleError.floatValue = UnwrapParameters.k_AngleError; + areaError.floatValue = UnwrapParameters.k_AreaError; + + RebuildLightmapUVs(); + } + + bool HasFrameBounds() + { + if (m_Mesh == null) + m_Mesh = (ProBuilderMesh)target; + + return ProBuilderEditor.instance != null && + InternalUtility.GetComponents(Selection.transforms).Sum(x => x.selectedIndexesInternal.Length) > 0; + } + + Bounds OnGetFrameBounds() + { + if (!ProBuilderEditor.selectMode.IsMeshElementMode()) + return m_MeshRenderer != null ? m_MeshRenderer.bounds : default(Bounds); + + if (onGetFrameBoundsEvent != null) + onGetFrameBoundsEvent(); + + Vector3 min = Vector3.zero, max = Vector3.zero; + bool init = false; + + foreach (ProBuilderMesh mesh in InternalUtility.GetComponents(Selection.transforms)) + { + int[] tris = mesh.selectedIndexesInternal; + + if (tris == null || tris.Length < 1) + continue; + + Vector3[] verts = mesh.positionsInternal; + var trs = mesh.transform; + + if (!init) + { + init = true; + min = trs.TransformPoint(verts[tris[0]]); + max = trs.TransformPoint(verts[tris[0]]); + } + + for (int i = 0, c = tris.Length; i < c; i++) + { + Vector3 p = trs.TransformPoint(verts[tris[i]]); + + min.x = Mathf.Min(p.x, min.x); + max.x = Mathf.Max(p.x, max.x); + + min.y = Mathf.Min(p.y, min.y); + max.y = Mathf.Max(p.y, max.y); + + min.z = Mathf.Min(p.z, min.z); + max.z = Mathf.Max(p.z, max.z); + } + } + + return new Bounds((min + max) / 2f, max != min ? max - min : Vector3.one * .1f); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshEditor.cs.meta new file mode 100644 index 0000000..006694f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f9e45af82f3d1428f9ccc2ac15f74603 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshPreview.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshPreview.cs new file mode 100644 index 0000000..40a87eb --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshPreview.cs @@ -0,0 +1,54 @@ +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [CustomPreview(typeof(ProBuilderMesh))] + sealed class ProBuilderMeshPreview : ObjectPreview + { + MeshPreview m_MeshPreview; + Mesh[] m_GeneratedMeshAssets = new Mesh [1]; + + public override void Initialize(Object[] targets) + { + base.Initialize(targets); + + foreach (var obj in targets) + { + if(!(obj is ProBuilderMesh probuilderMesh)) + continue; + + var mesh = new Mesh(); + UnityEngine.ProBuilder.MeshUtility.Compile(probuilderMesh, mesh); + m_MeshPreview = new MeshPreview(mesh); + + // The inspector only ever draws the target mesh, so there's no point in creating preview meshes for + // the entire selection + return; + } + + m_MeshPreview = new MeshPreview(null); + } + + public override void Cleanup() + { + m_MeshPreview.Dispose(); + foreach (var kvp in m_GeneratedMeshAssets) + Object.DestroyImmediate(kvp); + base.Cleanup(); + } + + public override void OnPreviewSettings() => m_MeshPreview.OnPreviewSettings(); + + public override bool HasPreviewGUI() + { + if (target == null || !(target is ProBuilderMesh mesh) || mesh.gameObject == null) + return false; + return PrefabUtility.IsPartOfPrefabAsset(mesh.gameObject); + } + + public override void OnPreviewGUI(Rect rect, GUIStyle background) => m_MeshPreview.OnPreviewGUI(rect, background); + + public override string GetInfoString() => MeshPreview.GetInfoString(m_GeneratedMeshAssets[0]); + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshPreview.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshPreview.cs.meta new file mode 100644 index 0000000..ead898e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderMeshPreview.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 583290e7bd3b4094b5cd671ab87b7bb2 +timeCreated: 1600191480 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettings.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettings.cs new file mode 100644 index 0000000..11132c9 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettings.cs @@ -0,0 +1,82 @@ +using System.IO; +using UnityEditor.SettingsManagement; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + static class ProBuilderSettings + { + const string k_PackageName = "com.unity.probuilder"; + internal const string k_DeprecatedSettingsPath = "ProjectSettings/ProBuilderSettings.json"; + static Settings s_Instance; + + [InitializeOnLoadMethod] + static void SaveSettingsOnExit() + { + EditorApplication.quitting += Save; + } + + internal static Settings instance + { + get + { + if (s_Instance == null) + { + CheckForOldSettings(); + s_Instance = new Settings(k_PackageName); + } + + return s_Instance; + } + } + + public static void Save() + { + instance.Save(); + } + + public static void Set(string key, T value, SettingsScope scope = SettingsScope.Project) + { + instance.Set(key, value, scope); + } + + public static T Get(string key, SettingsScope scope = SettingsScope.Project, T fallback = default(T)) + { + return instance.Get(key, scope, fallback); + } + + public static bool ContainsKey(string key, SettingsScope scope = SettingsScope.Project) + { + return instance.ContainsKey(key, scope); + } + + public static void Delete(string key, SettingsScope scope = SettingsScope.Project) + { + instance.DeleteKey(key, scope); + } + + static void CheckForOldSettings() + { + var newSettingsPath = PackageSettingsRepository.GetSettingsPath(k_PackageName); + + // Do not overwrite new settings if they exist. VCS can restore old settings file after a successful upgrade, + // which will already be in use. In that case, just leave the old settings alone. + if (!File.Exists(newSettingsPath) && File.Exists(k_DeprecatedSettingsPath)) + { + try + { + var directory = Path.GetDirectoryName(newSettingsPath); + + if(!Directory.Exists(directory)) + Directory.CreateDirectory(Path.GetDirectoryName(newSettingsPath)); + + File.Move(k_DeprecatedSettingsPath, newSettingsPath); + } + catch (System.Exception e) + { + Log.Info("Failed moving ProBuilder settings file to new path.\n{0}", e.ToString()); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettings.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettings.cs.meta new file mode 100644 index 0000000..eab7ada --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2a29f58947000b048a0347b48bd16304 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettingsProvider.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettingsProvider.cs new file mode 100644 index 0000000..193c7d1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettingsProvider.cs @@ -0,0 +1,28 @@ +using System; +using UnityEditor; +using UnityEditor.SettingsManagement; + +namespace UnityEditor.ProBuilder +{ + static class ProBuilderSettingsProvider + { + const string k_PreferencesPath = "Preferences/ProBuilder"; + + [SettingsProvider] + static SettingsProvider CreateSettingsProvider() + { + var provider = new UserSettingsProvider(k_PreferencesPath, + ProBuilderSettings.instance, + new[] { typeof(ProBuilderSettingsProvider).Assembly }); + + ProBuilderSettings.instance.afterSettingsSaved += () => + { + if(ProBuilderEditor.instance != null) + ProBuilderEditor.ReloadSettings(); + Experimental.AfterSettingsSaved(); + }; + + return provider; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettingsProvider.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettingsProvider.cs.meta new file mode 100644 index 0000000..bf5cbf3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderSettingsProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b6cb19e1fd01b64487828605cda5643 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderShapeEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderShapeEditor.cs new file mode 100644 index 0000000..4676028 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderShapeEditor.cs @@ -0,0 +1,197 @@ +using System; +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.Shapes; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + [CanEditMultipleObjects] + [CustomEditor(typeof(ProBuilderShape))] + class ProBuilderShapeEditor : Editor + { + SerializedProperty m_ShapeProperty = null; + SerializedProperty shapeProperty + { + get + { + if(m_ShapeProperty == null) + m_ShapeProperty = serializedObject.FindProperty("m_Shape"); + return m_ShapeProperty; + } + } + + SerializedProperty m_ShapeSizeProperty = null; + SerializedProperty shapeSizeProperty + { + get + { + if(m_ShapeSizeProperty == null) + m_ShapeSizeProperty = serializedObject.FindProperty("m_Size"); + return m_ShapeSizeProperty; + } + } + + int m_ActiveShapeIndex = 0; + + static bool s_foldoutEnabled = true; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_foldoutEnabled = true; + } + + public GUIContent m_ShapePropertyLabel = new GUIContent("Shape Properties"); + readonly GUIContent k_ShapePivotLabel = new GUIContent("Pivot"); + + bool HasMultipleShapeTypes + { + get + { + m_CurrentShapeType = null; + foreach(var comp in targets) + { + if(m_CurrentShapeType == null) + m_CurrentShapeType = ( (ProBuilderShape) comp ).shape.GetType(); + else if( m_CurrentShapeType != ( (ProBuilderShape) comp ).shape.GetType() ) + return true; + } + + return false; + } + } + + Type m_CurrentShapeType; + + public override void OnInspectorGUI() + { + DrawShapeGUI(); + DrawShapeParametersGUI(); + + if(ToolManager.activeToolType != typeof(DrawShapeTool) + && ToolManager.activeToolType != typeof(EditShapeTool)) + { + if(GUILayout.Button("Edit Shape")) + ToolManager.SetActiveTool(); + } + } + + public void DrawShapeGUI() + { + if(target == null) + return; + + serializedObject.Update(); + + int editedShapesCount = 0; + foreach(var comp in targets) + editedShapesCount += ( (ProBuilderShape) comp ).isEditable ? 0 : 1; + + if(editedShapesCount > 0) + { + EditorGUILayout.BeginVertical(); + EditorGUILayout.HelpBox( + L10n.Tr( + "You have manually modified the selected shape(s). Reset the shape to remove all manual changes in order to proceed."), + MessageType.Info); + + if(GUILayout.Button("Reset Shape")) + { + foreach(var comp in targets) + { + var shapeComponent = comp as ProBuilderShape; + UndoUtility.RecordComponents(shapeComponent.GetComponents(typeof(Component)),"Reset Shape"); + shapeComponent.UpdateShape(); + ProBuilderEditor.Refresh(); + } + } + + EditorGUILayout.EndHorizontal(); + } + + if(editedShapesCount == targets.Length) + GUI.enabled = false; + } + + public void DrawShapeParametersGUI(DrawShapeTool tool = null) + { + if(target == null || serializedObject == null) + return; + + serializedObject.Update(); + + var foldoutEnabled = tool == null ? s_foldoutEnabled : DrawShapeTool.s_SettingsEnabled.value; + foldoutEnabled = EditorGUILayout.Foldout(foldoutEnabled, m_ShapePropertyLabel, true); + + if(tool == null) + s_foldoutEnabled = foldoutEnabled; + else + DrawShapeTool.s_SettingsEnabled.value = foldoutEnabled; + + if(foldoutEnabled) + { + EditorGUI.indentLevel++; + EditorGUIUtility.labelWidth = 120; + + if (tool) + tool.pivotLocation = (PivotLocation)EditorGUILayout.EnumPopup(k_ShapePivotLabel, tool.pivotLocation); + else + { + EditorGUI.BeginChangeCheck(); + m_ActiveShapeIndex = HasMultipleShapeTypes + ? -1 + : Mathf.Max(-1, Array.IndexOf(EditorShapeUtility.availableShapeTypes, m_CurrentShapeType)); + m_ActiveShapeIndex = EditorGUILayout.Popup("Shape", m_ActiveShapeIndex, EditorShapeUtility.shapeTypes); + + if(EditorGUI.EndChangeCheck()) + { + var type = EditorShapeUtility.availableShapeTypes[m_ActiveShapeIndex]; + foreach(var comp in targets) + { + ProBuilderShape proBuilderShape = ( (ProBuilderShape) comp ); + Shape shape = proBuilderShape.shape; + if(shape.GetType() != type) + { + if(tool != null) + DrawShapeTool.s_ActiveShapeIndex.value = m_ActiveShapeIndex; + + UndoUtility.RecordComponents(new [] { proBuilderShape },"Change Shape"); + proBuilderShape.SetShape(EditorShapeUtility.CreateShape(type)); + ProBuilderEditor.Refresh(); + } + } + } + } + + + EditorGUILayout.PropertyField(shapeSizeProperty); + EditorGUI.indentLevel--; + } + + if(!HasMultipleShapeTypes) + EditorGUILayout.PropertyField(shapeProperty, new GUIContent("Shape Properties"), true); + + if (serializedObject.ApplyModifiedProperties()) + { + foreach(var comp in targets) + { + if(comp is ProBuilderShape shapeComponent && shapeComponent.isEditable) + { + UndoUtility.RecordComponents(shapeComponent.GetComponents(typeof(Component)),"Resize Shape"); + shapeComponent.UpdateShape(); + if(tool != null) + { + tool.SetBounds(shapeComponent.size); + tool.SaveShapeParams(shapeComponent); + } + ProBuilderEditor.Refresh(); + } + } + } + + GUI.enabled = true; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderShapeEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderShapeEditor.cs.meta new file mode 100644 index 0000000..62ad8e1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderShapeEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 166872da3f949e94e9594fb2de14257d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderToolsContexts.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderToolsContexts.cs new file mode 100644 index 0000000..bde66f4 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderToolsContexts.cs @@ -0,0 +1,455 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.UIElements; +using UnityEditor.EditorTools; +using UnityEditor.ProBuilder.Actions; +using UnityEditor.ProBuilder.Overlays; +using UnityEditor.Actions; +using UnityEditor.ShortcutManagement; + +namespace UnityEditor.ProBuilder +{ + static class ProBuilderToolManager + { + public static Tool activeTool => Tools.current; + } + + [Icon("Packages/com.unity.probuilder/Editor Default Resources/Icons/EditableMesh/EditMeshContext.png")] + [EditorToolContext("ProBuilder", typeof(ProBuilderMesh))] + class PositionToolContext : EditorToolContext + { + internal class ProBuilderShortcutContext : IShortcutContext + { + public bool active + => EditorWindow.focusedWindow is SceneView + && ProBuilderEditor.instance != null; + } + + ProBuilderEditor m_Editor; + ProBuilderEditor editor => m_Editor ??= new ProBuilderEditor(); + + ProBuilderShortcutContext m_ShortcutContext; + + SceneInformationOverlay m_SceneInfoOverlay; + + protected override Type GetEditorToolType(Tool tool) + { + switch(tool) + { + case Tool.Move: + return typeof(ProbuilderMoveTool); + case Tool.Rotate: + return typeof(ProbuilderRotateTool); + case Tool.Scale: + return typeof(ProbuilderScaleTool); + default: + return null; + } + } + + static DropdownMenuAction.Status GetStatus(MenuAction action) + { + if(action.hidden) + return DropdownMenuAction.Status.Hidden; + if (action.enabled) + return DropdownMenuAction.Status.Normal; + return DropdownMenuAction.Status.Disabled; + } + + static readonly HashSet k_ContextMenuBlacklist = new HashSet() + { + typeof(Actions.OpenSmoothingEditor), + typeof(Actions.OpenMaterialEditor), + typeof(Actions.OpenUVEditor), + typeof(Actions.OpenVertexColorEditor), + + typeof(Actions.ToggleSelectBackFaces), + typeof(Actions.ToggleHandleOrientation), + typeof(Actions.ToggleDragRectMode), + typeof(Actions.ToggleXRay) + }; + + public override void PopulateMenu(DropdownMenu menu) + { + var actions = EditorToolbarLoader.GetActions(); + var group = ToolbarGroup.Tool; + + ContextMenuUtility.AddMenuItem(menu, "Edit/Select All","Select/Select All"); + ContextMenuUtility.AddMenuItem(menu, "Edit/Deselect All","Select/Deselect All"); + ContextMenuUtility.AddMenuItem(menu, "Edit/Invert Selection","Select/Invert Selection"); + group = actions[0].group; + // grouping and filtering is bespoke for demo reasons + foreach (var action in actions) + { + if (k_ContextMenuBlacklist.Contains(action.GetType())) + continue; + + if (action.group == ToolbarGroup.Entity || action.group == ToolbarGroup.Object || action.group == ToolbarGroup.Tool) + continue; + + if (action.group != group) + { + menu.AppendSeparator(); + group = action.group; + } + + var title = action.menuTitle; + + if (GetStatus(action) == DropdownMenuAction.Status.Normal || GetStatus(action) == DropdownMenuAction.Status.Disabled) + { + if (action.hasFileMenuEntry) + { + string path = EditorToolbarMenuItem.k_MenuPrefix + action.group + "/" + title; + ContextMenuUtility.AddMenuItem(menu, path, GetMenuTitle(action, title)); + } + else if (action.optionsEnabled) + { + title = GetMenuTitle(action, title); + menu.AppendAction(title, _ => EditorAction.Start(new MenuActionSettings(action, HasPreview(action))), GetStatus(action)); + } + else + menu.AppendAction(GetMenuTitle(action, title), _ => action.PerformAction(), GetStatus(action)); + } + } + + var trs = Selection.transforms; + if (trs.GetComponents().Length > trs.GetComponents().Length) + ContextMenuUtility.AddMenuItemsForType(menu, typeof(MeshFilter), targets, "Mesh Filter"); + } + + static bool HasPreview(MenuAction action) + { + return !(action is DetachFaces || action is DuplicateFaces); + } + + string GetMenuTitle(MenuAction action, string title) + { + // Geometry and Tool groups are not displayed in the menu + if (action.group != ToolbarGroup.Geometry && action.group != ToolbarGroup.Tool) + { + //STO-3001: For a better UX, Selection group is renamed to Select so that users don't think this is + //acting on the current selection + var groupName = action.group == ToolbarGroup.Selection ? "ProBuilder Select" : action.group.ToString(); + title = $"{groupName}/{action.menuTitle}"; + } + return title; + } + + public override void OnActivated() + { + m_Editor = new ProBuilderEditor(); + + ProBuilderSettings.instance.afterSettingsSaved += UpdateSceneInfoOverlay; + UpdateSceneInfoOverlay(); + + ShortcutManager.RegisterContext(m_ShortcutContext ??= new ProBuilderShortcutContext()); + } + + public override void OnWillBeDeactivated() + { + m_Editor.Dispose(); + ProBuilderSettings.instance.afterSettingsSaved -= UpdateSceneInfoOverlay; + + if(m_SceneInfoOverlay != null) + SceneView.RemoveOverlayFromActiveView(m_SceneInfoOverlay); + + ShortcutManager.UnregisterContext(m_ShortcutContext); + } + + void UpdateSceneInfoOverlay() + { + if (ProBuilderEditor.s_ShowSceneInfo) + { + if(m_SceneInfoOverlay == null) + m_SceneInfoOverlay = new SceneInformationOverlay(); + + SceneView.AddOverlayToActiveView(m_SceneInfoOverlay); + } + else if(m_SceneInfoOverlay != null) + { + SceneView.RemoveOverlayFromActiveView(m_SceneInfoOverlay); + } + } + + public override void OnToolGUI(EditorWindow window) + { + if (!(window is SceneView view)) + return; + editor.OnSceneGUI(view); + } + + // This boolean allows to call the action only once in case of multi-selection as PB actions + // are called on the entire selection and not per element. + static bool s_ActionAlreadyTriggered = false; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_ActionAlreadyTriggered = false; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Conform Normals", true)] + static bool ValidateConformObjectNormalsAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Conform Normals", false, 11)] + static void ConformObjectNormalsAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Export", true)] + public static bool ValidateExportAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Export", false, 12)] + public static void ExportAction(MenuCommand command) + { + EditorToolbarLoader.GetInstance().PerformAltAction(); + } + + [MenuItem("CONTEXT/ProBuilderMesh/Triangulate", true)] + public static bool ValidateTriangulateObjectAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Triangulate", false, 13)] + public static void TriangulateObjectAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Center Pivot", true)] + static bool ValidateCenterPivotAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Center Pivot", false, 14)] + static void CenterPivotAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Flip Normals", true)] + static bool ValidateFlipNormalsAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Flip Normals", false, 16)] + static void FlipNormalsAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Subdivide Object", true)] + public static bool ValidateSubdivideObjectAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Subdivide Object", false, 15)] + public static void SubdivideObjectAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Mirror Objects", true)] + static bool ValidateMirrorObjectAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Mirror Objects", false, 17)] + static void MirrorObjectAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Merge Objects", true)] + static bool ValidateMergeObjectsAction() + { + return MeshSelection.selectedObjectCount > 1 && MeshSelection.activeMesh != null; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Merge Objects", false, 18)] + static void MergeObjectsAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Freeze Transform", true)] + static bool ValidateFreezeTransformAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Freeze Transform", false, 19)] + static void FreezeTransformAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Set Trigger", true)] + static bool ValidateSetTriggerAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Set Trigger", false, 20)] + static void SetTriggerAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + + [MenuItem("CONTEXT/ProBuilderMesh/Set Collider", true)] + static bool ValidateSetColliderAction() + { + return MeshSelection.selectedObjectCount > 0; + } + + [MenuItem("CONTEXT/ProBuilderMesh/Set Collider", false, 21)] + static void SetColliderAction(MenuCommand command) + { + if (!s_ActionAlreadyTriggered) + { + s_ActionAlreadyTriggered = true; + //Once again, delayCall is necessary to prevent multiple call in case of multi-selection + EditorApplication.delayCall += () => + { + EditorToolbarLoader.GetInstance().PerformAction(); + s_ActionAlreadyTriggered = false; + }; + } + } + } + + class TextureToolContext : EditorToolContext + { + ProBuilderEditor m_Editor; + + TextureToolContext() { } + + protected override Type GetEditorToolType(Tool tool) + { + switch(tool) + { + case Tool.Move: + return typeof(TextureMoveTool); + case Tool.Rotate: + return typeof(TextureRotateTool); + case Tool.Scale: + return typeof(TextureScaleTool); + default: + return null; + } + } + + public override void OnActivated() + { + m_Editor = new ProBuilderEditor(); + } + + public override void OnWillBeDeactivated() + { + m_Editor.Dispose(); + } + + public override void OnToolGUI(EditorWindow window) + { + if (!(window is SceneView view)) + return; + m_Editor.OnSceneGUI(view); + } + + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderToolsContexts.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderToolsContexts.cs.meta new file mode 100644 index 0000000..e665eab --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProBuilderToolsContexts.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f26c4d173d1ff0488349210afd77fa2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProGridsInterface.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProGridsInterface.cs new file mode 100644 index 0000000..4c7976c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProGridsInterface.cs @@ -0,0 +1,415 @@ +using UnityEngine; +using System; +using System.Reflection; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// Acts as a bridge between ProGrids and ProBuilder. Provides a delegate for push to grid events, and allows access + /// to snap enabled, axis preference, and grid size values. + /// + [InitializeOnLoad] + static class ProGridsInterface + { + static Type s_ProGridsType = null; + + static readonly string[] ProGridsEditorTypeNames = new string[] + { + "UnityEditor.ProGrids.ProGridsEditor", + "ProGrids.Editor.ProGridsEditor", + "ProGrids.Editor.pg_Editor", + "ProGrids.pg_Editor", + "pg_Editor", + }; + + static Func s_ProGridsInstanceDelegate = null; + static Func s_ProGridsActiveDelegate = null; + static Func s_SceneToolbarIsExtendedDelegate = null; + static Func s_UseAxisConstraintDelegate = null; + static Func s_SnapEnabledDelegate = null; + static Func s_ProGridsSnapAsGroupDelegate = null; + static Func s_IsFullGridEnabledDelegate = null; + static Func s_GetActiveGridOffsetDelegate = null; + static Func s_SnapValueDelegate = null; + static Func s_GetPivotDelegate = null; + static FieldInfo s_GridVisibleField = null; + + static Action> s_SubscribePushToGridEventDelegate = null; + static Action> s_UnsubscribePushToGridEventDelegate = null; + static Action> s_SubscribeToolbarEventDelegate = null; + static Action> s_UnsubscribeToolbarEventDelegate = null; + + static Action s_OnHandleMoveDelegate = null; + + static FieldInfo s_GetActiveGridAxisDelegate = null; + + static ProGridsInterface() + { + // Current release + for (int i = 0, c = ProGridsEditorTypeNames.Length; i < c && s_ProGridsType == null; i++) + s_ProGridsType = ReflectionUtility.GetType(ProGridsEditorTypeNames[i]); + } + + /// + /// Get a pg_Editor type. + /// + /// + public static Type GetProGridsType() + { + return s_ProGridsType; + } + + public static object GetProGridsInstance() + { + if (GetProGridsType() == null) + return null; + + if (s_ProGridsInstanceDelegate == null) + s_ProGridsInstanceDelegate = (Func)ReflectionUtility.GetOpenDelegateOnProperty>(GetProGridsType(), "Instance", BindingFlags.NonPublic | BindingFlags.Static); + + if (s_ProGridsInstanceDelegate != null) + return s_ProGridsInstanceDelegate(); + + return null; + } + + public static bool GetSnapAsGroup() + { + if (GetProGridsType() == null) + return false; + + if (s_ProGridsSnapAsGroupDelegate == null) + s_ProGridsSnapAsGroupDelegate = (Func) ReflectionUtility.GetClosedDelegateOnProperty>( + GetProGridsType(), + GetProGridsInstance(), + "SnapAsGroupEnabled", + BindingFlags.Instance | BindingFlags.NonPublic); + + if (s_ProGridsSnapAsGroupDelegate != null) + return s_ProGridsSnapAsGroupDelegate(); + + return false; + } + + /// + /// True if ProGrids is open in scene. + /// + /// + public static bool IsActive() + { + if (GetProGridsType() == null) + return false; + + if (s_ProGridsActiveDelegate == null) + s_ProGridsActiveDelegate = (Func)ReflectionUtility.GetOpenDelegate>(GetProGridsType(), "SceneToolbarActive"); + + if (s_ProGridsActiveDelegate != null) + return s_ProGridsActiveDelegate(); + + return false; + } + + /// + /// Is the scene toolbar extended or collapsed? Also check ProGridsActive to see if ProGrids is open in the first place. + /// + /// True if ProGrids scene toolbar is open and extended, false if not extended or not active in scene. + public static bool SceneToolbarIsExtended() + { + if (GetProGridsType() == null) + return false; + + if (s_SceneToolbarIsExtendedDelegate == null) + s_SceneToolbarIsExtendedDelegate = (Func)ReflectionUtility.GetOpenDelegate>(GetProGridsType(), "SceneToolbarIsExtended"); + + if (s_SceneToolbarIsExtendedDelegate != null) + return s_SceneToolbarIsExtendedDelegate(); + + return false; + } + + /// + /// Returns the current UseAxisConstraints value from ProGrids. + /// + /// + public static bool UseAxisConstraints() + { + if (GetProGridsType() == null) + return true; + + if (s_UseAxisConstraintDelegate == null) + s_UseAxisConstraintDelegate = (Func)ReflectionUtility.GetOpenDelegate>(GetProGridsType(), "UseAxisConstraints"); + + if (s_UseAxisConstraintDelegate != null) + return s_UseAxisConstraintDelegate(); + + return true; + } + + public static SnapAxis GetSnapMethod() + { + return UseAxisConstraints() ? SnapAxis.ActiveAxis : SnapAxis.AllAxes; + } + + /// + /// If ProGrids is open and snap enabled, return true. False otherwise. + /// + /// + public static bool SnapEnabled() + { + if (GetProGridsType() == null || !IsActive()) + return false; + + if (s_SnapEnabledDelegate == null) + s_SnapEnabledDelegate = (Func)ReflectionUtility.GetOpenDelegate>(GetProGridsType(), "SnapEnabled"); + + if (s_SnapEnabledDelegate != null) + return s_SnapEnabledDelegate(); + + return false; + } + + /// + /// Is the grid visible? + /// + public static bool GridVisible() + { + if (GetProGridsType() == null || GetProGridsInstance() == null) + return false; + + if (s_GridVisibleField == null) + s_GridVisibleField = GetProGridsType().GetField("m_DrawGrid", BindingFlags.NonPublic | BindingFlags.Instance); + + if (s_GridVisibleField != null) + return (bool) s_GridVisibleField.GetValue(GetProGridsInstance()); + + return false; + } + + /// + /// Return the last known snap value setting from ProGrids. + /// + /// + public static float SnapValue() + { + if (GetProGridsType() == null) + return 0f; + + if (s_SnapValueDelegate == null) + s_SnapValueDelegate = (Func)ReflectionUtility.GetOpenDelegate>(GetProGridsType(), "SnapValue"); + + if (s_SnapValueDelegate != null) + return s_SnapValueDelegate(); + + return 0f; + } + + /// + /// Return the last known grid pivot point. + /// + /// + /// + public static bool GetPivot(out Vector3 pivot) + { + pivot = Vector3.zero; + + if (s_GetPivotDelegate == null) + s_GetPivotDelegate = (Func)ReflectionUtility.GetOpenDelegate>(GetProGridsType(), "GetPivot"); + + if (s_GetPivotDelegate != null) + { + pivot = s_GetPivotDelegate(); + + // earlier version of progrids return a non-snapped pivot point + pivot = ProBuilderSnapping.Snap(pivot, Vector3.one * SnapValue()); + return true; + } + + return false; + } + + public static bool IsFullGridEnabled() + { + if (s_IsFullGridEnabledDelegate == null) + s_IsFullGridEnabledDelegate = (Func)ReflectionUtility.GetClosedDelegateOnProperty>( + GetProGridsType(), GetProGridsInstance(), "FullGridEnabled", BindingFlags.Instance | BindingFlags.NonPublic); + + if (s_IsFullGridEnabledDelegate != null) + return s_IsFullGridEnabledDelegate(); + + return false; + } + + public static HandleAxis GetActiveGridAxis() + { + if (s_GetActiveGridAxisDelegate == null) + s_GetActiveGridAxisDelegate = ReflectionUtility.GetFieldInfo(GetProGridsType(), "m_RenderPlane", (BindingFlags.Instance | BindingFlags.NonPublic)); + + if (s_GetActiveGridAxisDelegate != null) + { + var value = (int) s_GetActiveGridAxisDelegate.GetValue(GetProGridsInstance()); + + // note - the hex notation that doesn't align to bit masks is intentional. long ago these values were + // defined in progrids, and now we're stuck with random values in the render plane enum. + if(value == 0x1 || value == 0x8) + return HandleAxis.X; + if(value == 0x2 || value == 0x16) + return HandleAxis.Y; + if(value == 0x4 || value == 0x32) + return HandleAxis.Z; + } + + return HandleAxis.Free; + } + + public static float GetActiveGridOffset() + { + if (s_GetActiveGridOffsetDelegate == null) + s_GetActiveGridOffsetDelegate = (Func)ReflectionUtility.GetClosedDelegateOnProperty>( + GetProGridsType(), GetProGridsInstance(), "GridRenderOffset", (BindingFlags.Instance | BindingFlags.Public)); + + if (s_GetActiveGridOffsetDelegate != null) + return s_GetActiveGridOffsetDelegate(); + + return 0f; + } + + /// + /// Subscribe to PushToGrid events. + /// + /// + public static void SubscribePushToGridEvent(Action listener) + { + if (GetProGridsType() == null) + return; + + if (s_SubscribePushToGridEventDelegate == null) + s_SubscribePushToGridEventDelegate = (Action>)ReflectionUtility.GetOpenDelegate>>(GetProGridsType(), "AddPushToGridListener"); + + if (s_SubscribePushToGridEventDelegate != null) + s_SubscribePushToGridEventDelegate(listener); + } + + /// + /// Remove subscription from PushToGrid events. + /// + /// + public static void UnsubscribePushToGridEvent(Action listener) + { + if (GetProGridsType() == null) + return; + + if (s_UnsubscribePushToGridEventDelegate == null) + s_UnsubscribePushToGridEventDelegate = (Action>)ReflectionUtility.GetOpenDelegate>>(GetProGridsType(), "RemovePushToGridListener"); + + if (s_UnsubscribePushToGridEventDelegate != null) + s_UnsubscribePushToGridEventDelegate(listener); + } + + /// + /// Tell ProGrids that a non-Unity handle has moved in some direction (in world space). + /// + /// + public static void OnHandleMove(Vector3 worldDirection) + { + if (GetProGridsType() == null) + return; + + if (s_OnHandleMoveDelegate == null) + s_OnHandleMoveDelegate = (Action)ReflectionUtility.GetOpenDelegate>(GetProGridsType(), "OnHandleMove"); + + if (s_OnHandleMoveDelegate != null) + s_OnHandleMoveDelegate(worldDirection); + } + + /// + /// Subscribe to toolbar extendo/retracto events. Delegates are called with bool paramater Listener(bool menuOpen); + /// + /// + public static void SubscribeToolbarEvent(Action listener) + { + if (GetProGridsType() == null) + return; + + if (s_SubscribeToolbarEventDelegate == null) + s_SubscribeToolbarEventDelegate = (Action>)ReflectionUtility.GetOpenDelegate>>(GetProGridsType(), "AddToolbarEventSubscriber"); + + if (s_SubscribeToolbarEventDelegate != null) + s_SubscribeToolbarEventDelegate(listener); + } + + /// + /// Remove subscription from extendo/retracto tooblar events. + /// + /// + public static void UnsubscribeToolbarEvent(Action listener) + { + if (GetProGridsType() == null) + return; + + if (s_UnsubscribeToolbarEventDelegate == null) + s_UnsubscribeToolbarEventDelegate = (Action>)ReflectionUtility.GetOpenDelegate>>(GetProGridsType(), "RemoveToolbarEventSubscriber"); + + if (s_UnsubscribeToolbarEventDelegate != null) + s_UnsubscribeToolbarEventDelegate(listener); + } + + /// + /// Snap a Vector3 to the nearest point on the current ProGrids grid if ProGrids is enabled. + /// + /// + /// + [Obsolete("Use EditorSnapping.Snap")] + public static float ProGridsSnap(float point) + { + if (GetProGridsType() == null) + return point; + + if (SnapEnabled()) + return ProBuilderSnapping.Snap(point, SnapValue()); + + return point; + } + + /// + /// Snap a Vector3 to the nearest point on the current ProGrids grid if ProGrids is enabled. + /// + /// + /// + [Obsolete("Use EditorSnapping.Snap")] + public static Vector3 ProGridsSnap(Vector3 point) + { + if (GetProGridsType() == null) + return point; + + if (ProGridsInterface.SnapEnabled()) + { + float snap = SnapValue(); + return ProBuilderSnapping.Snap(point, Vector3.one * snap); + } + + return point; + } + + /// + /// Snap a Vector3 to the nearest point on the current ProGrids grid if ProGrids is enabled, with mask. + /// + /// + /// + /// + [Obsolete("Use EditorSnapping.Snap")] + public static Vector3 ProGridsSnap(Vector3 point, Vector3 mask) + { + if (GetProGridsType() == null) + return point; + + if (ProGridsInterface.SnapEnabled()) + { + float snap = ProGridsInterface.SnapValue(); + return ProBuilderSnapping.Snap(point, mask * snap); + } + + return point; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProGridsInterface.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProGridsInterface.cs.meta new file mode 100644 index 0000000..cdbbb9c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProGridsInterface.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e91b0af086a401648866099dfaf3e377 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderMoveTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderMoveTool.cs new file mode 100644 index 0000000..4505c2d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderMoveTool.cs @@ -0,0 +1,212 @@ +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [EditorTool("ProBuilder Move Tool", typeof(ProBuilderMesh), typeof(PositionToolContext))] + class ProbuilderMoveTool : PositionTool + { + const float k_CardinalAxisError = .001f; + const float k_MinTranslateDeltaSqrMagnitude = .0001f; + Vector3 m_Position; + Vector3 m_RawHandleDelta; + Vector3Mask m_ActiveAxesModel; + Vector3Mask m_ActiveAxesWorld; + + bool m_SnapAsGroup; + +#if PROBUILDER_ENABLE_TRANSFORM_ORIGIN_GIZMO + Vector3 m_IndividualOriginDirection; + bool m_DirectionOriginInitialized; +#endif + + protected override void OnToolEngaged() + { + // If grids are enabled and "snap on all axes" is on, initialize active axes to all. + m_ActiveAxesModel = EditorSnapping.snapMode == SnapMode.World && !snapAxisConstraint + ? Vector3Mask.XYZ + : new Vector3Mask(0x0); + +#if PROBUILDER_ENABLE_TRANSFORM_ORIGIN_GIZMO + m_DirectionOriginInitialized = false; +#endif + + // Snap as group preference is only respected when snap mode is "World" + m_SnapAsGroup = EditorSnapping.snapMode == SnapMode.World && EditorSnapping.snapAsGroup; + } + + protected override void DoToolGUI() + { + if (!isEditing) + m_Position = m_HandlePosition; + +#if PROBUILDER_ENABLE_TRANSFORM_ORIGIN_GIZMO + if (isEditing) + DrawSelectionOriginGizmos(); +#endif + + EditorGUI.BeginChangeCheck(); + + m_Position = Handles.PositionHandle(m_Position, m_HandleRotation); + + m_RawHandleDelta = m_Position - handlePositionOrigin; + + var delta = m_RawHandleDelta; + if (EditorGUI.EndChangeCheck() && + (delta.sqrMagnitude > k_MinTranslateDeltaSqrMagnitude * HandleUtility.GetHandleSize(m_Position) || isEditing)) + { + if (!isEditing) + BeginEdit("Translate Selection"); + + if (Tools.vertexDragging) + { + Vector3 nearest; + if (HandleUtility.FindNearestVertex(currentEvent.mousePosition, null, null, out nearest)) + { + var unrotated = handleRotationOriginInverse * delta; + var dir = new Vector3Mask(unrotated, k_CardinalAxisError); + + if (dir.active == 1) + { + var rotationDirection = handleRotationOrigin * dir * 10000f; + + m_Position = HandleUtility.ProjectPointLine(nearest, + handlePositionOrigin + rotationDirection, + handlePositionOrigin - rotationDirection); + } + else + m_Position = nearest; + + delta = m_Position - handlePositionOrigin; + } + } + else if (EditorSnapping.snapMode == SnapMode.World) + { + if (snapAxisConstraint) + { + m_ActiveAxesModel |= new Vector3Mask(handleRotationOriginInverse * delta, k_CardinalAxisError); + m_ActiveAxesWorld = new Vector3Mask(m_HandleRotation * m_ActiveAxesModel); + + if (m_ActiveAxesWorld.active == 1) + { + m_Position = ProBuilderSnapping.SnapValueOnRay( + new Ray(handlePositionOrigin, delta), + delta.magnitude, + GetSnapValueForAxis(m_ActiveAxesModel), + m_ActiveAxesWorld); + } + else + { + m_Position = ProBuilderSnapping.Snap(m_Position, snapValue); + } + } + else + { + m_Position = ProBuilderSnapping.Snap(m_Position, snapValue); + } + + delta = m_Position - handlePositionOrigin; + } + +#if PROBUILDER_ENABLE_TRANSFORM_ORIGIN_GIZMO + if (pivotPoint == PivotPoint.IndividualOrigins && !m_DirectionOriginInitialized) + { + var mask = new Vector3Mask(handleRotationOriginInverse * delta, k_CardinalAxisError); + + if (mask.active > 0) + { + m_IndividualOriginDirection = mask; + m_DirectionOriginInitialized = true; + } + } +#endif + + ApplyTranslation(handleRotationOriginInverse * delta); + } + + // Draw at the end so we get the snapped value + if(showHandleInfo && isEditing) + DrawDeltaInfo(string.Format("Translate: {0:F2} {1}", delta.magnitude, (handleRotationOriginInverse * delta).ToString("0.00"))); + } + + 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); + } + +#if PROBUILDER_ENABLE_TRANSFORM_ORIGIN_GIZMO + void DrawSelectionOriginGizmos() + { + if (isEditing && currentEvent.type == EventType.Repaint) + { + foreach (var key in meshAndElementGroupPairs) + { + foreach (var group in key.elementGroups) + { + EditorMeshHandles.DrawTransformOriginGizmo(group.postApplyMatrix, m_IndividualOriginDirection); + } + } + } + } +#endif + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderMoveTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderMoveTool.cs.meta new file mode 100644 index 0000000..831f94d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderMoveTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a9809eb838f424cce87ddc1b066c4f1a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderRotateTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderRotateTool.cs new file mode 100644 index 0000000..d8dc07b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderRotateTool.cs @@ -0,0 +1,77 @@ +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [EditorTool("ProBuilder Rotation Tool", typeof(ProBuilderMesh), typeof(PositionToolContext))] + class ProbuilderRotateTool : PositionTool + { + Quaternion m_Rotation; + + protected override void DoToolGUI() + { + if (showHandleInfo && isEditing) + { + var euler = m_Rotation.eulerAngles; + + DrawDeltaInfo(string.Format("Rotate: {0,5:##0.00}, {1,5:##0.00}, {2,5:##0.00}", + euler.x, + euler.y, + euler.z)); + } + + EditorGUI.BeginChangeCheck(); + + if (!isEditing) + m_Rotation = Quaternion.identity; + + var hm = Handles.matrix; + Handles.matrix = Matrix4x4.TRS(m_HandlePosition, m_HandleRotation, Vector3.one); + m_Rotation = Handles.RotationHandle(m_Rotation, Vector3.zero); + Handles.matrix = hm; + + if (EditorGUI.EndChangeCheck()) + { + if (!isEditing) + BeginEdit("Rotate Selection"); + + ApplyRotation(m_Rotation); + } + } + + void ApplyRotation(Quaternion rotation) + { + 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) + { + positions[index] = worldToLocal.MultiplyPoint3x4( + postApplyMatrix.MultiplyPoint3x4( + rotation * preApplyMatrix.MultiplyPoint3x4(origins[index]))); + } + } + + mesh.mesh.vertices = positions; + mesh.RefreshUV(MeshSelection.selectedFacesInEditZone[mesh]); + mesh.Refresh(RefreshMask.Normals); + } + + ProBuilderEditor.Refresh(false); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderRotateTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderRotateTool.cs.meta new file mode 100644 index 0000000..66bd256 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderRotateTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 87dbab7c5aec0498a8ef34d8490bc9f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderScaleTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderScaleTool.cs new file mode 100644 index 0000000..2e5878b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderScaleTool.cs @@ -0,0 +1,38 @@ +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [EditorTool("ProBuilder Scale Tool", typeof(ProBuilderMesh), typeof(PositionToolContext))] + class ProbuilderScaleTool : PositionTool + { + Vector3 m_Scale; + + protected override void DoToolGUI() + { + if (showHandleInfo && isEditing) + DrawDeltaInfo("Scale: " + m_Scale.ToString("0.00")); + + if (!isEditing) + m_Scale = Vector3.one; + + EditorGUI.BeginChangeCheck(); + + var size = HandleUtility.GetHandleSize(m_HandlePosition); + + EditorHandleUtility.PushMatrix(); + Handles.matrix = Matrix4x4.TRS(m_HandlePosition, m_HandleRotation, Vector3.one); + m_Scale = Handles.ScaleHandle(m_Scale, Vector3.zero, Quaternion.identity, size); + EditorHandleUtility.PopMatrix(); + + if (EditorGUI.EndChangeCheck()) + { + if (!isEditing) + BeginEdit("Scale Selection"); + + Apply(Matrix4x4.Scale(m_Scale)); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderScaleTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderScaleTool.cs.meta new file mode 100644 index 0000000..aad8eb0 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ProbuilderScaleTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 589c2adb27cec4b26849162d3b624642 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ReflectionUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ReflectionUtility.cs new file mode 100644 index 0000000..069ceac --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ReflectionUtility.cs @@ -0,0 +1,222 @@ +using UnityEngine; +using System; +using System.Linq; +using System.Reflection; +using System.Collections.Generic; +using UnityEngine.ProBuilder; +#if UNITY_6000_5_OR_NEWER +using UnityEngine.Assemblies; +#endif + +namespace UnityEditor.ProBuilder +{ + /// + /// Helper functions for working with Reflection. + /// + static class ReflectionUtility + { + const BindingFlags k_AllFlags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic; + + /// + /// Get a component with type name. + /// + /// + /// + /// + public static object GetComponent(this GameObject gameObject, string componentTypeName) + { + return gameObject.GetComponent(componentTypeName); + } + + /// + /// Fetch a type with name and optional assembly name. `type` should include namespace. + /// + /// + /// + /// + public static Type GetType(string type, string assembly = null) + { + Type t = Type.GetType(type); + + if (t == null) + { +#if UNITY_6000_5_OR_NEWER + IEnumerable assemblies = CurrentAssemblies.GetLoadedAssemblies(); +#else + IEnumerable assemblies = AppDomain.CurrentDomain.GetAssemblies(); +#endif + + if (assembly != null) + assemblies = assemblies.Where(x => x.FullName.Contains(assembly)); + + foreach (Assembly ass in assemblies) + { + t = ass.GetType(type); + + if (t != null) + return t; + } + } + + return t; + } + + /// + /// Fetch a value using GetProperty or GetField. + /// + /// + /// + /// + /// + /// + public static object GetValue(object target, string type, string member, BindingFlags flags = k_AllFlags) + { + Type t = GetType(type); + + if (t == null) + { + Log.Warning("Could not find type \"{0}\"!", type); + return null; + } + else + return GetValue(target, t, member, flags); + } + + public static object GetValue(object target, Type type, string member, BindingFlags flags = k_AllFlags) + { + PropertyInfo pi = type.GetProperty(member, flags); + + if (pi != null) + return pi.GetValue(target, null); + + FieldInfo fi = type.GetField(member, flags); + + if (fi != null) + return fi.GetValue(target); + + return null; + } + + /// + /// Set a propery or field. + /// + /// + /// + /// + /// + /// + public static bool SetValue(object target, string member, object value, BindingFlags flags = k_AllFlags) + { + if (target == null) + return false; + + PropertyInfo pi = target.GetType().GetProperty(member, flags); + + if (pi != null) + pi.SetValue(target, value, flags, null, null, null); + + FieldInfo fi = target.GetType().GetField(member, flags); + + if (fi != null) + fi.SetValue(target, value); + + return pi != null || fi != null; + } + + public static Delegate GetOpenDelegate(Type type, string methodName) + { + MethodInfo methodInfo = type.GetMethod(methodName); + if (methodInfo != null) + return Delegate.CreateDelegate(typeof(T), methodInfo); + else + { + Log.Warning("Couldn't get method '{0}' from type {1}", methodName, type.ToString()); + } + return null; + } + + public static Delegate GetOpenDelegate(Type type, string methodName, BindingFlags bindings) + { + MethodInfo methodInfo = type.GetMethod(methodName, bindings); + + if (methodInfo != null) + return Delegate.CreateDelegate(typeof(T), methodInfo); + + Log.Warning("Couldn't get method '{0}' from type {1}", methodName, type.ToString()); + + return null; + } + + public static Delegate GetOpenDelegateOnProperty(Type type, string propertyName) + { + PropertyInfo propertyInfo = type.GetProperty(propertyName); + + if (propertyInfo != null) + { + MethodInfo get = propertyInfo.GetGetMethod(); + + if(get != null) + return Delegate.CreateDelegate(typeof(T), get); + } + + Log.Warning("Couldn't get property '{0}' from type {1}", propertyName, type.ToString()); + + return null; + } + + public static Delegate GetOpenDelegateOnProperty(Type type, string propertyName, BindingFlags bindings) + { + PropertyInfo propertyInfo = type.GetProperty(propertyName, bindings); + MethodInfo methodInfo = propertyInfo == null ? null : propertyInfo.GetGetMethod(true); + + if (methodInfo != null) + return Delegate.CreateDelegate(typeof(T), methodInfo);//propertyInfo.GetGetMethod()); + + Log.Warning("Couldn't get property '{0}' from type {1}", propertyName, type.ToString()); + + return null; + } + + public static Delegate GetClosedDelegateOnProperty(Type type, object target, string propertyName) + { + PropertyInfo propertyInfo = type.GetProperty(propertyName); + + if (propertyInfo != null) + { + MethodInfo get = propertyInfo.GetGetMethod(); + + if(get != null) + return Delegate.CreateDelegate(typeof(T), target, get); + } + + Log.Warning("Couldn't get property '{0}' from type {1}", propertyName, type.ToString()); + + return null; + } + + public static Delegate GetClosedDelegateOnProperty(Type type, object target, string propertyName, BindingFlags bindings) + { + PropertyInfo propertyInfo = type.GetProperty(propertyName, bindings); + MethodInfo methodInfo = propertyInfo != null ? propertyInfo.GetGetMethod(true) : null; + + if (methodInfo != null) + return Delegate.CreateDelegate(typeof(T), target, methodInfo); + + Log.Warning("Couldn't get property '{0}' from type {1}", propertyName, type.ToString()); + + return null; + } + + public static FieldInfo GetFieldInfo(Type type, string fieldName, BindingFlags bindings) + { + FieldInfo fieldInfo = type.GetField(fieldName, bindings); + + if (fieldInfo != null) + return fieldInfo; + + Log.Warning("Couldn't get field '{0}' from type {1}", fieldName, type.ToString()); + + return null; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ReflectionUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ReflectionUtility.cs.meta new file mode 100644 index 0000000..ef6e7d8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ReflectionUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0108f8c9cba0ec64cb96fa884a3478bd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/RepairActions.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/RepairActions.cs new file mode 100644 index 0000000..a3cec7b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/RepairActions.cs @@ -0,0 +1,153 @@ +using System.Collections.Generic; +using System.Text; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + /// + /// Common troubleshooting actions for repairing ProBuilder meshes. + /// + /// @TODO MOVE THESE TO ACTIONS + static class RepairActions + { + /// + /// Menu interface for manually re-generating all ProBuilder geometry in scene. + /// + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Repair/Rebuild All ProBuilder Objects", false, PreferenceKeys.menuRepair)] + public static void MenuForceSceneRefresh() + { + StringBuilder sb = new StringBuilder(); + ProBuilderMesh[] all = EditorUtility.FindObjectsByType(); + + for (int i = 0, l = all.Length; i < l; i++) + { + UnityEditor.EditorUtility.DisplayProgressBar( + "Refreshing ProBuilder Objects", + "Reshaping pb_Object " + all[i].GetObjectId() + ".", + ((float)i / all.Length)); + + try + { + all[i].ToMesh(); + all[i].Refresh(); + all[i].Optimize(); + } + catch (System.Exception e) + { + if (!ReProBuilderize(all[i])) + sb.AppendLine("Failed rebuilding: " + all[i].ToString() + "\n\t" + e.ToString()); + } + } + + if (sb.Length > 0) + Log.Error(sb.ToString()); + + UnityEditor.EditorUtility.ClearProgressBar(); + UnityEditor.EditorUtility.DisplayDialog("Refresh ProBuilder Objects", + "Successfully refreshed all ProBuilder objects in scene.", + "Okay"); + } + + static bool ReProBuilderize(ProBuilderMesh pb) + { + try + { + GameObject go = pb.gameObject; + pb.preserveMeshAssetOnDestroy = true; + Undo.DestroyObjectImmediate(pb); + + // don't delete pb_Entity here because it won't + // actually get removed till the next frame, and + // probuilderize wants to add it if it's missing + // (which it looks like it is from c# side but + // is not) + + pb = Undo.AddComponent(go); + InternalMeshUtility.ResetPbObjectWithMeshFilter(pb, true); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + + return true; + } + catch + { + return false; + } + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Repair/Rebuild Shared Indexes Cache", true, PreferenceKeys.menuRepair)] + static bool VertifyRebuildMeshes() + { + return InternalUtility.GetComponents(Selection.transforms).Length > 0; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Repair/Rebuild Shared Indexes Cache", false, PreferenceKeys.menuRepair)] + public static void DoRebuildMeshes() + { + RebuildSharedIndexes(InternalUtility.GetComponents(Selection.transforms)); + } + + /// + /// Rebuild targets if they can't be refreshed. + /// + /// + static void RebuildSharedIndexes(ProBuilderMesh[] targets) + { + StringBuilder sb = new StringBuilder(); + + for (int i = 0; i < targets.Length; i++) + { + UnityEditor.EditorUtility.DisplayProgressBar( + "Refreshing ProBuilder Objects", + "Rebuilding mesh " + targets[i].GetObjectId() + ".", + ((float)i / targets.Length)); + + ProBuilderMesh pb = targets[i]; + + try + { + pb.sharedVertices = SharedVertex.GetSharedVerticesWithPositions(pb.positionsInternal); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + catch (System.Exception e) + { + sb.AppendLine("Failed rebuilding " + pb.name + " shared indexes cache.\n" + e.ToString()); + } + } + + if (sb.Length > 0) + Log.Error(sb.ToString()); + + UnityEditor.EditorUtility.ClearProgressBar(); + UnityEditor.EditorUtility.DisplayDialog("Rebuild Shared Index Cache", "Successfully rebuilt " + targets.Length + " shared index caches", "Okay"); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Repair/Fix Meshes in Selection", false, PreferenceKeys.menuRepair)] + public static void MenuRemoveDegenerateTriangles() + { + int count = 0; + + foreach (ProBuilderMesh pb in InternalUtility.GetComponents(Selection.transforms)) + { + int removedVertexCount; + + if(!MeshValidation.EnsureMeshIsValid(pb, out removedVertexCount)) + { + pb.Rebuild(); + pb.Optimize(); + count += removedVertexCount; + } + } + + Debug.Log("Removed " + count + " vertices \nbelonging to degenerate triangles."); + EditorUtility.ShowNotification("Removed " + count + " vertices \nbelonging to degenerate triangles."); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/RepairActions.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/RepairActions.cs.meta new file mode 100644 index 0000000..b35690d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/RepairActions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c2ff91a42b25c934da55ac7fa3b89db9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SceneDragAndDropListener.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SceneDragAndDropListener.cs new file mode 100644 index 0000000..672579e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SceneDragAndDropListener.cs @@ -0,0 +1,216 @@ +using System; +using UnityEngine; +using UnityEngine.ProBuilder; +using UObject = UnityEngine.Object; +using System.Linq; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder +{ + [InitializeOnLoad] + static class SceneDragAndDropListener + { + static bool s_IsSceneViewDragAndDrop; + static Mesh s_PreviewMesh; + static Material s_PreviewMaterial; + static ProBuilderMesh s_CurrentPreview; + static bool s_IsFaceDragAndDropOverrideEnabled; + static Matrix4x4 s_Matrix; + + static Func s_GetDefaultMaterialDelegate = null; + + static SceneDragAndDropListener() + { + SceneView.duringSceneGui += OnSceneGUI; + AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload; + + s_PreviewMesh = new Mesh() + { + name = "pb_DragAndDropListener::PreviewMesh", + hideFlags = HideFlags.HideAndDontSave + }; + } + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_IsSceneViewDragAndDrop = false; + s_IsFaceDragAndDropOverrideEnabled = false; + s_CurrentPreview = null; + s_PreviewMaterial = null; + s_GetDefaultMaterialDelegate = null; + if (s_PreviewMesh == null) + { + s_PreviewMesh = new Mesh() + { + name = "pb_DragAndDropListener::PreviewMesh", + hideFlags = HideFlags.HideAndDontSave + }; + } + else + s_PreviewMesh.Clear(); + } + + static void OnBeforeAssemblyReload() + { + UObject.DestroyImmediate(s_PreviewMesh); + } + + public static bool isDragging + { + get { return s_IsSceneViewDragAndDrop; } + } + + static bool isFaceMode + { + get { return ProBuilderEditor.selectMode.ContainsFlag(SelectMode.TextureFace | SelectMode.Face); } + } + + static Material GetDefaultMaterial() + { + if (s_GetDefaultMaterialDelegate == null) + s_GetDefaultMaterialDelegate = (Func)ReflectionUtility.GetOpenDelegate>(typeof(Material), "GetDefaultMaterial"); + + if (s_GetDefaultMaterialDelegate != null) + return s_GetDefaultMaterialDelegate(); + return null; + } + + static Material GetMaterialFromDragReferences(UObject[] references, bool createMaterialForTexture) + { + Material mat = references.FirstOrDefault(x => x is Material) as Material; + + if (!createMaterialForTexture || mat != null) + return mat; + + Texture2D tex = references.FirstOrDefault(x => x is Texture2D) as Texture2D; + string texPath = tex != null ? AssetDatabase.GetAssetPath(tex) : null; + + if (!string.IsNullOrEmpty(texPath)) + { + + var defaultMaterial = GetDefaultMaterial(); + + if (defaultMaterial == null) + mat = new Material(Shader.Find("Standard")); + else + mat = new Material(defaultMaterial.shader); + + if (mat.shader == null) + { + UObject.DestroyImmediate(mat); + return null; + } + + mat.mainTexture = tex; + + int lastDot = texPath.LastIndexOf(".", StringComparison.InvariantCulture); + texPath = texPath.Substring(0, texPath.Length - (texPath.Length - lastDot)); + texPath = AssetDatabase.GenerateUniqueAssetPath(texPath + ".mat"); + AssetDatabase.CreateAsset(mat, texPath); + AssetDatabase.Refresh(); + + return mat; + } + + return null; + } + + static void SetMeshPreview(ProBuilderMesh mesh) + { + if (s_CurrentPreview != mesh) + { + s_PreviewMesh.Clear(); + s_CurrentPreview = mesh; + + if (s_CurrentPreview != null) + { + s_PreviewMaterial = GetMaterialFromDragReferences(DragAndDrop.objectReferences, false); + s_IsFaceDragAndDropOverrideEnabled = isFaceMode && s_PreviewMaterial != null && mesh.selectedFaceCount > 0; + + if (s_IsFaceDragAndDropOverrideEnabled) + { + s_PreviewMesh.vertices = mesh.positionsInternal; + + if (mesh.HasArrays(MeshArrays.Color)) + s_PreviewMesh.colors = mesh.colorsInternal; + if (mesh.HasArrays(MeshArrays.Normal)) + s_PreviewMesh.normals = mesh.normalsInternal; + if (mesh.HasArrays(MeshArrays.Texture0)) + s_PreviewMesh.uv = mesh.texturesInternal; + + s_Matrix = mesh.transform.localToWorldMatrix; + s_PreviewMesh.triangles = mesh.selectedFacesInternal.SelectMany(x => x.indexes).ToArray(); + } + } + else + { + s_IsFaceDragAndDropOverrideEnabled = false; + } + } + } + + static void OnSceneGUI(SceneView sceneView) + { + var evt = Event.current; + + if (evt.type == EventType.DragUpdated) + { + if (!s_IsSceneViewDragAndDrop) + s_IsSceneViewDragAndDrop = true; + + int submeshIndex; + GameObject go = HandleUtility.PickGameObject(evt.mousePosition, out submeshIndex); + + SetMeshPreview(go != null ? go.GetComponent() : null); + + if (s_IsFaceDragAndDropOverrideEnabled) + { + DragAndDrop.visualMode = DragAndDropVisualMode.Copy; + evt.Use(); + } + } + else if (evt.type == EventType.DragExited) + { + if (s_IsFaceDragAndDropOverrideEnabled) + { + DragAndDrop.visualMode = DragAndDropVisualMode.Copy; + evt.Use(); + SetMeshPreview(null); + } + + s_IsSceneViewDragAndDrop = false; + } + else if (evt.type == EventType.DragPerform) + { + s_IsSceneViewDragAndDrop = false; + int submeshIndex; + GameObject go = HandleUtility.PickGameObject(evt.mousePosition, out submeshIndex); + SetMeshPreview(go != null ? go.GetComponent() : null); + + if (s_CurrentPreview != null && s_IsFaceDragAndDropOverrideEnabled) + { + UndoUtility.RecordObject(s_CurrentPreview, "Set Face Material"); + UndoUtility.RecordObject(s_CurrentPreview.renderer, "Set Face Material"); + + s_CurrentPreview.SetMaterial(s_CurrentPreview.selectedFacesInternal, s_PreviewMaterial); + + InternalMeshUtility.FilterUnusedSubmeshIndexes(s_CurrentPreview); + + s_CurrentPreview.ToMesh(); + s_CurrentPreview.Refresh(); + s_CurrentPreview.Optimize(); + + evt.Use(); + } + + SetMeshPreview(null); + } + else if (evt.type == EventType.Repaint && s_IsFaceDragAndDropOverrideEnabled) + { + if (s_PreviewMaterial.SetPass(0)) + Graphics.DrawMeshNow(s_PreviewMesh, s_Matrix, 0); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SceneDragAndDropListener.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SceneDragAndDropListener.cs.meta new file mode 100644 index 0000000..4590350 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SceneDragAndDropListener.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e72ef48ce83a1ef4c9757c374633ea12 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ScriptingSymbolManager.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ScriptingSymbolManager.cs new file mode 100644 index 0000000..73ecf8d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ScriptingSymbolManager.cs @@ -0,0 +1,77 @@ +using System; +using UnityEditor.Build; + +namespace UnityEditor.ProBuilder +{ + static class ScriptingSymbolManager + { + internal static bool ContainsDefine(string define) + { + var validPlatforms = BuildPlatforms.instance.GetValidPlatforms(true); + foreach (BuildPlatform targetPlatform in validPlatforms) + { + if (targetPlatform.namedBuildTarget == NamedBuildTarget.Unknown) + continue; + + string defineSymbols = PlayerSettings.GetScriptingDefineSymbols(targetPlatform.namedBuildTarget); + + if (!defineSymbols.Contains(define)) + return false; + } + + return true; + } + + /// + /// Add a define to the scripting define symbols for every build target. + /// + /// + public static void AddScriptingDefine(string define) + { + var validPlatforms = BuildPlatforms.instance.GetValidPlatforms(true); + foreach (BuildPlatform targetPlatform in validPlatforms) + { + if (targetPlatform.namedBuildTarget == NamedBuildTarget.Unknown) + continue; + + string defineSymbols = PlayerSettings.GetScriptingDefineSymbols(targetPlatform.namedBuildTarget); + + if (!defineSymbols.Contains(define)) + { + if (defineSymbols.Length < 1) + defineSymbols = define; + else if (defineSymbols.EndsWith(";")) + defineSymbols = string.Format("{0}{1}", defineSymbols, define); + else + defineSymbols = string.Format("{0};{1}", defineSymbols, define); + + PlayerSettings.SetScriptingDefineSymbols(targetPlatform.namedBuildTarget, defineSymbols); + } + } + } + + /// + /// Remove a define from the scripting define symbols for every build target. + /// + /// + public static void RemoveScriptingDefine(string define) + { + var validPlatforms = BuildPlatforms.instance.GetValidPlatforms(true); + foreach (BuildPlatform targetPlatform in validPlatforms) + { + if (targetPlatform.namedBuildTarget == NamedBuildTarget.Unknown) + continue; + + string defineSymbols = PlayerSettings.GetScriptingDefineSymbols(targetPlatform.namedBuildTarget); + + if (defineSymbols.Contains(define)) + { + defineSymbols = defineSymbols.Replace(string.Format("{0};", define), ""); + defineSymbols = defineSymbols.Replace(define, ""); + + PlayerSettings.SetScriptingDefineSymbols(targetPlatform.namedBuildTarget, defineSymbols); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ScriptingSymbolManager.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ScriptingSymbolManager.cs.meta new file mode 100644 index 0000000..eedee04 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ScriptingSymbolManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8f0035a190335d408067f4bda8fbb49 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SelectionUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SelectionUtility.cs new file mode 100644 index 0000000..accd491 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SelectionUtility.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using UnityEditor; +using System.Linq; +using System.Collections.Generic; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// Utility methods for working with UnityEngine.Selection. + /// + static class SelectionUtility + { + /// + /// Remove a pb_Object (or it's GameObject) from the current Selection. + /// + /// + public static void Remove(ProBuilderMesh pb) + { + if (pb == null) + return; + + Selection.objects = Selection.objects.Where(x => !ObjectMatchesComponent(x, pb)).ToArray(); + } + + static bool ObjectMatchesComponent(Object o, Component c) + { + if (o is GameObject) + { + GameObject g = (GameObject)o; + return g.GetComponent(c.GetType()) == c; + } + + if (o is Component) + return o as Component == c; + + return false; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SelectionUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SelectionUtility.cs.meta new file mode 100644 index 0000000..44a8bee --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SelectionUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 72b3f039440c77d4694f2f4e12ab229a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ShapeMenuItems.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ShapeMenuItems.cs new file mode 100644 index 0000000..1105106 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ShapeMenuItems.cs @@ -0,0 +1,127 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.Shapes; +using PBPlane = UnityEngine.ProBuilder.Shapes.Plane; +using PBSprite = UnityEngine.ProBuilder.Shapes.Sprite; + +namespace UnityEditor.ProBuilder +{ + static class ShapeMenuItems + { + const int k_Priority = 9; + + [MenuItem("GameObject/ProBuilder/Cube", false, k_Priority)] + static void CreateCube() + { + CreateDefaultShape(typeof(Cube), new Vector3(1f, 1f, 1f)); + } + + [MenuItem("GameObject/ProBuilder/Stair", false, k_Priority)] + static void CreateStair() + { + CreateDefaultShape(typeof(Stairs), new Vector3(2f, 2.5f, 4f)); + } + + [MenuItem("GameObject/ProBuilder/Curved Stair", false, k_Priority)] + static void CreateCurvedStair() + { + CreateDefaultShape(typeof(Stairs), new Vector3(8f, 2.5f, 4f), "CurvedStair", (shape => + { + if (shape is Stairs stairs) + { + stairs.stepsCount = 8; + stairs.circumference = 180f; + stairs.innerRadius = 2f; + } + } )); + } + + [MenuItem("GameObject/ProBuilder/Prism", false, k_Priority)] + static void CreatePrism() + { + CreateDefaultShape(typeof(Prism), new Vector3(1f, 1f, 1f)); + } + + [MenuItem("GameObject/ProBuilder/Cylinder", false, k_Priority)] + static void CreateCylinder() + { + CreateDefaultShape(typeof(Cylinder), new Vector3(2f, 2f, 2f)); + } + + [MenuItem("GameObject/ProBuilder/Plane", false, k_Priority)] + static void CreatePlane() + { + CreateDefaultShape(typeof(PBPlane), new Vector3(5f, 1f, 5f)); + } + + [MenuItem("GameObject/ProBuilder/Door", false, k_Priority)] + static void CreateDoor() + { + CreateDefaultShape(typeof(Door), new Vector3(3f, 2.5f, 1f)); + } + + [MenuItem("GameObject/ProBuilder/Pipe", false, k_Priority)] + static void CreatePipe() + { + CreateDefaultShape(typeof(Pipe), new Vector3(2f, 2f, 2f)); + } + + [MenuItem("GameObject/ProBuilder/Cone", false, k_Priority)] + static void CreateCone() + { + CreateDefaultShape(typeof(Cone), new Vector3(1f, 1f, 1f)); + } + + [MenuItem("GameObject/ProBuilder/Sprite", false, k_Priority)] + static void CreateSprite() + { + CreateDefaultShape(typeof(PBSprite), new Vector3(1f, 0f, 1f)); + } + + [MenuItem("GameObject/ProBuilder/Arch", false, k_Priority)] + static void CreateArch() + { + CreateDefaultShape(typeof(Arch), new Vector3(4f, 2f, 1f)); + } + + [MenuItem("GameObject/ProBuilder/Sphere", false, k_Priority)] + static void CreateSphere() + { + CreateDefaultShape(typeof(Sphere), new Vector3(1f, 1f, 1f)); + } + + [MenuItem("GameObject/ProBuilder/Torus", false, k_Priority)] + static void CreateTorus() + { + CreateDefaultShape(typeof(Torus), new Vector3(2f, 0.6f, 2f)); + } + + static ProBuilderShape CreateDefaultShape(Type shapeType, Vector3 size, string nameOverride = "", Action shapeBuiltinParamPostProcess = null) + { + var shape = EditorShapeUtility.CreateShape(shapeType, copyLastParams: false); + shape.SetParametersToBuiltInShape(); + shapeBuiltinParamPostProcess?.Invoke(shape); + + var name = $"{shapeType.Name}"; + if (!string.IsNullOrEmpty(nameOverride)) + name = nameOverride; + + var shapeComp = new GameObject(name, typeof(ProBuilderShape)).GetComponent(); + Undo.RegisterCreatedObjectUndo(shapeComp.gameObject, $"Create {name}"); + shapeComp.SetShape(shape); + shapeComp.size = size; + shapeComp.shapeRotation = Quaternion.identity; + shapeComp.mesh.renderer.sharedMaterial = EditorMaterialUtility.GetUserMaterial(); + + EditorUtility.InitObject(shapeComp.mesh); + shapeComp.UpdateShape(); + + ProBuilderEditor.Refresh(false); + SceneView.RepaintAll(); + + return shapeComp; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ShapeMenuItems.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ShapeMenuItems.cs.meta new file mode 100644 index 0000000..acac102 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ShapeMenuItems.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4cc9cf63877040dea25dc65e54f3c9d5 +timeCreated: 1615230310 \ No newline at end of file diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SmoothGroupEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SmoothGroupEditor.cs new file mode 100644 index 0000000..3ae72cd --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SmoothGroupEditor.cs @@ -0,0 +1,734 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + /// + /// Smoothing groups editor window. + /// + sealed class SmoothGroupEditor : ConfigurableWindow + { + class SmoothGroupData : IDisposable + { + bool m_Disposed; + public bool isVisible; + public Dictionary> groups; + public Dictionary groupColors; + public HashSet selected; + public Mesh previewMesh; + public Mesh normalsMesh; + + public SmoothGroupData(ProBuilderMesh pb) + { + groups = new Dictionary>(); + selected = new HashSet(); + groupColors = new Dictionary(); + isVisible = true; + + previewMesh = new Mesh() + { + hideFlags = HideFlags.HideAndDontSave, + name = pb.name + "_SmoothingPreview" + }; + + normalsMesh = new Mesh() + { + hideFlags = HideFlags.HideAndDontSave, + name = pb.name + "_SmoothingNormals" + }; + + Rebuild(pb); + } + + public void Rebuild(ProBuilderMesh pb) + { + CacheGroups(pb); + CacheSelected(pb); + RebuildPreviewMesh(pb); + RebuildNormalsMesh(pb); + } + + public void CacheGroups(ProBuilderMesh pb) + { + groups.Clear(); + + foreach (Face face in pb.facesInternal) + { + List affected; + + if (!groups.TryGetValue(face.smoothingGroup, out affected)) + groups.Add(face.smoothingGroup, new List() {face}); + else + affected.Add(face); + } + } + + public void CacheSelected(ProBuilderMesh pb) + { + selected.Clear(); + + foreach (Face face in pb.selectedFacesInternal) + selected.Add(face.smoothingGroup); + } + + void RebuildPreviewMesh(ProBuilderMesh pb) + { + List indexes = new List(); + Color32[] colors = new Color32[pb.vertexCount]; + groupColors.Clear(); + + foreach (KeyValuePair> smoothGroup in groups) + { + if (smoothGroup.Key > Smoothing.smoothingGroupNone) + { + Color32 color = GetDistinctColor(smoothGroup.Key); + groupColors.Add(smoothGroup.Key, color); + var groupIndexes = smoothGroup.Value.SelectMany(y => y.indexesInternal); + indexes.AddRange(groupIndexes); + foreach (int i in groupIndexes) + colors[i] = color; + } + } + + previewMesh.Clear(); + previewMesh.vertices = pb.positionsInternal; + previewMesh.colors32 = colors; + previewMesh.triangles = indexes.ToArray(); + } + + public void RebuildNormalsMesh(ProBuilderMesh pb) + { + normalsMesh.Clear(); + Vector3[] srcPositions = pb.mesh.vertices; + Vector3[] srcNormals = pb.mesh.normals; + int vertexCount = System.Math.Min(ushort.MaxValue / 2, pb.mesh.vertexCount); + Vector3[] positions = new Vector3[vertexCount * 2]; + Vector4[] tangents = new Vector4[vertexCount * 2]; + int[] indexes = new int[vertexCount * 2]; + for (int i = 0; i < vertexCount; i++) + { + int a = i * 2, b = i * 2 + 1; + + positions[a] = srcPositions[i]; + positions[b] = srcPositions[i]; + tangents[a] = new Vector4(srcNormals[i].x, srcNormals[i].y, srcNormals[i].z, 0f); + tangents[b] = new Vector4(srcNormals[i].x, srcNormals[i].y, srcNormals[i].z, 1f); + indexes[a] = a; + indexes[b] = b; + } + normalsMesh.vertices = positions; + normalsMesh.tangents = tangents; + normalsMesh.subMeshCount = 1; + normalsMesh.SetIndices(indexes, MeshTopology.Lines, 0); + } + + void Dispose(bool disposing) + { + if (!disposing && !m_Disposed) + { + if (previewMesh) + DestroyImmediate(previewMesh); + + if (normalsMesh) + DestroyImmediate(normalsMesh); + + m_Disposed = true; + } + } + + public void Dispose() + { + Dispose(true); + } + } + + static Material s_FaceMaterial = null; + static Material smoothPreviewMaterial + { + get + { + if (s_FaceMaterial == null) + { + s_FaceMaterial = new Material(Shader.Find("Hidden/ProBuilder/SmoothingPreview")); + s_FaceMaterial.hideFlags = HideFlags.HideAndDontSave; + } + + return s_FaceMaterial; + } + } + + static Material s_NormalPreviewMaterial = null; + static Material normalPreviewMaterial + { + get + { + if (s_NormalPreviewMaterial == null) + s_NormalPreviewMaterial = new Material(Shader.Find("Hidden/ProBuilder/NormalPreview")); + return s_NormalPreviewMaterial; + } + } + + static GUIStyle s_GroupButtonStyle = null; + static GUIStyle s_GroupButtonSelectedStyle = null; + static GUIStyle s_GroupButtonInUseStyle = null; + static GUIStyle s_GroupButtonMixedSelectionStyle = null; + static GUIStyle s_ColorKeyStyle = null; + static GUIStyle s_WordWrappedRichText = null; + + static GUIStyle groupButtonStyle + { + get + { + if (s_GroupButtonStyle == null) + { + s_GroupButtonStyle = new GUIStyle(GUI.skin.GetStyle("Button")); + s_GroupButtonStyle.normal.background = IconUtility.GetIcon("Toolbar/Background/RoundedRect_Normal"); + s_GroupButtonStyle.hover.background = IconUtility.GetIcon("Toolbar/Background/RoundedRect_Hover"); + s_GroupButtonStyle.active.background = IconUtility.GetIcon("Toolbar/Background/RoundedRect_Pressed"); + s_GroupButtonStyle.border = new RectOffset(3, 3, 3, 3); + s_GroupButtonStyle.clipping = TextClipping.Overflow; + s_GroupButtonStyle.margin = new RectOffset(4, 4, 4, 6); + s_GroupButtonStyle.alignment = TextAnchor.MiddleCenter; + s_GroupButtonStyle.fixedWidth = IconWidth; + s_GroupButtonStyle.fixedHeight = IconHeight; + + // todo Move text & background colors to a global settings file + s_GroupButtonStyle.normal.textColor = EditorGUIUtility.isProSkin ? new Color(.9f, .9f, .9f) : new Color(.3f, .3f, .3f); + s_GroupButtonStyle.hover.textColor = EditorGUIUtility.isProSkin ? new Color(.9f, .9f, .9f) : new Color(.3f, .3f, .3f); + s_GroupButtonStyle.active.textColor = EditorGUIUtility.isProSkin ? new Color(.9f, .9f, .9f) : new Color(.3f, .3f, .3f); + } + return s_GroupButtonStyle; + } + } + + static GUIStyle groupButtonSelectedStyle + { + get + { + if (s_GroupButtonSelectedStyle == null) + { + s_GroupButtonSelectedStyle = new GUIStyle(groupButtonStyle); + s_GroupButtonSelectedStyle.normal.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Normal_Blue"); + s_GroupButtonSelectedStyle.hover.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Hover_Blue"); + s_GroupButtonSelectedStyle.active.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Pressed_Blue"); + } + + return s_GroupButtonSelectedStyle; + } + } + + static GUIStyle groupButtonInUseStyle + { + get + { + if (s_GroupButtonInUseStyle == null) + { + s_GroupButtonInUseStyle = new GUIStyle(groupButtonStyle); + s_GroupButtonInUseStyle.normal.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Normal_BlueSteel"); + s_GroupButtonInUseStyle.hover.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Hover_BlueSteel"); + s_GroupButtonInUseStyle.active.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Pressed_BlueSteel"); + } + + return s_GroupButtonInUseStyle; + } + } + + static GUIStyle groupButtonMixedSelectionStyle + { + get + { + if (s_GroupButtonMixedSelectionStyle == null) + { + s_GroupButtonMixedSelectionStyle = new GUIStyle(groupButtonStyle); + s_GroupButtonMixedSelectionStyle.normal.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Normal_Orange"); + s_GroupButtonMixedSelectionStyle.hover.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Hover_Orange"); + s_GroupButtonMixedSelectionStyle.active.background = + IconUtility.GetIcon("Toolbar/Background/RoundedRect_Pressed_Orange"); + } + + return s_GroupButtonMixedSelectionStyle; + } + } + + static GUIStyle colorKeyStyle + { + get + { + if (s_ColorKeyStyle == null) + { + s_ColorKeyStyle = new GUIStyle(groupButtonStyle); + s_ColorKeyStyle.fixedWidth = IconWidth; + s_ColorKeyStyle.fixedHeight = 3; + s_ColorKeyStyle.padding = new RectOffset(4, 4, 0, 4); + s_ColorKeyStyle.normal.background = EditorGUIUtility.whiteTexture; + } + return s_ColorKeyStyle; + } + } + + static GUIStyle wordWrappedRichText + { + get + { + if (s_WordWrappedRichText == null) + { + s_WordWrappedRichText = new GUIStyle(EditorStyles.wordWrappedLabel); + s_WordWrappedRichText.richText = true; + s_WordWrappedRichText.alignment = TextAnchor.LowerLeft; + } + return s_WordWrappedRichText; + } + } + + const int IconWidth = 24; + const int IconHeight = 24; + + GUIContent m_GroupKeyContent = + new GUIContent("21", "Smoothing Group.\n\nRight Click to Select all faces matching this group."); + Vector2 m_Scroll = Vector2.zero; + GUIContent m_HelpIcon = null; + GUIContent m_BreakSmoothingContent = null; + GUIContent m_SelectFacesWithSmoothGroupSelectionContent = null; + Dictionary m_SmoothGroups = new Dictionary(); + + static bool s_IsMovingVertices = false; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + if (s_FaceMaterial != null) + UnityEngine.Object.DestroyImmediate(s_FaceMaterial); + s_FaceMaterial = null; + if (s_NormalPreviewMaterial != null) + UnityEngine.Object.DestroyImmediate(s_NormalPreviewMaterial); + s_NormalPreviewMaterial = null; + s_GroupButtonStyle = null; + s_GroupButtonSelectedStyle = null; + s_GroupButtonInUseStyle = null; + s_GroupButtonMixedSelectionStyle = null; + s_ColorKeyStyle = null; + s_WordWrappedRichText = null; + s_IsMovingVertices = false; + } + + static Pref s_ShowPreview = new Pref("smoothing.showPreview", false); + static Pref s_ShowNormals = new Pref("smoothing.showNormals", false); + static Pref s_ShowHelp = new Pref("smoothing.showHelp", false); + static Pref s_NormalsSize = new Pref("smoothing.NormalsSize", 0.1f); + static Pref s_PreviewOpacity = new Pref("smoothing.PreviewOpacity", .5f); + static Pref s_PreviewDither = new Pref("smoothing.previewDither", false); + static Pref s_ShowSettings = new Pref("smoothing.showSettings", false); + + static readonly GUIContent g_Settings = EditorGUIUtility.TrTextContent("Settings", "Show the preferences for " + + "drawing smoothing group visuals in the Scene View."); + static readonly GUIContent g_Preview = EditorGUIUtility.TrTextContent("Preview", "Hide or show the in-scene" + + "face overlay for debugging smoothing groups."); + static readonly GUIContent g_Normals = EditorGUIUtility.TrTextContent("Normals", "Hide or show vertex nomals" + + "in the Scene View."); + + static readonly GUIContent g_PreviewOpacity = EditorGUIUtility.TrTextContent("Preview Opacity", "The opacity" + + "that in-scene smoothing group visuals render with."); + static readonly GUIContent g_PreviewDither = EditorGUIUtility.TrTextContent("Preview Dither", "Enable this" + + "option for a dithering effect on the in-scene smoothing group visuals."); + + public static void MenuOpenSmoothGroupEditor() + { + GetWindow("Smooth Group Editor"); + } + + void OnEnable() + { + ProBuilderEditor.selectMode = SelectMode.Face; + + SceneView.duringSceneGui += OnSceneGUI; + MeshSelection.objectSelectionChanged += OnSelectionChanged; + Undo.undoRedoPerformed += OnSelectionChanged; + ProBuilderMesh.elementSelectionChanged += OnElementSelectionChanged; + VertexManipulationTool.beforeMeshModification += OnBeginVertexMovement; + VertexManipulationTool.afterMeshModification += OnFinishVertexMovement; + autoRepaintOnSceneChange = true; + m_HelpIcon = new GUIContent(IconUtility.GetIcon("Toolbar/Help"), "Open Documentation"); + m_BreakSmoothingContent = new GUIContent(IconUtility.GetIcon("Toolbar/Face_BreakSmoothing"), + "Clear the selected faces of their smoothing groups"); + m_SelectFacesWithSmoothGroupSelectionContent = new GUIContent(IconUtility.GetIcon("Toolbar/Selection_SelectBySmoothingGroup"), + "Expand the face selection by selecting all faces matching the currently selected face groups"); + MeshSelection.OnObjectSelectionChanged(); + OnSelectionChanged(); + } + + void OnDisable() + { + SceneView.duringSceneGui -= OnSceneGUI; + MeshSelection.objectSelectionChanged -= OnSelectionChanged; + Undo.undoRedoPerformed -= OnSelectionChanged; + ProBuilderMesh.elementSelectionChanged -= OnElementSelectionChanged; + ClearSmoothGroupData(); + } + + void OnDestroy() + { + ClearSmoothGroupData(); + } + + void ClearSmoothGroupData() + { + foreach (var v in m_SmoothGroups) + v.Value.Dispose(); + m_SmoothGroups.Clear(); + } + + void OnBeginVertexMovement(IEnumerable selection) + { + s_IsMovingVertices = true; + } + + void OnFinishVertexMovement(IEnumerable selection) + { + s_IsMovingVertices = false; + OnSelectionChanged(); + } + + void OnSelectionChanged() + { + ClearSmoothGroupData(); + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + m_SmoothGroups.Add(pb, new SmoothGroupData(pb)); + + this.Repaint(); + } + + void OnElementSelectionChanged(ProBuilderMesh pb) + { + SmoothGroupData data; + + if (!m_SmoothGroups.TryGetValue(pb, out data)) + m_SmoothGroups.Add(pb, data = new SmoothGroupData(pb)); + else + data.CacheSelected(pb); + } + + void OnGUI() + { + DoContextMenu(); + + GUILayout.BeginHorizontal(EditorStyles.toolbar); + + EditorGUI.BeginChangeCheck(); + + s_ShowSettings.value = GUILayout.Toggle(s_ShowSettings.value, g_Settings, EditorStyles.toolbarButton); + s_ShowPreview.value = GUILayout.Toggle(s_ShowPreview.value, g_Preview, EditorStyles.toolbarButton); + s_ShowNormals.value = GUILayout.Toggle(s_ShowNormals.value, g_Normals, EditorStyles.toolbarButton); + + if (s_ShowNormals) + { + EditorGUI.BeginChangeCheck(); + s_NormalsSize.value = GUILayout.HorizontalSlider( + s_NormalsSize, + .001f, + 1f, + GUILayout.MinWidth(30f), + GUILayout.MaxWidth(100f)); + if (EditorGUI.EndChangeCheck()) + { + foreach (var kvp in m_SmoothGroups) + kvp.Value.RebuildNormalsMesh(kvp.Key); + } + } + + if (EditorGUI.EndChangeCheck()) + { + ProBuilderSettings.Save(); + SceneView.RepaintAll(); + } + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button(m_HelpIcon, UI.EditorStyles.toolbarHelpIcon)) + s_ShowHelp.SetValue(!s_ShowHelp, true); + GUILayout.EndHorizontal(); + + if (s_ShowSettings) + { + GUILayout.BeginVertical(UI.EditorStyles.settingsGroup); + + EditorGUIUtility.labelWidth = 100; + + EditorGUI.BeginChangeCheck(); + + s_PreviewOpacity.value = EditorGUILayout.Slider(g_PreviewOpacity, s_PreviewOpacity, .001f, 1f); + s_PreviewDither.value = EditorGUILayout.Toggle(g_PreviewDither, s_PreviewDither); + + if (EditorGUI.EndChangeCheck()) + { + ProBuilderSettings.Save(); + smoothPreviewMaterial.SetFloat("_Opacity", s_PreviewOpacity); + smoothPreviewMaterial.SetFloat("_Dither", s_PreviewDither ? 1f : 0f); + SceneView.RepaintAll(); + } + + EditorGUIUtility.labelWidth = 0; + + GUILayout.EndVertical(); + } + + m_Scroll = EditorGUILayout.BeginScrollView(m_Scroll); + + if (s_ShowHelp) + { + GUILayout.BeginVertical(UI.EditorStyles.settingsGroup); + + GUILayout.Label("Create and Clear Smoothing Groups", EditorStyles.boldLabel); + + GUILayout.Label("Adjacent faces with the same smoothing group will appear to have a soft adjoining edge.", wordWrappedRichText); + GUILayout.Space(2); + GUILayout.Label("To smooth a selected group of faces, click one of the Smooth Group buttons.", wordWrappedRichText); + GUILayout.Label("To clear selected faces of their smooth group, click the [Break] icon.", wordWrappedRichText); + GUILayout.Label("To select all faces in a group, Right+Click or Alt+Click a smooth group button.", wordWrappedRichText); + GUILayout.Space(2); + + UI.EditorGUILayout.BeginRow(); + GUILayout.Button("1", groupButtonStyle); + GUILayout.Label("An unused smooth group", wordWrappedRichText); + UI.EditorGUILayout.EndRow(); + + UI.EditorGUILayout.BeginRow(); + GUILayout.Button("1", groupButtonInUseStyle); + GUILayout.Label("A smooth group that is in use, but not in the current selection", wordWrappedRichText); + UI.EditorGUILayout.EndRow(); + + UI.EditorGUILayout.BeginRow(); + GUILayout.Button("1", groupButtonSelectedStyle); + GUILayout.Label("A smooth group that is currently selected", wordWrappedRichText); + UI.EditorGUILayout.EndRow(); + + UI.EditorGUILayout.BeginRow(); + GUILayout.Button("1", groupButtonMixedSelectionStyle); + GUI.backgroundColor = Color.white; + GUILayout.Label("A smooth group is selected, but the selection also contains non-grouped faces", wordWrappedRichText); + UI.EditorGUILayout.EndRow(); + + if (GUILayout.Button("Open Documentation")) + Application.OpenURL("https://docs.unity3d.com/Packages/com.unity.probuilder@latest/index.html?subfolder=/manual/workflow-edit-smoothing.html"); + + GUILayout.EndVertical(); + } + + // border style is 4 margin, 4 pad, 1px content. inner is accounted for by btn size + btn margin. + float area = (position.width - 10); + float margin = Mathf.Max(groupButtonStyle.margin.left, groupButtonStyle.margin.right); + int columns = (int)(area / (groupButtonStyle.CalcSize(m_GroupKeyContent).x + margin)) - 1; + + if (m_SmoothGroups.Count < 1) + { + GUILayout.BeginVertical(); + GUILayout.FlexibleSpace(); + GUILayout.Label("Select a ProBuilder Mesh", UI.EditorGUIUtility.CenteredGreyMiniLabel); + GUILayout.FlexibleSpace(); + GUILayout.EndVertical(); + } + else + { + foreach (var mesh in m_SmoothGroups) + { + ProBuilderMesh pb = mesh.Key; + SmoothGroupData data = mesh.Value; + + GUILayout.BeginVertical(UI.EditorStyles.settingsGroup); + + GUILayout.BeginHorizontal(); + + if (GUILayout.Button(pb.name, UI.EditorStyles.headerLabel)) + data.isVisible = !data.isVisible; + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button(m_SelectFacesWithSmoothGroupSelectionContent, + UI.EditorStyles.buttonStyle)) + SelectGroups(pb, new HashSet(pb.selectedFacesInternal.Select(x => x.smoothingGroup))); + + if (GUILayout.Button(m_BreakSmoothingContent, + UI.EditorStyles.buttonStyle)) + SetGroup(pb, Smoothing.smoothingGroupNone); + + GUILayout.EndHorizontal(); + + bool isMixedSelection = data.selected.Contains(Smoothing.smoothingGroupNone); + + if (data.isVisible) + { + int column = 0; + bool anySmoothGroups = data.groups.Any(x => x.Key > Smoothing.smoothingGroupNone); + + GUILayout.BeginHorizontal(); + + for (int i = 1; i <= Smoothing.smoothRangeMax; i++) + { + bool isSelected = data.selected.Contains(i); + + GUIStyle stateStyle = isSelected ? + (isMixedSelection ? groupButtonMixedSelectionStyle : groupButtonSelectedStyle) : + data.groups.ContainsKey(i) ? groupButtonInUseStyle : groupButtonStyle; + + if (s_ShowPreview && anySmoothGroups) + GUILayout.BeginVertical(GUILayout.MaxWidth(IconWidth)); + + m_GroupKeyContent.text = i.ToString(); + + if (GUILayout.Button(m_GroupKeyContent, stateStyle)) + { + // if right click or alt click select the faces instead of setting a group + if ((Event.current.modifiers & EventModifiers.Alt) == EventModifiers.Alt || + Event.current.button != 0) + SelectGroups(pb, new HashSet() { i }); + else + SetGroup(pb, i); + } + + if (s_ShowPreview && anySmoothGroups) + { + GUI.backgroundColor = data.groupColors.ContainsKey(i) ? data.groupColors[i] : Color.clear; + GUILayout.Label("", colorKeyStyle); + GUILayout.EndVertical(); + GUI.backgroundColor = Color.white; + } + + if (++column > columns) + { + column = 0; + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + } + } + + GUILayout.EndHorizontal(); + } + + GUILayout.EndVertical(); + } + } + + EditorGUILayout.EndScrollView(); + } + + void OnSceneGUI(SceneView view) + { + if (m_SmoothGroups.Count > 1) + { + using (new HandleGUI()) + { + foreach (var kvp in m_SmoothGroups) + Handles.Label(kvp.Key.transform.position, kvp.Key.name, EditorStyles.boldLabel); + } + } + + Event evt = Event.current; + + if (!s_IsMovingVertices && evt.type == EventType.Repaint) + { + foreach (var kvp in m_SmoothGroups) + { + if (s_ShowPreview) + { + Mesh m = kvp.Value.previewMesh; + + if (m != null) + { + smoothPreviewMaterial.SetPass(0); + Graphics.DrawMeshNow(m, kvp.Key.transform.localToWorldMatrix); + } + } + + if (s_ShowNormals) + { + Mesh m = kvp.Value.normalsMesh; + + if (m != null) + { + Transform trs = kvp.Key.transform; + normalPreviewMaterial.SetFloat("_Scale", s_NormalsSize * HandleUtility.GetHandleSize(trs.GetComponent().bounds.center)); + normalPreviewMaterial.SetPass(0); + Graphics.DrawMeshNow(m, trs.localToWorldMatrix); + } + } + } + } + } + + static void SelectGroups(ProBuilderMesh pb, HashSet groups) + { + UndoUtility.RecordSelection(pb, "Select with Smoothing Group"); + + if ((Event.current.modifiers & EventModifiers.Shift) == EventModifiers.Shift || + (Event.current.modifiers & EventModifiers.Control) == EventModifiers.Control) + pb.SetSelectedFaces(pb.facesInternal.Where(x => groups.Contains(x.smoothingGroup) || pb.selectedFacesInternal.Contains(x))); + else + pb.SetSelectedFaces(pb.facesInternal.Where(x => groups.Contains(x.smoothingGroup))); + ProBuilderEditor.Refresh(); + } + + void SetGroup(ProBuilderMesh pb, int index) + { + UndoUtility.RecordObject(pb, "Set Smoothing Group"); + + foreach (Face face in pb.selectedFaceCount < 1 ? pb.facesInternal : pb.selectedFacesInternal) + face.smoothingGroup = index; + + // todo pb.Rebuild + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + + SmoothGroupData data; + + if (!m_SmoothGroups.TryGetValue(pb, out data)) + m_SmoothGroups.Add(pb, new SmoothGroupData(pb)); + else + data.Rebuild(pb); + + ProBuilderEditor.Refresh(); + } + + static Color32 GetDistinctColor(int index) + { + return s_KellysMaxContrastSet[index % s_KellysMaxContrastSet.Length]; + } + + static readonly Color32[] s_KellysMaxContrastSet = new Color32[] + { + new Color32(230, 25, 75, 255), // Red + new Color32(60, 180, 75, 255), // Green + new Color32(255, 225, 25, 255), // Yellow + new Color32(0, 130, 200, 255), // Blue + new Color32(245, 130, 48, 255), // Orange + new Color32(145, 30, 180, 255), // Purple + new Color32(70, 240, 240, 255), // Cyan + new Color32(240, 50, 230, 255), // Magenta + new Color32(210, 245, 60, 255), // Lime + new Color32(250, 190, 190, 255), // Pink + new Color32(0, 128, 128, 255), // Teal + new Color32(230, 190, 255, 255), // Lavender + new Color32(170, 110, 40, 255), // Brown + new Color32(255, 250, 200, 255), // Beige + new Color32(128, 0, 0, 255), // Maroon + new Color32(170, 255, 195, 255), // Mint + new Color32(128, 128, 0, 255), // Olive + new Color32(255, 215, 180, 255), // Coral + new Color32(0, 0, 128, 255), // Navy + new Color32(128, 128, 128, 255), // Grey + new Color32(255, 255, 255, 255), // White + new Color32(0, 0, 0, 255), // Black + }; + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SmoothGroupEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SmoothGroupEditor.cs.meta new file mode 100644 index 0000000..b96647c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/SmoothGroupEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1fa9c1c880d9b724f978f610d18852e7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/StripProBuilderScripts.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/StripProBuilderScripts.cs new file mode 100644 index 0000000..c9b1af4 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/StripProBuilderScripts.cs @@ -0,0 +1,159 @@ +using System.Collections.Generic; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.Shapes; +using UnityEngine.SceneManagement; + +namespace UnityEditor.ProBuilder.Actions +{ + /// + /// Menu items for stripping ProBuilder scripts from GameObjects. + /// + sealed class StripProBuilderScripts : Editor + { + const string k_UndoMessage = "Strip ProBuilder Scripts"; + + // return ProBuilderMesh components in loaded scenes only for the current stage + static List GetMeshesInActiveScenes() + { + var stage = StageNavigationManager.instance.currentStage; + var c = stage.sceneCount; + var scenes = new HashSet(); + for (int i = 0; i < c; ++i) + scenes.Add(stage.GetSceneAt(i)); + var filtered = new List(); + foreach(var mesh in Resources.FindObjectsOfTypeAll()) + if(scenes.Contains(mesh.gameObject.scene)) + filtered.Add(mesh); + return filtered; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Actions/Strip All ProBuilder Scripts in Scene")] + public static void StripAllScenes() + { + if (!UnityEditor.EditorUtility.DisplayDialog("Strip ProBuilder Scripts", "This will remove all ProBuilder scripts in the scene. You will no longer be able to edit these objects.\n\nContinue?", "Okay", "Cancel")) + return; + + var all = GetMeshesInActiveScenes(); + for (int i = 0, c = all?.Count ?? 0; i < c; i++) + { + if (c > 32 && UnityEditor.EditorUtility.DisplayCancelableProgressBar( + "Stripping ProBuilder Scripts", + "Working over " + all[i].GetObjectId() + ".", + ((float)i / all.Count))) + break; + + DoStrip(all[i], true); + } + + UnityEditor.EditorUtility.ClearProgressBar(); + UnityEditor.EditorUtility.DisplayDialog("Strip ProBuilder Scripts", "Successfully stripped out all ProBuilder components.", "Okay"); + + ProBuilderEditor.Refresh(); + MeshSelection.OnObjectSelectionChanged(); + AssetDatabase.Refresh(); + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Actions/Strip ProBuilder Scripts in Selection", true, 0)] + public static bool VerifyStripSelection() + { + return InternalUtility.GetComponents(Selection.transforms).Length > 0; + } + + [MenuItem("Tools/" + PreferenceKeys.pluginTitle + "/Actions/Strip ProBuilder Scripts in Selection")] + public static void StripAllSelected() + { + if (!UnityEditor.EditorUtility.DisplayDialog("Strip ProBuilder Scripts", "This will remove all ProBuilder scripts on the selected objects. You will no longer be able to edit these objects.\n\nContinue?", "Okay", "Cancel")) + return; + + foreach (Transform t in Selection.transforms) + { + foreach (ProBuilderMesh pb in t.GetComponentsInChildren(true)) + DoStrip(pb); + } + MeshSelection.OnObjectSelectionChanged(); + } + + public static void DoStrip(ProBuilderMesh pb, bool undo = false) + { + GameObject go = pb.gameObject; + + if (go.TryGetComponent(out var ren)) + EditorUtility.SetSelectionRenderState(ren, EditorSelectedRenderState.Highlight | EditorSelectedRenderState.Wireframe); + + EditorUtility.SynchronizeWithMeshFilter(pb); + + if (pb.mesh == null) + { + DestroyProBuilderMeshAndDependencies(go, pb, false, undo); + return; + } + + // if meshes are assets and the mesh cache is valid don't duplicate the mesh to an instance. + if (Experimental.meshesAreAssets && EditorMeshUtility.GetCachedMesh(pb, out _, out _)) + { + DestroyProBuilderMeshAndDependencies(go, pb, true, undo); + } + else + { + Mesh instance = Instantiate(pb.mesh); + var path = $"{EditorUtility.GetActiveSceneAssetsPath()}/{pb.mesh.name}.asset"; + AssetDatabase.CreateAsset(instance, AssetDatabase.GenerateUniqueAssetPath(path)); + DestroyProBuilderMeshAndDependencies(go, pb, false, undo); + + var filter = go.GetComponent(); + + if(undo) + Undo.RecordObject(filter, k_UndoMessage); + + filter.sharedMesh = instance; + PrefabUtility.RecordPrefabInstancePropertyModifications(filter); + + if (go.TryGetComponent(out MeshCollider collider)) + { + if(undo) + Undo.RecordObject(collider, k_UndoMessage); + collider.sharedMesh = instance; + PrefabUtility.RecordPrefabInstancePropertyModifications(collider); + } + } + } + + static void Destroy(Object o, bool undo) + { + if(undo) + Undo.DestroyObjectImmediate(o); + else + DestroyImmediate(o); + } + + internal static void DestroyProBuilderMeshAndDependencies( + GameObject go, + ProBuilderMesh pb, + bool preserveMeshAssets = false, + bool useUndoDestroy = false) + { + if(useUndoDestroy) + Undo.RecordObject(pb, k_UndoMessage); + + if (go.TryGetComponent(out PolyShape polyShape)) + Destroy(polyShape, useUndoDestroy); + + if (go.TryGetComponent(out BezierShape bezierShape)) + Destroy(bezierShape, useUndoDestroy); + + if (go.TryGetComponent(out ProBuilderShape shape)) + Destroy(shape, useUndoDestroy); + + pb.preserveMeshAssetOnDestroy = preserveMeshAssets; + + Destroy(pb, useUndoDestroy); + + if(go.TryGetComponent(out Entity entity)) + Destroy(entity, useUndoDestroy); + + PrefabUtility.RecordPrefabInstancePropertyModifications(go); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/StripProBuilderScripts.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/StripProBuilderScripts.cs.meta new file mode 100644 index 0000000..2d8ce45 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/StripProBuilderScripts.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0c114c138e13b8248ae37c8cf12c6979 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureMoveTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureMoveTool.cs new file mode 100644 index 0000000..6a23063 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureMoveTool.cs @@ -0,0 +1,125 @@ +using System.Linq; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + class TextureMoveTool : TextureTool + { + static readonly float k_Vector3Magnitude = Vector3.one.magnitude; + + Vector3 m_Position = Vector3.zero; + + protected class TranslateTextureSelection : MeshAndTextures + { + SimpleTuple[] m_FaceAndScale; + + public SimpleTuple[] faceAndScale + { + get { return m_FaceAndScale; } + } + + public TranslateTextureSelection(ProBuilderMesh mesh, PivotPoint pivot) + : base(mesh, pivot) + { + var faces = mesh.faces; + + m_FaceAndScale = mesh.selectedFaceIndexes.Select(x => + new SimpleTuple(faces[x], UvUnwrapping.GetUVTransform(mesh, faces[x]).scale)) + .ToArray(); + } + } + + internal override MeshAndElementSelection GetElementSelection(ProBuilderMesh mesh, PivotPoint pivot) + { + return new TranslateTextureSelection(mesh, pivot); + } + + protected override void DoToolGUI() + { + if (!isEditing) + m_Position = Vector3.zero; + + EditorHandleUtility.PushMatrix(); + + Handles.matrix = Matrix4x4.TRS(m_HandlePosition, m_HandleRotation, Vector3.one); + + EditorGUI.BeginChangeCheck(); + + Handles.color = Color.blue; + + m_Position = Handles.Slider2D(m_Position, + Vector3.forward, + Vector3.right, + Vector3.up, + HandleUtility.GetHandleSize(m_Position) * .2f, + Handles.RectangleHandleCap, + 0f, + false); + + Handles.color = Color.green; + + m_Position = Handles.Slider(m_Position, Vector3.up, HandleUtility.GetHandleSize(m_Position), Handles.ArrowHandleCap, 0f); + + Handles.color = Color.red; + + m_Position = Handles.Slider(m_Position, Vector3.right, HandleUtility.GetHandleSize(m_Position), Handles.ArrowHandleCap, 0f); + + Handles.color = Color.white; + + if (EditorGUI.EndChangeCheck()) + { + if (!isEditing) + BeginEdit("Translate Textures"); + + m_Position = EditorSnapping.MoveSnap(m_Position); + + // invert `y` because to users it's confusing that "up" in UV space visually moves the texture down + var delta = new Vector4(m_Position.x, -m_Position.y, 0f, 0f); + + foreach (var value in elementSelection) + { + var selection = value as TranslateTextureSelection; + + if (selection == null) + continue; + + // Account for object scale + delta *= k_Vector3Magnitude / selection.mesh.transform.lossyScale.magnitude; + + var origins = selection.origins; + var positions = selection.textures; + + // Translating faces is treated as a special case because we want the textures in scene to visually + // match the movement of the translation handle. When UVs are scaled, they have the appearance of + // moving faster or slower (even though they are translating the correct distances). To avoid this, + // we cache the UV scale of each face and modify the translation delta accordingly. This isn't perfect, + // as it will not be able to find the scale for sheared or otherwise distorted face UVs. However, for + // most cases it maps quite well. + if (ProBuilderEditor.selectMode == SelectMode.TextureFace) + { + foreach (var face in selection.faceAndScale) + { + var faceDelta = new Vector4(delta.x / face.item2.x, delta.y / face.item2.y, 0f, 0f); + + foreach (var index in face.item1.distinctIndexes) + positions[index] = origins[index] + faceDelta; + } + } + else + { + foreach (var group in value.elementGroups) + { + foreach (var index in group.indices) + positions[index] = origins[index] + delta; + } + } + + selection.mesh.mesh.SetUVs(k_TextureChannel, positions); + } + } + + EditorHandleUtility.PopMatrix(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureMoveTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureMoveTool.cs.meta new file mode 100644 index 0000000..0e63e50 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureMoveTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7ebc93f048090074f80a100718d5a585 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureRotateTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureRotateTool.cs new file mode 100644 index 0000000..f8890d8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureRotateTool.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + class TextureRotateTool : TextureTool + { + float m_Rotation; + Vector3 m_Euler; + Quaternion m_Quaternion; + + protected override void DoToolGUI() + { + if (!isEditing) + m_Rotation = 0f; + + EditorGUI.BeginChangeCheck(); + + var size = HandleUtility.GetHandleSize(m_HandlePosition); + + EditorHandleUtility.PushMatrix(); + + Handles.matrix = Matrix4x4.TRS(m_HandlePosition, m_HandleRotation, Vector3.one); + + Handles.color = Color.blue; + m_Euler.z = m_Rotation; + m_Quaternion = Quaternion.Euler(m_Euler); + m_Quaternion = Handles.Disc(m_Quaternion, Vector3.zero, Vector3.forward, size, false, EditorSnapping.snapMode == SnapMode.Relative ? EditorSnapping.incrementalSnapRotateValue : 0f); + m_Euler = m_Quaternion.eulerAngles; + m_Rotation = m_Euler.z; + + EditorHandleUtility.PopMatrix(); + + if (EditorGUI.EndChangeCheck()) + { + if (!isEditing) + BeginEdit("Rotate Textures"); + + if (EditorSnapping.snapMode == SnapMode.Relative) + m_Rotation = EditorSnapping.RotateSnap(m_Rotation); + + foreach (var mesh in elementSelection) + { + if (!(mesh is MeshAndTextures)) + continue; + var mat = (MeshAndTextures) mesh; + + var origins = mat.origins; + var positions = mat.textures; + + foreach (var group in mat.elementGroups) + { + foreach (var index in group.indices) + positions[index] = mat.postApplyMatrix.MultiplyPoint( + Math.RotateAroundPoint( + mat.preApplyMatrix.MultiplyPoint3x4(origins[index]), Vector2.zero, -m_Rotation)); + } + + mesh.mesh.mesh.SetUVs(k_TextureChannel, positions); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureRotateTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureRotateTool.cs.meta new file mode 100644 index 0000000..a9d6d37 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureRotateTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 85900fb5729b6db42a6e417ad0d4c0f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureScaleTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureScaleTool.cs new file mode 100644 index 0000000..87d0d22 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureScaleTool.cs @@ -0,0 +1,72 @@ +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + class TextureScaleTool : TextureTool + { + Vector2 m_Scale; + float m_UniformScale; + + + protected override void DoToolGUI() + { + if (!isEditing) + { + m_Scale.x = 1f; + m_Scale.y = 1f; + m_UniformScale = 1f; + } + + EditorGUI.BeginChangeCheck(); + + var size = HandleUtility.GetHandleSize(m_HandlePosition); + + EditorHandleUtility.PushMatrix(); + + Handles.matrix = Matrix4x4.TRS(m_HandlePosition, m_HandleRotation, Vector3.one); + + var snap = EditorSnapping.activeScaleSnapValue; + + Handles.color = Color.red; + m_Scale.x = Handles.ScaleSlider(m_Scale.x, Vector3.zero, Vector3.right, Quaternion.identity, size, snap.x); + + Handles.color = Color.green; + m_Scale.y = Handles.ScaleSlider(m_Scale.y, Vector3.zero, Vector3.up, Quaternion.identity, size, snap.y); + + Handles.color = Color.blue; + m_UniformScale = Handles.ScaleValueHandle(m_UniformScale, Vector3.zero, Quaternion.identity, size, Handles.CubeHandleCap, snap.x); + + EditorHandleUtility.PopMatrix(); + + if (EditorGUI.EndChangeCheck()) + { + if (!isEditing) + BeginEdit("Scale Textures"); + + var delta = m_Scale * m_UniformScale; + + delta.x = 1f / delta.x; + delta.y = 1f / delta.y; + + foreach (var mesh in elementSelection) + { + if (!(mesh is MeshAndTextures)) + continue; + + var mat = (MeshAndTextures) mesh; + var origins = mat.origins; + var positions = mat.textures; + + foreach (var group in mesh.elementGroups) + { + foreach (var index in group.indices) + positions[index] = mat.postApplyMatrix.MultiplyPoint( + Vector2.Scale(mat.preApplyMatrix.MultiplyPoint3x4(origins[index]), delta)); + } + + mesh.mesh.mesh.SetUVs(k_TextureChannel, positions); + } + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureScaleTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureScaleTool.cs.meta new file mode 100644 index 0000000..583b85f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureScaleTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ffea9638e10c9644aab23c2652f86279 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureTool.cs new file mode 100644 index 0000000..88b7b52 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureTool.cs @@ -0,0 +1,114 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder +{ + abstract class TextureTool : VertexManipulationTool + { + const bool k_CollectCoincidentVertices = false; + protected const int k_TextureChannel = 0; + + protected class MeshAndTextures : MeshAndElementSelection + { + List m_Origins; + List m_Textures; + + Matrix4x4 m_PreApplyMatrix; + Matrix4x4 m_PostApplyMatrix; + + public Matrix4x4 preApplyMatrix + { + get + { + return m_PreApplyMatrix; + } + + private set + { + m_PreApplyMatrix = value; + m_PostApplyMatrix = value.inverse; + } + } + + public Matrix4x4 postApplyMatrix + { + get + { + return m_PostApplyMatrix; + } + + private set + { + m_PostApplyMatrix = value; + m_PreApplyMatrix = value.inverse; + } + } + + public List textures + { + get { return m_Textures; } + } + + public List origins + { + get { return m_Origins; } + } + + public MeshAndTextures(ProBuilderMesh mesh, PivotPoint pivot) : base(mesh, k_CollectCoincidentVertices) + { + m_Textures = new List(); + mesh.GetUVs(k_TextureChannel, m_Textures); + m_Origins = new List(m_Textures); + preApplyMatrix = Matrix4x4.Translate(-Bounds2D.Center(m_Origins, mesh.selectedIndexesInternal)); + } + } + + protected override void OnToolEngaged() + { + MeshSelection.InvalidateCaches(); + } + + protected override void OnToolDisengaged() + { + var isFaceMode = ProBuilderEditor.selectMode.ContainsFlag(SelectMode.TextureFace | SelectMode.Face); + + foreach (var mesh in elementSelection) + { + if (!(mesh is MeshAndTextures)) + continue; + + var textures = ((MeshAndTextures)mesh).textures; + mesh.mesh.SetUVs(k_TextureChannel, textures); + + if (isFaceMode) + { + UvUnwrapping.SetAutoAndAlignUnwrapParamsToUVs(mesh.mesh, mesh.mesh.selectedFacesInternal.Where(x => !x.manualUV)); + } + else + { + var indices = new HashSet(mesh.elementGroups.SelectMany(x => x.indices)); + + foreach (var face in mesh.mesh.facesInternal) + { + foreach (var index in face.distinctIndexesInternal) + { + if (indices.Contains(index)) + { + face.manualUV = true; + break; + } + } + } + } + } + } + + internal override MeshAndElementSelection GetElementSelection(ProBuilderMesh mesh, PivotPoint pivot) + { + return new MeshAndTextures(mesh, pivot); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureTool.cs.meta new file mode 100644 index 0000000..600f166 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TextureTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7fd9f5ac1b5cea54386d6497a518c29f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ToolbarGroup.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ToolbarGroup.cs new file mode 100644 index 0000000..f45864e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ToolbarGroup.cs @@ -0,0 +1,60 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + /// + /// Defines the [tool category](../manual/toolbar.html#category) for a MenuAction. + /// In the Unity Editor, ProBuilder groups actions with the same tool category on + /// the ProBuilder toolbar using color coding. + /// + public enum ToolbarGroup + { + /// + /// A tool that opens it's own window. Example, UV Editor, Smoothing Groups, Vertex Color Painter, etc. + /// + Tool = 0, + /// + /// This is an interface toggle or an element selection action. + /// + Selection = 1, + /// + /// This action affects objects (as opposed to mesh attributes like vertex or face). + /// + Object = 2, + /// + /// This action affects geometry elements (vertices, edges, faces). + /// + Geometry = 3, + /// + /// An action for creating or modifying @"UnityEngine.ProBuilder.EntityBehaviour" types. + /// + Entity = 4, + /// + /// This action exports meshes. + /// + Export = 5 + } + + static class ToolbarGroupUtility + { + static readonly Color ToolColor = new Color(0.6666f, 0.4f, 0.2f, 1f); + static readonly Color SelectionColor = new Color(0.1411f, 0.4941f, 0.6392f, 1f); + static readonly Color ObjectColor = new Color(0.4f, 0.6f, 0.1333f, 1f); + static readonly Color GeometryColor = new Color(0.7333f, 0.1333f, 0.2f, 1f); + + public static Color GetColor(ToolbarGroup group) + { + if (group == ToolbarGroup.Tool) + return ToolColor; + else if (group == ToolbarGroup.Selection) + return SelectionColor; + else if (group == ToolbarGroup.Object || group == ToolbarGroup.Entity) + return ObjectColor; + else if (group == ToolbarGroup.Geometry) + return GeometryColor; + + return Color.white; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ToolbarGroup.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ToolbarGroup.cs.meta new file mode 100644 index 0000000..48809ba --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/ToolbarGroup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1edc484acd18fdb42b4421d1b707caaa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipContent.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipContent.cs new file mode 100644 index 0000000..0c366f1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipContent.cs @@ -0,0 +1,253 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder.UI; +using System; + +namespace UnityEditor.ProBuilder +{ + /// + /// Represents an extended tooltip for a MenuAction. + /// + [Serializable] + public sealed class TooltipContent : IEquatable + { + static GUIStyle TitleStyle { get { if (_titleStyle == null) InitStyles(); return _titleStyle; } } + static GUIStyle ShortcutStyle { get { if (_shortcutStyle == null) InitStyles(); return _shortcutStyle; } } + static GUIStyle _titleStyle = null; + static GUIStyle _shortcutStyle = null; + + const float k_MinWidth = 128; + const float k_MaxWidth = 330; + const float k_MinHeight = 0; + + static void InitStyles() + { + _titleStyle = new GUIStyle(); + _titleStyle.margin = new RectOffset(4, 4, 4, 4); + _titleStyle.padding = new RectOffset(4, 4, 4, 4); + _titleStyle.fontSize = 14; + _titleStyle.fontStyle = FontStyle.Bold; + _titleStyle.normal.textColor = EditorGUIUtility.isProSkin ? Color.white : Color.black; + _titleStyle.richText = true; + + _shortcutStyle = new GUIStyle(_titleStyle); + _shortcutStyle.fontSize = 14; + _shortcutStyle.fontStyle = FontStyle.Normal; + _shortcutStyle.normal.textColor = EditorGUIUtility.isProSkin ? new Color(.5f, .5f, .5f, 1f) : new Color(.3f, .3f, .3f, 1f); + + EditorStyles.wordWrappedLabel.richText = true; + } + + static readonly Color separatorColor = new Color(.65f, .65f, .65f, .5f); + + /// + /// Gets or sets the title in the tooltip window. + /// + public string title { get; set; } + + /// + /// Gets or sets a brief summary of what this menu action does. + /// + public string summary { get; set; } + + /// + /// Gets or sets a text representation of the (optional) shortcut assigned to this menu item. + /// + public string shortcut { get; set; } + + internal static TooltipContent TempContent = new TooltipContent("", ""); + + /// + /// Creates a new tooltip with a title, a summary, and an optional array of characters for the shortcut. + /// + /// To specify modifier keys, use the Windows control keys. ProBuilder manages switching to Linux + /// control keys for the macOS and Linux versions of the Unity Editor. + /// + /// The header text for this tooltip. + /// The body of the tooltip text. This should be kept brief. + /// A set of keys to be displayed as the shortcut for this action. + public TooltipContent(string title, string summary, params char[] shortcut) : this(title, summary, "") + { + if (shortcut != null && shortcut.Length > 0) + { + this.shortcut = string.Empty; + + for (int i = 0; i < shortcut.Length - 1; i++) + { + if (!EditorUtility.IsUnix()) + this.shortcut += InternalUtility.ControlKeyString(shortcut[i]) + " + "; + else + this.shortcut += shortcut[i] + " + "; + } + + if (!EditorUtility.IsUnix()) + this.shortcut += InternalUtility.ControlKeyString(shortcut[shortcut.Length - 1]); + else + this.shortcut += shortcut[shortcut.Length - 1]; + } + } + + /// + /// Creates a new tooltip with a title, a summary, and an optional string for the shortcut. + /// + /// The header text for this tooltip. + /// The body of the tooltip text. This should be kept brief. + /// A set of keys to be displayed as the shortcut for this action. + public TooltipContent(string title, string summary, string shortcut = "") + { + this.title = title; + this.summary = summary; + this.shortcut = shortcut; + } + + /// + /// Get the size required in GUI space to render this tooltip. + /// + /// + internal Vector2 CalcSize() + { + const float pad = 8; + Vector2 total = new Vector2(k_MinWidth, k_MinHeight); + + bool hastitle = !string.IsNullOrEmpty(title); + bool hasSummary = !string.IsNullOrEmpty(summary); + bool hasShortcut = !string.IsNullOrEmpty(shortcut); + + if (hastitle) + { + Vector2 ns = TitleStyle.CalcSize(UI.EditorGUIUtility.TempContent(title)); + + if (hasShortcut) + { + ns.x += EditorStyles.boldLabel.CalcSize(UI.EditorGUIUtility.TempContent(shortcut)).x + pad; + } + + total.x += Mathf.Max(ns.x, 256); + total.y += ns.y; + } + + if (hasSummary) + { + if (!hastitle) + { + Vector2 sumSize = EditorStyles.wordWrappedLabel.CalcSize(UI.EditorGUIUtility.TempContent(summary)); + total.x = Mathf.Min(sumSize.x, k_MaxWidth); + } + + float summaryHeight = EditorStyles.wordWrappedLabel.CalcHeight(UI.EditorGUIUtility.TempContent(summary), total.x); + total.y += summaryHeight; + } + + if (hastitle && hasSummary) + total.y += 16; + + total.x += pad; + total.y += pad; + + return total; + } + + internal void Draw() + { + if (!string.IsNullOrEmpty(title)) + { + if (!string.IsNullOrEmpty(shortcut)) + { + GUILayout.BeginHorizontal(); + GUILayout.Label(title, TitleStyle); + GUILayout.FlexibleSpace(); + GUILayout.Label(shortcut, ShortcutStyle); + GUILayout.EndHorizontal(); + } + else + { + GUILayout.Label(title, TitleStyle); + } + + UI.EditorGUIUtility.DrawSeparator(1, separatorColor); + GUILayout.Space(2); + } + + if (!string.IsNullOrEmpty(summary)) + { + GUILayout.Label(summary, EditorStyles.wordWrappedLabel); + } + } + + /// + /// Compares the property of each tooltip to determine whether + /// the specified tooltip is equal to this one. + /// + /// The ToolTip to compare. + /// True if the title is the same; false otherwise. + public bool Equals(TooltipContent other) + { + return other != null && other.title != null && other.title.Equals(this.title); + } + + /// + /// Compares the property of each tooltip to determine whether + /// the specified tooltip is equal to this one. + /// + /// The object to compare. + /// True if the title is the same; false otherwise. + public override bool Equals(object obj) + { + return obj is TooltipContent && ((TooltipContent)obj).title.Equals(title); + } + + /// + /// Returns the hash code for this instance. + /// + /// An integer that is the hash code for this instance. + public override int GetHashCode() + { + return title.GetHashCode(); + } + + /// + /// Converts a tooltip to a string. + /// + /// The Tooltip to convert. + /// The title of content. + /// content is null. + public static explicit operator string(TooltipContent content) + { + if (content == null) + throw new ArgumentNullException("content"); + return content.title; + } + + /// + /// Creates a new Tooltip with only the specified title. + /// + /// The title for the new Tooltip. + /// A new Tooltip with title and no content. + public static explicit operator TooltipContent(string title) + { + return new TooltipContent(title, ""); + } + + /// + /// Converts a Tooltip to a string. + /// + /// The title of the Tooltip. + public override string ToString() + { + return title; + } + + /// + /// Creates a new Tooltip with only the specified title. + /// + /// The title for the new Tooltip. + /// A new Tooltip with title and no content. + public static TooltipContent FromString(string title) + { + return new TooltipContent(title, ""); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipContent.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipContent.cs.meta new file mode 100644 index 0000000..284b3ca --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipContent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7208f6e564fc928478322837a693d724 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipEditor.cs new file mode 100644 index 0000000..365b60a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipEditor.cs @@ -0,0 +1,97 @@ +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + /// + /// + /// Tooltip window implementation. + /// + sealed class TooltipEditor : EditorWindow + { + static readonly Color BasicBackgroundColor = new Color(.87f, .87f, .87f, 1f); + const int k_PositionPadding = 4; + + static TooltipEditor s_Instance; + static Rect s_WindowRect = new Rect(0, 0, 0, 0); + + // much like highlander, there can only be one + public static TooltipEditor instance() + { + if (s_Instance == null) + { + s_Instance = CreateInstance(); + s_Instance.minSize = Vector2.zero; + s_Instance.maxSize = Vector2.zero; + s_Instance.hideFlags = HideFlags.HideAndDontSave; + s_Instance.ShowTooltip(); + } + + return s_Instance; + } + + public static void Hide() + { + var all = Resources.FindObjectsOfTypeAll(); + + for (int i = 0, c = all.Length; i < c; i++) + { + if (s_Instance != null) + s_Instance.Close(); + } + } + + public static bool IsFocused() + { + return s_Instance != null && mouseOverWindow == s_Instance; + } + + public static void Show(Rect rect, TooltipContent content) + { + instance().ShowInternal(rect, content); + } + + public void ShowInternal(Rect rect, TooltipContent content) + { + this.content = content; + Vector2 size = content.CalcSize(); + + var dpiRatio = Screen.dpi / 96f; + var screenWidth = Screen.currentResolution.width / dpiRatio; + + Vector2 p = new Vector2(rect.x + rect.width + k_PositionPadding, rect.y); + if((p.x + size.x) > screenWidth) + p.x = rect.x - k_PositionPadding - size.x; + + minSize = size; + maxSize = size; + var newPosition = new Rect( + p.x, + p.y, + size.x, + size.y); + + if (position != newPosition) + { + position = newPosition; + s_WindowRect = new Rect(0, 0, size.x, size.y); + } + } + + public TooltipContent content = null; + + void OnGUI() + { + if (!EditorGUIUtility.isProSkin) + { + GUI.backgroundColor = BasicBackgroundColor; + GUI.Box(s_WindowRect, ""); + GUI.backgroundColor = Color.white; + } + + if (content == null) + return; + + content.Draw(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipEditor.cs.meta new file mode 100644 index 0000000..f5d8b8a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/TooltipEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d540a5c12642c5e40ba3b88fc8ae6c50 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVEditor.cs new file mode 100644 index 0000000..69ea72e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVEditor.cs @@ -0,0 +1,3457 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Linq; +using System.Reflection; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEditor.SettingsManagement; +using UnityEditor.ShortcutManagement; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder +{ + sealed class UVEditor : ConfigurableWindow + { + #region Fields + + ProBuilderEditor editor + { + get { return ProBuilderEditor.instance; } + } + + + UVEditorShortcutContext m_ShortcutContext; + internal class UVEditorShortcutContext : IShortcutContext + { + public bool active => UVEditor.instance != null; + } + + + public override void AddItemsToMenu(GenericMenu menu) + { + base.AddItemsToMenu(menu); + +#if PB_DEBUG + menu.AddItem(new GUIContent("Show UV Coordinate Labels"), s_DebugDrawCoordinateLabels.value, () => + { + s_DebugDrawCoordinateLabels.SetValue(!s_DebugDrawCoordinateLabels.value, true); + }); +#endif + } + public static UVEditor instance; + + const int LEFT_MOUSE_BUTTON = 0; + const int RIGHT_MOUSE_BUTTON = 1; + const int MIDDLE_MOUSE_BUTTON = 2; + const int PAD = 4; + const float SCROLL_MODIFIER = 1f; + const float ALT_SCROLL_MODIFIER = .07f; + const int DOT_SIZE = 6; + const int HALF_DOT = 3; + const int HANDLE_SIZE = 128; + const int MIN_ACTION_WINDOW_SIZE = 128; + const float MIN_GRAPH_SCALE = .0001f; + const float MAX_GRAPH_SCALE = 250f; + // Max canvas zoom + const float MAX_GRAPH_SCALE_SCROLL = 20f; + // When scrolling use this value to taper the scroll effect + const float MAX_PROXIMITY_SNAP_DIST_UV = .15f; + // The maximum allowable distance magnitude between coords to be considered for proximity snapping (UV coordinates) + const float MAX_PROXIMITY_SNAP_DIST_CANVAS = 12f; + // The maximum allowable distance magnitude between coords to be considered for proximity snapping (Canvas coordinates) + const float MIN_DIST_MOUSE_EDGE = 8f; + + // todo Support Range/Min/Max property decorators + [UserSetting] + static Pref s_GridSnapIncrement = new Pref("uv.uvEditorGridSnapIncrement", .125f, SettingsScope.Project); + + [UserSettingBlock("UV Editor")] + static void UVEditorSettings(string searchContext) + { + s_GridSnapIncrement.value = SettingsGUILayout.SettingsSlider(UI.EditorGUIUtility.TempContent("Grid Size"), s_GridSnapIncrement, .015625f, 2f, searchContext); + } + + [Shortcut("ProBuilder/UV Editor/Reset Canvas", typeof(UVEditor), KeyCode.Alpha0)] + static void ResetCanvasShortcut() + { + if(instance != null) + instance.ResetCanvas(); + } + + static readonly Color DRAG_BOX_COLOR_BASIC = new Color(0f, .7f, 1f, .2f); + static readonly Color DRAG_BOX_COLOR_PRO = new Color(0f, .7f, 1f, 1f); + + static Color DRAG_BOX_COLOR + { + get { return EditorGUIUtility.isProSkin ? DRAG_BOX_COLOR_PRO : DRAG_BOX_COLOR_BASIC; } + } + + static readonly Color HOVER_COLOR_MANUAL = new Color(1f, .68f, 0f, .23f); + static readonly Color HOVER_COLOR_AUTO = new Color(0f, 1f, 1f, .23f); + + static readonly Color SELECTED_COLOR_MANUAL = new Color(1f, .68f, 0f, .39f); + static readonly Color SELECTED_COLOR_AUTO = new Color(0f, .785f, 1f, .39f); + + public bool ControlKey + { + get { return EditorGUI.actionKey; } + } + + public bool ShiftKey + { + get { return Event.current.modifiers == EventModifiers.Shift; } + } + + Pref m_ShowPreviewMaterial = new Pref("UVEditor.showPreviewMaterial", true, SettingsScope.Project); + bool m_ShowPreviewMaterialCacheDuringScreenshot; + + // Show a preview texture for the first selected face in UV space 0,1? +#if PB_DEBUG + List m_DebugUVRenderScreens = new List(); + #endif + Color GridColorPrimary; + Color BasicBackgroundColor; + Color UVColorPrimary, UVColorSecondary, UVColorGroupIndicator; + + Texture2D dot, + icon_textureMode_on, + icon_textureMode_off, + icon_sceneUV_on, + icon_sceneUV_off; + + GUIContent gc_SceneViewUVHandles = new GUIContent("", (Texture2D)null, "Lock the SceneView handle tools to UV manipulation mode. This allows you to move UV coordinates directly on your 3d object."); + GUIContent gc_ShowPreviewTexture = new GUIContent("", (Texture2D)null, "When toggled on, a preview image of the first selected face's material will be drawn from coordinates 0,0 - 1,1.\n\nNote that this depends on the Material's shader having a _mainTexture property."); + + GUIContent gc_ConvertToManual = new GUIContent("Convert to Manual", "There are 2 methods of unwrapping UVs in ProBuilder; Automatic unwrapping and Manual. Auto unwrapped UVs are generated dynamically using a set of parameters, which may be set. Manual UVs are akin to traditional UV unwrapping, in that once you set them they will not be updated as your mesh changes."); + GUIContent gc_ConvertToAuto = new GUIContent("Convert to Auto", "There are 2 methods of unwrapping UVs in ProBuilder; Automatic unwrapping and Manual. Auto unwrapped UVs are generated dynamically using a set of parameters, which may be set. Manual UVs are akin to traditional UV unwrapping, in that once you set them they will not be updated as your mesh changes."); + GUIContent gc_NoUvSelected = new GUIContent("No UVs Selected"); + + GUIContent gc_RenderUV = new GUIContent((Texture2D)null, "Renders the current UV workspace from coordinates {0,0} to {1,1} to a 256px image."); + + // Full grid size in pixels (-1, 1) + int uvGridSize = 256; + float uvGraphScale = 1f; + + enum UVMode + { + Auto, + Manual, + Mixed, + NoSelection, + }; + + UVMode mode = UVMode.Auto; + + int[] UV_CHANNELS = new int[] { 0, 1, 2, 3 }; + string[] UV_CHANNELS_STR = new string[] { "UV 1", "UV 2 (read-only)", "UV 3 (read-only)", "UV 4 (read-only)" }; + +#if PB_DEBUG + static Pref s_DebugDrawCoordinateLabels = new Pref("uv.drawDebugCoordLabels", false, SettingsScope.User); + #endif + + // what uv channel to modify + int channel = 0; + + private Vector2 uvGraphOffset = Vector2.zero; + + /// inspected data + ProBuilderMesh[] selection; + int[][] m_DistinctIndexesSelection; + + List[] incompleteTextureGroupsInSelection = new List[0]; + List> incompleteTextureGroupsInSelection_CoordCache = new List>(); + + int screenWidth, screenHeight; + + // true when uvs are being moved around + bool modifyingUVs = false; + + // work around a bug in GUI where a named control can lose focus after "delete" + bool eatNextKeyUp = false; + + // The first selected face's material. Used to draw texture preview in 0,0 - 1,1 space. + Material m_PreviewMaterial; + + GUIContent[] ToolIcons; + + struct ObjectElementIndex + { + public int objectIndex; + public int elementIndex; + public int elementSubIndex; + public bool valid; + + public void Clear() + { + this.objectIndex = -1; + this.elementIndex = -1; + this.elementSubIndex = -1; + this.valid = false; + } + + public ObjectElementIndex(int obj, int elem, int sub) + { + this.objectIndex = obj; + this.elementIndex = elem; + this.elementSubIndex = sub; + this.valid = false; + } + + public bool Equals(ObjectElementIndex oei) + { + return this.objectIndex == oei.objectIndex && + this.elementIndex == oei.elementIndex && + this.elementSubIndex == oei.elementSubIndex && + this.valid == oei.valid; + } + + public override string ToString() + { + return valid ? objectIndex + " : " + elementIndex + " -> " + elementSubIndex : "Invalid"; + } + } + + ObjectElementIndex nearestElement = new ObjectElementIndex(-1, -1, -1); + #endregion + #region Menu + + public static void MenuOpenUVEditor() + { + GetWindow("UV Editor"); + } + + void ScreenshotMenu() + { +#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX + +// On Mac ShowAsDropdown and ShowAuxWindow both throw stack pop exceptions when initialized. + UVRenderOptions renderOptions = EditorWindow.GetWindow(true, "Save UV Image", true); + renderOptions.position = new Rect(this.position.x + (this.position.width / 2f - 128), + this.position.y + (this.position.height / 2f - 76), + 256f, + 152f); + renderOptions.screenFunc = InitiateScreenshot; +#else + UVRenderOptions renderOptions = (UVRenderOptions)ScriptableObject.CreateInstance(typeof(UVRenderOptions)); + renderOptions.screenFunc = InitiateScreenshot; + renderOptions.ShowAsDropDown(new Rect(this.position.x + 348, + this.position.y + 32, + 0, + 0), + new Vector2(256, 172)); +#endif + } + + #endregion + #region Enable + + void OnEnable() + { + this.minSize = new Vector2(520f, 300f); + + InitGUI(); + + this.wantsMouseMove = true; + this.autoRepaintOnSceneChange = true; + + MeshSelection.objectSelectionChanged += ObjectSelectionChanged; + ProBuilderEditor.selectModeChanged += SelectModeChanged; + ProBuilderMesh.elementSelectionChanged += ElementSelectionChanged; + ProBuilderMeshEditor.onGetFrameBoundsEvent += OnGetFrameBoundsEvent; + ToolManager.activeToolChanged += Repaint; + Undo.undoRedoPerformed += ObjectSelectionChanged; + + ObjectSelectionChanged(); + instance = this; + nearestElement.Clear(); + + ShortcutManager.RegisterContext(m_ShortcutContext ??= new UVEditorShortcutContext()); + } + + void OnDisable() + { + instance = null; + + if (uv2Editor != null) + DestroyImmediate(uv2Editor); + + var selectMode = ProBuilderEditor.selectMode; + if (selectMode.IsTextureMode()) + ProBuilderEditor.selectMode = selectMode.GetPositionMode(); + + ToolManager.activeToolChanged -= Repaint; + MeshSelection.objectSelectionChanged -= ObjectSelectionChanged; + ProBuilderMesh.elementSelectionChanged -= ElementSelectionChanged; + ProBuilderEditor.selectModeChanged -= SelectModeChanged; + ProBuilderMeshEditor.onGetFrameBoundsEvent -= OnGetFrameBoundsEvent; + Undo.undoRedoPerformed -= ObjectSelectionChanged; + + ShortcutManager.UnregisterContext(m_ShortcutContext); + } + + /** + * Loads icons, sets default colors using prefs, etc. + */ + void InitGUI() + { + bool isProSkin = true; + + GridColorPrimary = isProSkin ? new Color(1f, 1f, 1f, .2f) : new Color(0f, 0f, 0f, .2f); + UVColorPrimary = isProSkin ? Color.green : new Color(0f, .8f, 0f, 1f); + UVColorSecondary = isProSkin ? new Color(1f, 1f, 1f, .7f) : Color.blue; + UVColorGroupIndicator = isProSkin ? new Color(0f, 1f, .2f, .15f) : new Color(0f, 1f, .2f, .3f); + BasicBackgroundColor = new Color(.24f, .24f, .24f, 1f); + + dot = EditorGUIUtility.whiteTexture; + + MethodInfo loadIconMethod = typeof(EditorGUIUtility).GetMethod("LoadIcon", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy); + + isProSkin = EditorGUIUtility.isProSkin; + + Texture2D moveIcon = (Texture2D)loadIconMethod.Invoke(null, new object[] { "MoveTool" }); + Texture2D rotateIcon = (Texture2D)loadIconMethod.Invoke(null, new object[] { "RotateTool" }); + Texture2D scaleIcon = (Texture2D)loadIconMethod.Invoke(null, new object[] { "ScaleTool" }); + Texture2D viewIcon = (Texture2D)loadIconMethod.Invoke(null, new object[] { "ViewToolMove" }); + + icon_textureMode_on = IconUtility.GetIcon("UVEditor/ProBuilderGUI_UV_ShowTexture_On"); + icon_textureMode_off = IconUtility.GetIcon("UVEditor/ProBuilderGUI_UV_ShowTexture_Off"); + + icon_sceneUV_on = IconUtility.GetIcon("UVEditor/ProBuilderGUI_UV_Manip_On"); + icon_sceneUV_off = IconUtility.GetIcon("UVEditor/ProBuilderGUI_UV_Manip_Off"); + + gc_RenderUV.image = IconUtility.GetIcon("UVEditor/camera-64x64"); + + ToolIcons = new GUIContent[4] + { + new GUIContent(viewIcon, "View Tool"), + new GUIContent(moveIcon, "Move Tool"), + new GUIContent(rotateIcon, "Rotate Tool"), + new GUIContent(scaleIcon, "Scale Tool") + }; + } + + #endregion + #region GUI Loop + + const int k_UVInspectorWidthMinManual = 100; + const int k_UVInspectorWidthMinAuto = 240; + const int k_UVInspectorWidth = 240; + //Following values were determined empirically + const int k_UVInspectorHeightMinManual = 50; + const int k_UVInspectorHeightMinAuto = 100; + + int minimumInspectorWidth + { + get { return (mode == UVMode.Auto ? k_UVInspectorWidthMinAuto : k_UVInspectorWidthMinManual); } + } + + int minimumInspectorHeight + { + get { return (mode == UVMode.Auto ? k_UVInspectorHeightMinAuto : k_UVInspectorHeightMinManual); } + } + Rect graphRect, + toolbarRect, + actionWindowRect = new Rect(6, 64, k_UVInspectorWidth, 340); + + Vector2 mousePosition_initial; + + Rect dragRect = new Rect(0, 0, 0, 0); + bool m_mouseDragging = false; + + bool needsRepaint = false; + Rect ScreenRect = new Rect(0f, 0f, 0f, 0f); + + enum ScreenshotStatus + { + PrepareCanvas, + CanvasReady, + RenderComplete, + Done + } + + ScreenshotStatus screenshotStatus = ScreenshotStatus.Done; + + void OnGUI() + { + if (screenshotStatus != ScreenshotStatus.Done) + { + UI.EditorGUIUtility.DrawSolidColor(new Rect(-5, -5, ScreenRect.width + 10, ScreenRect.height + 10), screenshot_backgroundColor); + DrawUVGraph(graphRect); + + if (screenshotStatus == ScreenshotStatus.PrepareCanvas) + { + if(Event.current.type == EventType.Repaint) + { + screenshotStatus = ScreenshotStatus.CanvasReady; + DoScreenshot(); + } + return; + } + else + { + DoScreenshot(); + } + } + + if (ProBuilderToolManager.activeTool == Tool.View || m_draggingCanvas) + EditorGUIUtility.AddCursorRect(new Rect(0, toolbarRect.y + toolbarRect.height, screenWidth, screenHeight), MouseCursor.Pan); + + ScreenRect.width = this.position.width; + ScreenRect.height = this.position.height; + + // if basic skin, manually tint the background + if (!EditorGUIUtility.isProSkin) + { + GUI.backgroundColor = BasicBackgroundColor; //new Color(.13f, .13f, .13f, .7f); + GUI.Box(ScreenRect, ""); + GUI.backgroundColor = Color.white; + } + + if (!Math.Approx(position.width, screenWidth) || !Math.Approx(position.height, screenHeight)) + OnScreenResize(); + + toolbarRect = new Rect(PAD, PAD, this.position.width - PAD * 2, 29); + graphRect = new Rect(PAD, PAD, this.position.width - PAD * 2, this.position.height - PAD * 2); + + actionWindowRect.x = (int)Mathf.Clamp(actionWindowRect.x, PAD, position.width - PAD - PAD - actionWindowRect.width); + actionWindowRect.y = (int)Mathf.Clamp(actionWindowRect.y, PAD, position.height - MIN_ACTION_WINDOW_SIZE); + if (actionWindowRect.y + actionWindowRect.height > position.height) + actionWindowRect.height = position.height - actionWindowRect.y - 24; + if (actionWindowRect.width < minimumInspectorWidth) + actionWindowRect.width = minimumInspectorWidth; + + // Mouse drags, canvas movement, etc + HandleInput(); + + DrawUVGraph(graphRect); + + // Draw AND update translation handles + if (channel == 0 && selection != null && MeshSelection.selectedVertexCount > 0) + { + switch (ProBuilderToolManager.activeTool) + { + case Tool.Move: + MoveTool(); + break; + + case Tool.Rotate: + RotateTool(); + break; + + case Tool.Scale: + ScaleTool(); + break; + } + } + + if (GUIUtility.hotControl == 0 && channel == 0 && UpdateNearestElement(Event.current.mousePosition)) + Repaint(); + + if (m_mouseDragging && EditorHandleUtility.CurrentID < 0 && !m_draggingCanvas && !m_rightMouseDrag) + { + Color oldColor = GUI.backgroundColor; + GUI.backgroundColor = DRAG_BOX_COLOR; + GUI.Box(dragRect, ""); + GUI.backgroundColor = oldColor; + } + + DrawUVTools(toolbarRect); + + // for now only uv channels 0 and 1 are editable in any way + if (channel == 0 || channel == 1) + { + BeginWindows(); + actionWindowRect = GUILayout.Window(1, actionWindowRect, DrawActionWindow, "Actions"); + EndWindows(); + } + + if (needsRepaint) + { + Repaint(); + needsRepaint = false; + } + } + + #endregion + #region Editor Delegate and Event + + void SelectModeChanged(SelectMode mode) + { + UpdateMode(); + } + + void ElementSelectionChanged(ProBuilderMesh mesh) + { + ObjectSelectionChanged(); + } + + void ObjectSelectionChanged() + { + selection = MeshSelection.top.ToArray(); + + SetSelectedUVsWithSceneView(); + + RefreshUVCoordinates(); + + // get incompletely selected texture groups + int len = selection == null ? 0 : selection.Length; + + incompleteTextureGroupsInSelection = new List[len]; + incompleteTextureGroupsInSelection_CoordCache.Clear(); + + for (int i = 0; i < len; i++) + { + incompleteTextureGroupsInSelection[i] = GetIncompleteTextureGroups(selection[i], selection[i].selectedFacesInternal); + + if (incompleteTextureGroupsInSelection[i].Count < 1) + { + continue; + } + else + { + ProBuilderMesh pb = selection[i]; + + foreach (Face[] incomplete_group in incompleteTextureGroupsInSelection[i]) + { + if (incomplete_group == null || incomplete_group.Length < 1) + continue; + + List coords = new List(); + + foreach (Face face in incomplete_group) + coords.Add(Bounds2D.Center(pb.texturesInternal.ValuesWithIndexes(face.distinctIndexesInternal))); + + coords.Insert(0, Bounds2D.Center(coords.ToArray())); + + incompleteTextureGroupsInSelection_CoordCache.Add(coords); + } + } + } + + Repaint(); + } + + /** + * Automatically select textureGroup buddies, and copy origins of all UVs. + * Also resets the mesh to PB data, removing vertices appended by + * UV2 generation. + */ + internal void OnBeginUVModification() + { + Lightmapping.PushGIWorkflowMode(); + + modifyingUVs = true; + GUI.FocusControl(string.Empty); + bool update = false; + + Vector2 originalHandlePosition = handlePosition; + + // Make sure all TextureGroups are auto-selected + for (int i = 0; i < selection.Length; i++) + { + if (selection[i].selectedFaceCount > 0) + { + int fc = selection[i].selectedFaceCount; + selection[i].SetSelectedFaces( + SelectTextureGroups(selection[i], selection[i].selectedFacesInternal) + ); + + // kinda lame... this will cause setSelectedUVsWithSceneView to be called again. + if (fc != selection[i].selectedFaceCount) + update = true; + } + + selection[i].ToMesh(); // Reset the Mesh to PB data only. + selection[i].Refresh(); + } + + if (update) + { + // UpdateSelection clears handlePosition + ProBuilderEditor.Refresh(); + SetHandlePosition(originalHandlePosition, true); + } + + CopySelectionUVs(out uv_origins); + uvOrigin = handlePosition; + + m_AutoUnwrapSettingsPreModification = new AutoUnwrapSettings[selection.Length][]; + for (int i = 0, c = m_AutoUnwrapSettingsPreModification.Length; i < c; i++) + { + int[] selected = selection[i].selectedFaceIndicesInternal; + Face[] faces = selection[i].facesInternal; + m_AutoUnwrapSettingsPreModification[i] = new AutoUnwrapSettings[selected.Length]; + for (int n = 0, fc = selected.Length; n < fc; n++) + m_AutoUnwrapSettingsPreModification[i][n] = faces[selected[n]].uv; + } + } + + /** + * Internal because pb_Editor needs to call this sometimes. + */ + internal void OnFinishUVModification() + { + Lightmapping.PopGIWorkflowMode(); + + modifyingUVs = false; + + if ((ProBuilderToolManager.activeTool == Tool.Rotate || ProBuilderToolManager.activeTool == Tool.Scale) && userPivot) + SetHandlePosition(handlePosition, true); + + // Regenerate UV2s + foreach (ProBuilderMesh pb in selection) + { + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + } + + void SetSelectedUVsWithSceneView() + { + if (selection == null) + { + m_DistinctIndexesSelection = new int[0][]; + return; + } + + m_DistinctIndexesSelection = new int[selection.Length][]; + + // Append shared UV indexes to SelectedTriangles array (if necessary) + for (int i = 0; i < selection.Length; i++) + { + List selectedTris = new List(selection[i].selectedIndexesInternal); + + SharedVertex[] sharedUVs = selection[i].sharedTextures; + + // put sewn UVs into the selection if they aren't already + if (sharedUVs != null) + { + foreach (var arr in sharedUVs) + { + if (System.Array.Exists(arr.arrayInternal, element => System.Array.IndexOf(selection[i].selectedIndexesInternal, element) > -1)) + { + selectedTris.AddRange(arr); + } + } + } + + m_DistinctIndexesSelection[i] = selectedTris.Distinct().ToArray(); + } + } + + void OnGetFrameBoundsEvent() + { + FrameSelection(); + Repaint(); + } + + void OnScreenResize() + { + screenWidth = (int)this.position.width; + screenHeight = (int)this.position.height; + RefreshUVCoordinates(); + Repaint(); + } + + bool IsCopyUVSettingsModifiers(EventModifiers modifiers) + { +#if UNITY_STANDALONE_OSX + return (modifiers == (EventModifiers.Command | EventModifiers.Shift)); +#else + return (modifiers == (EventModifiers.Control | EventModifiers.Shift)); +#endif + } + + /** + * returns true if a copy of UV settings occured from the first selected face to the target face + */ + bool CopyFaceUVSettings(ProBuilderMesh pb, Face targetFace) + { + // get first selected UV face + ProBuilderMesh firstObj = MeshSelection.activeMesh; + Face sourceFace = MeshSelection.activeFace; + Face[] destination = new Face[1]; + if (sourceFace == null) + return false; + + UndoUtility.RecordObject(pb, "Copy UV Settings"); + bool destinationWasManualUV = targetFace.manualUV; + bool sourceWasManualUV = sourceFace.manualUV; + + pb.ToMesh(); + if (destinationWasManualUV) + { + //We are going to paste auto settings therefore target face + //should be in auto prior to paste + destination[0] = targetFace; + UvUnwrapping.SetAutoUV(pb, destination, true); + } + + targetFace.uv = UvUnwrapping.GetAutoUnwrapSettings(firstObj, sourceFace); + destination[0] = targetFace; + targetFace.submeshIndex = sourceFace.submeshIndex; + EditorUtility.ShowNotification("Copy UV Settings"); + pb.Refresh(); + + if (sourceWasManualUV) + { + //Ensure UV mode of target face matches source face UV mode. + destination[0] = targetFace; + pb.ToMesh(); + UvUnwrapping.SetAutoUV(pb, destination, false); + pb.Refresh(); + } + pb.Optimize(); + + RefreshUVCoordinates(); + Repaint(); + + return true; + } + + [Shortcut("ProBuilder/Editor/Auto-stitch UV", typeof(UVEditorShortcutContext), KeyCode.Mouse0, + ShortcutModifiers.Action | ShortcutModifiers.Shift | ShortcutModifiers.Alt)] + static void TriggerAutoStitchUV() + { + var selection = ProBuilderEditor.instance.hovering; + var mesh = selection.mesh; + foreach (var face in selection.faces) + { + UVEditor uvEditor = instance; + if (uvEditor != null) + uvEditor.ClickShortcutCheck(mesh, face); + } + } + + [Shortcut("ProBuilder/Editor/Copy UV Settings", typeof(UVEditorShortcutContext), KeyCode.Mouse0, + ShortcutModifiers.Action | ShortcutModifiers.Alt)] + static void CopyUVSettings() + { + var selection = ProBuilderEditor.instance.hovering; + var mesh = selection.mesh; + foreach (var face in selection.faces) + { + instance.CopyFaceUVSettings(mesh, face); + } + } + + internal void ClickShortcutCheck(ProBuilderMesh pb, Face selectedFace) + { + int len = pb.selectedFacesInternal == null ? 0 : pb.selectedFacesInternal.Length; + + if (len < 1) + return ; + + Face anchor = pb.selectedFacesInternal[len - 1]; + + if (anchor == selectedFace) + return ; + + UndoUtility.RecordObject(pb, "AutoStitch"); + + pb.ToMesh(); + + bool success = UVEditing.AutoStitch(pb, anchor, selectedFace, channel); + + if (success) + { + RefreshElementGroups(pb); + + pb.SetSelectedFaces(new Face[] { selectedFace }); + + // // only need to do this for one pb_Object... + // for(int i = 0; i < selection.Length; i++) + // selection[i].RefreshUV( editor.SelectedFacesInEditZone[i] ); + + pb.Refresh(); + pb.Optimize(); + + SetSelectedUVsWithSceneView(); + + RefreshUVCoordinates(); + + EditorUtility.ShowNotification("Autostitch"); + + ProBuilderEditor.Refresh(); + + Repaint(); + } + else + { + pb.Refresh(); + pb.Optimize(); + } + } + + #endregion + #region Key and Handle Input + + bool m_ignore = false; + bool m_rightMouseDrag = false; + bool m_draggingCanvas = false; + bool m_doubleClick = false; + + void HandleInput() + { + Event e = Event.current; + + if (e.isKey) + { + HandleKeyInput(e); + return; + } + + switch (e.type) + { + case EventType.MouseDown: + + if (toolbarRect.Contains(e.mousePosition) || actionWindowRect.Contains(e.mousePosition)) + { + m_ignore = true; + return; + } + + if (e.clickCount > 1) + m_doubleClick = true; + + mousePosition_initial = e.mousePosition; + + break; + + case EventType.MouseDrag: + + if (m_ignore || (e.mousePosition.y <= toolbarRect.y && !m_mouseDragging)) + break; + + m_mouseDragging = true; + + if (e.button == RIGHT_MOUSE_BUTTON || (e.button == LEFT_MOUSE_BUTTON && e.alt)) + m_rightMouseDrag = true; + + needsRepaint = true; + + /* If no handle is selected, do other stuff */ + if (EditorHandleUtility.CurrentID < 0) + { + if ((e.alt && e.button == LEFT_MOUSE_BUTTON) || e.button == MIDDLE_MOUSE_BUTTON || Tools.current == Tool.View) + { + m_draggingCanvas = true; + uvGraphOffset += e.delta; + } + else if (e.button == LEFT_MOUSE_BUTTON) + { + dragRect.x = mousePosition_initial.x < e.mousePosition.x ? mousePosition_initial.x : e.mousePosition.x; + dragRect.y = mousePosition_initial.y > e.mousePosition.y ? e.mousePosition.y : mousePosition_initial.y; + dragRect.width = Mathf.Abs(mousePosition_initial.x - e.mousePosition.x); + dragRect.height = Mathf.Abs(mousePosition_initial.y - e.mousePosition.y); + } + else if (e.alt && e.button == RIGHT_MOUSE_BUTTON) + { + SetCanvasScale(uvGraphScale + (e.delta.x - e.delta.y) * ((uvGraphScale / MAX_GRAPH_SCALE_SCROLL) * ALT_SCROLL_MODIFIER)); + } + } + + break; + + case EventType.Ignore: + case EventType.MouseUp: + + modifyingUVs_AutoPanel = false; + + if (m_ignore) + { + m_ignore = false; + m_mouseDragging = false; + m_draggingCanvas = false; + m_doubleClick = false; + needsRepaint = true; + return; + } + + if (e.button == LEFT_MOUSE_BUTTON && !m_rightMouseDrag && !modifyingUVs && !m_draggingCanvas) + { + Vector2 hp = handlePosition; + + if (m_mouseDragging) + { + OnMouseDrag(); + } + else + { + if ((ProBuilderEditor.selectMode == SelectMode.Face || ProBuilderEditor.selectMode == SelectMode.TextureFace) && + editor != null && IsCopyUVSettingsModifiers(e.modifiers)) + { + Face targetFace; + for (int i = 0; i < selection.Length; i++) + { + if (GetFaceFromMousePosition(e.mousePosition, selection[i], out targetFace)) + { + CopyFaceUVSettings(selection[i], targetFace); + return; + } + } + break; + } + + UndoUtility.RecordSelection(selection, "Change Selection"); + + if (Event.current.modifiers == (EventModifiers)0 && editor != null) + editor.ClearElementSelection(); + + OnMouseClick(e.mousePosition); + + if (m_doubleClick) + SelectUVShell(); + } + + if (!e.shift || !userPivot) + SetHandlePosition(UVSelectionBounds().center, false); + else + SetHandlePosition(hp, true); + } + + if (e.button != RIGHT_MOUSE_BUTTON) + m_rightMouseDrag = false; + + m_mouseDragging = false; + m_doubleClick = false; + m_draggingCanvas = false; + + if (modifyingUVs) + OnFinishUVModification(); + + uvRotation = 0f; + uvScale = Vector2.one; + + needsRepaint = true; + break; + + case EventType.ScrollWheel: + if (!actionWindowRect.Contains(e.mousePosition)) + { + SetCanvasScale(uvGraphScale - e.delta.y * ((uvGraphScale / MAX_GRAPH_SCALE_SCROLL) * SCROLL_MODIFIER)); + e.Use(); + needsRepaint = true; + } + + break; + + case EventType.ContextClick: + + if (!m_rightMouseDrag) + { + var menu = new GenericMenu(); + menu.AddItem(new GUIContent("Selection/Select Island", ""), false, Menu_SelectUVIsland); + menu.AddItem(new GUIContent("Selection/Select Face", ""), false, Menu_SelectUVFace); + menu.AddSeparator(""); + AddItemsToMenu(menu); + menu.ShowAsContext(); + } + else + m_rightMouseDrag = false; + + break; + + default: + return; + } + } + + void HandleKeyInput(Event e) + { + if (e.type != EventType.KeyUp || eatNextKeyUp) + { + eatNextKeyUp = false; + return; + } + } + + /** + * Finds the nearest edge to the mouse and sets the `nearestEdge` struct with it's info + */ + bool UpdateNearestElement(Vector2 mousePosition) + { + if (selection == null || m_mouseDragging || modifyingUVs || ProBuilderToolManager.activeTool == Tool.View) // || pb_Handle_Utility.CurrentID > -1) + { + if (nearestElement.valid) + { + nearestElement.valid = false; + return true; + } + else + { + return false; + } + } + + Vector2 mpos = GUIToUVPoint(mousePosition); + Vector2[] uv; + Vector2 x, y; + ObjectElementIndex oei = nearestElement; + nearestElement.valid = false; + + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + case SelectMode.TextureEdge: + float dist, best = 100f; + + try + { + for (int i = 0; i < selection.Length; i++) + { + ProBuilderMesh pb = selection[i]; + uv = pb.texturesInternal; + + for (int n = 0; n < pb.facesInternal.Length; n++) + { + for (int p = 0; p < pb.facesInternal[n].edgesInternal.Length; p++) + { + x = uv[pb.facesInternal[n].edgesInternal[p].a]; + y = uv[pb.facesInternal[n].edgesInternal[p].b]; + + dist = Math.DistancePointLineSegment(mpos, x, y); + + if (dist < best) + { + nearestElement.objectIndex = i; + nearestElement.elementIndex = n; + nearestElement.elementSubIndex = p; + best = dist; + } + } + } + } + } + catch {} + + nearestElement.valid = best < MIN_DIST_MOUSE_EDGE; + break; + + case SelectMode.Face: + case SelectMode.TextureFace: + + try + { + bool superBreak = false; + for (int i = 0; i < selection.Length; i++) + { + uv = selection[i].texturesInternal; + + for (int n = 0; n < selection[i].facesInternal.Length; n++) + { + if (Math.PointInPolygon(uv, mpos, selection[i].facesInternal[n].edgesInternal.AllTriangles())) + { + nearestElement.objectIndex = i; + nearestElement.elementIndex = n; + nearestElement.elementSubIndex = -1; + nearestElement.valid = true; + superBreak = true; + break; + } + + if (superBreak) + break; + } + } + } + catch {} + + break; + } + + return !nearestElement.Equals(oei); + } + + bool GetFaceFromMousePosition(Vector2 mousePosition, ProBuilderMesh pb, out Face faceSelected) + { + Vector2 mpos = GUIToUVPoint(mousePosition); + for (int i = 0; i < pb.facesInternal.Length; i++) + { + if (Math.PointInPolygon(pb.texturesInternal, mpos, pb.facesInternal[i].edgesInternal.AllTriangles())) + { + faceSelected = pb.facesInternal[i]; + return true; + } + } + faceSelected = new Face(); + return false; + } + + void OnMouseClick(Vector2 mousePosition) + { + if (selection == null) + return; + + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + case SelectMode.TextureEdge: + if (nearestElement.valid) + { + ProBuilderMesh mesh = selection[nearestElement.objectIndex]; + + Edge edge = mesh.facesInternal[nearestElement.elementIndex].edgesInternal[nearestElement.elementSubIndex]; + int ind = mesh.IndexOf(mesh.selectedEdges, edge); + + if (ind > -1) + mesh.SetSelectedEdges(mesh.selectedEdges.ToArray().RemoveAt(ind)); + else + mesh.SetSelectedEdges(mesh.selectedEdges.ToArray().Add(edge)); + } + + break; + + case SelectMode.Face: + case SelectMode.TextureFace: + + Face tempFace; + for (int i = 0; i < selection.Length; i++) + { + if (GetFaceFromMousePosition(mousePosition, selection[i], out tempFace)) + { + HashSet selectedFaces = new HashSet(selection[i].selectedFacesInternal); + if (selectedFaces.Contains(tempFace)) + selectedFaces.Remove(tempFace); + else + selectedFaces.Add(tempFace); + + selection[i].SetSelectedFaces(selectedFaces.ToArray()); + break; + } + } + break; + + case SelectMode.Vertex: + case SelectMode.TextureVertex: + RefreshUVCoordinates(new Rect(mousePosition.x - 8, mousePosition.y - 8, 16, 16), true); + break; + } + + if (editor != null) + { + ProBuilderEditor.Refresh(); + SceneView.RepaintAll(); + } + else + { + RefreshSelectedUVCoordinates(); + } + } + + void OnMouseDrag() + { + Event e = Event.current; + + if (editor != null && !e.shift && !e.control && !e.command) + { + UndoUtility.RecordSelection(selection, "Change Selection"); + editor.ClearElementSelection(); + } + + RefreshUVCoordinates(dragRect, false); + e.Use(); + } + + #endregion + #region Tools + + // tool properties + float uvRotation = 0f; + Vector2 uvOrigin = Vector2.zero; + + Vector2[][] uv_origins = null; + AutoUnwrapSettings[][] m_AutoUnwrapSettingsPreModification; + Vector2 handlePosition = Vector2.zero, + handlePosition_origin = Vector2.zero, + handlePosition_offset = Vector2.zero; + + /** + * Draw an interactive 2d Move tool that affects the current selection of UV coordinates. + */ + void MoveTool() + { + Event e = Event.current; + + Vector2 t_handlePosition = UVToGUIPoint(handlePosition); + + EditorHandleUtility.limitToLeftButton = false; // enable right click drag + t_handlePosition = EditorHandleUtility.PositionHandle2d(1, t_handlePosition, HANDLE_SIZE); + t_handlePosition = GUIToUVPoint(t_handlePosition); + EditorHandleUtility.limitToLeftButton = true; + + if (!e.isMouse) + return; + + // Setting a custom pivot + if ((e.button == RIGHT_MOUSE_BUTTON || (e.alt && e.button == LEFT_MOUSE_BUTTON)) && !Math.Approx2(t_handlePosition, handlePosition, .0001f)) + { + userPivot = true; // flag the handle as having been user set. + + if (ControlKey) + { + handlePosition = ProBuilderSnapping.Snap(t_handlePosition, (Vector3) new Vector3Mask((handlePosition - t_handlePosition), Math.handleEpsilon) * s_GridSnapIncrement); + } + else + { + handlePosition = t_handlePosition; + + // Attempt vertex proximity snap if shift key is held + if (ShiftKey) + { + float dist, minDist = MAX_PROXIMITY_SNAP_DIST_CANVAS; + Vector2 offset = Vector2.zero; + for (int i = 0; i < selection.Length; i++) + { + // todo reset MAX_PROXIMITY_SNAP_DIST + int index = EditorHandleUtility.NearestPoint(handlePosition, selection[i].texturesInternal, MAX_PROXIMITY_SNAP_DIST_CANVAS); + + if (index < 0) + continue; + + dist = Vector2.Distance(selection[i].texturesInternal[index], handlePosition); + + if (dist < minDist) + { + minDist = dist; + offset = selection[i].texturesInternal[index] - handlePosition; + } + } + + handlePosition += offset; + } + } + + SetHandlePosition(handlePosition, true); + + return; + } + + // Tool activated - moving some UVs around. + // Unlike rotate and scale tools, if the selected faces are Auto the pb_UV changes will be applied + // in OnFinishUVModification, not at real time. + if (!Math.Approx2(t_handlePosition, handlePosition, Math.handleEpsilon)) + { + // Start of move UV operation + if (!modifyingUVs) + { + UndoUtility.RecordSelection(selection, "Translate UVs"); + handlePosition_origin = handlePosition; + OnBeginUVModification(); + } + + needsRepaint = true; + + Vector2 newUVPosition = t_handlePosition; + + if (ControlKey) + newUVPosition = ProBuilderSnapping.Snap(newUVPosition, new Vector3Mask((handlePosition - t_handlePosition), Math.handleEpsilon) * s_GridSnapIncrement); + + for (int n = 0; n < selection.Length; n++) + { + ProBuilderMesh pb = selection[n]; + Vector2[] uvs = UVEditing.GetUVs(pb, channel); + + foreach (int i in m_DistinctIndexesSelection[n]) + uvs[i] = newUVPosition - (uvOrigin - uv_origins[n][i]); + + // set uv positions before figuring snap dist stuff + UVEditing.ApplyUVs(pb, uvs, channel, (!ShiftKey || ControlKey) && channel == 0); + } + + // Proximity snapping + if (ShiftKey && !ControlKey) + { + Vector2 nearestDelta = Vector2.one; + + for (int i = 0; i < selection.Length; i++) + { + Vector2[] sel = UnityEngine.ProBuilder.ArrayUtility.ValuesWithIndexes(UVEditing.GetUVs(selection[i], channel), m_DistinctIndexesSelection[i]); + + for (int n = 0; n < selection.Length; n++) + { + Vector2 offset; + if (EditorHandleUtility.NearestPointDelta(sel, UVEditing.GetUVs(selection[n], channel), i == n ? m_DistinctIndexesSelection[i] : null, MAX_PROXIMITY_SNAP_DIST_UV, out offset)) + { + if (EditorHandleUtility.CurrentAxisConstraint.Mask(offset).sqrMagnitude < nearestDelta.sqrMagnitude) + nearestDelta = offset; + } + } + } + + if (nearestDelta.sqrMagnitude < .003f) + { + nearestDelta = EditorHandleUtility.CurrentAxisConstraint.Mask(nearestDelta); + + for (int i = 0; i < selection.Length; i++) + { + Vector2[] uvs = UVEditing.GetUVs(selection[i], channel); + + foreach (int n in m_DistinctIndexesSelection[i]) + uvs[n] += nearestDelta; + + UVEditing.ApplyUVs(selection[i], uvs, channel); + } + + handlePosition = newUVPosition + nearestDelta; + } + else + { + if (channel == 0) + { + for (int i = 0; i < selection.Length; i++) + { + selection[i].mesh.uv = selection[i].texturesInternal; + } + } + } + } + + RefreshSelectedUVCoordinates(); + + // Update the auto uv parameters + for(int i = 0, c = selection.Length; i < c; i++) + { + var mesh = selection[i]; + var selected = mesh.selectedFaceIndicesInternal; + var faces = mesh.facesInternal; + for(int n = 0, f = mesh.selectedFaceCount; n < f; n++) + { + var face = faces[selected[n]]; + if (face.manualUV) + continue; + var uv = face.uv; + uv.offset = m_AutoUnwrapSettingsPreModification[i][n].offset - (handlePosition - handlePosition_origin); + face.uv = uv; + } + } + } + } + + private static readonly Vector3 Vec3_Zero = Vector3.zero; + + internal void SceneMoveTool(Vector2 delta) + { + /** + * Tool activated - moving some UVs around. + * Unlike rotate and scale tools, if the selected faces are Auto the pb_UV changes will be applied + * in OnFinishUVModification, not at real time. + */ + if (!Math.Approx2(delta, Vec3_Zero, .000001f)) + { + // Start of move UV operation + if (!modifyingUVs) + { + UndoUtility.RecordSelection(selection, "Move UVs"); + OnBeginUVModification(); + uvOrigin = handlePosition; // have to set this one special + handlePosition_origin = handlePosition; + } + + handlePosition.x += delta.x; + handlePosition.y += delta.y; + + if (ControlKey) + handlePosition = ProBuilderSnapping.Snap(handlePosition, new Vector3Mask((handlePosition - handlePosition), Math.handleEpsilon) * s_GridSnapIncrement); + + for (int n = 0; n < selection.Length; n++) + { + ProBuilderMesh pb = selection[n]; + Vector2[] uvs = UVEditing.GetUVs(pb, channel); + + foreach (int i in m_DistinctIndexesSelection[n]) + uvs[i] += delta; + + UVEditing.ApplyUVs(pb, uvs, channel); + } + + RefreshSelectedUVCoordinates(); + } + } + + void RotateTool() + { + float t_uvRotation = uvRotation; + + uvRotation = EditorHandleUtility.RotationHandle2d(0, UVToGUIPoint(handlePosition), uvRotation, 128); + + if (!Math.Approx(uvRotation, t_uvRotation)) + { + if (!modifyingUVs) + { + UndoUtility.RecordSelection(selection, "Rotate UVs"); + OnBeginUVModification(); + } + + if (ControlKey) + uvRotation = ProBuilderSnapping.Snap(uvRotation, EditorSnapping.incrementalSnapRotateValue); + + // Do rotation around the handle pivot in manual mode + if (mode == UVMode.Mixed || mode == UVMode.Manual) + { + for (int n = 0; n < selection.Length; n++) + { + ProBuilderMesh pb = selection[n]; + Vector2[] uvs = UVEditing.GetUVs(pb, channel); + + foreach (int i in m_DistinctIndexesSelection[n]) + uvs[i] = uv_origins[n][i].RotateAroundPoint(uvOrigin, uvRotation); + + UVEditing.ApplyUVs(pb, uvs, channel); + } + } + + // Then apply per-face rotation for auto mode + if (mode == UVMode.Mixed || mode == UVMode.Auto) + { + for (int n = 0; n < selection.Length; n++) + { + Face[] autoFaces = System.Array.FindAll(selection[n].selectedFacesInternal, x => !x.manualUV); + + foreach (Face face in autoFaces) + { + var uv = face.uv; + uv.rotation += uvRotation - t_uvRotation; + if (uv.rotation > 360f) + uv.rotation = uv.rotation % 360f; + else if (uv.rotation < 0f) + uv.rotation = 360f + (uv.rotation % 360f); + face.uv = uv; + } + + selection[n].RefreshUV(autoFaces); + } + + RefreshSelectedUVCoordinates(); + } + + nearestElement.valid = false; + } + + needsRepaint = true; + } + + internal void SceneRotateTool(float rotation) + { + if (rotation != uvRotation) + { + if (ControlKey) + rotation = ProBuilderSnapping.Snap(rotation, EditorSnapping.incrementalSnapRotateValue); + + float delta = rotation - uvRotation; + uvRotation = rotation; + + if (!modifyingUVs) + { + UndoUtility.RecordSelection(selection, "Rotate UVs"); + OnBeginUVModification(); + delta = 0f; + } + + // Do rotation around the handle pivot in manual mode + if (mode == UVMode.Mixed || mode == UVMode.Manual) + { + for (int n = 0; n < selection.Length; n++) + { + ProBuilderMesh pb = selection[n]; + Vector2[] uvs = UVEditing.GetUVs(pb, channel); + + foreach (int i in m_DistinctIndexesSelection[n]) + uvs[i] = uv_origins[n][i].RotateAroundPoint(uvOrigin, uvRotation); + + UVEditing.ApplyUVs(pb, uvs, channel); + } + } + + // Then apply per-face rotation for auto mode + if (mode == UVMode.Mixed || mode == UVMode.Auto) + { + for (int n = 0; n < selection.Length; n++) + { + Face[] autoFaces = System.Array.FindAll(selection[n].selectedFacesInternal, x => !x.manualUV); + + foreach (Face face in autoFaces) + { + var uv = face.uv; + uv.rotation += delta; + face.uv = uv; + } + + selection[n].RefreshUV(autoFaces); + } + + RefreshSelectedUVCoordinates(); + } + + nearestElement.valid = false; + } + } + + Vector2 uvScale = Vector2.one; + + void ScaleTool() + { + Vector2 t_uvScale = uvScale; + uvScale = EditorHandleUtility.ScaleHandle2d(2, UVToGUIPoint(handlePosition), uvScale, 128); + + if (ControlKey) + uvScale = ProBuilderSnapping.Snap(uvScale, Vector3.one * s_GridSnapIncrement); + + if (Math.Approx(uvScale.x, 0f, Mathf.Epsilon)) + uvScale.x = .0001f; + if (Math.Approx(uvScale.y, 0f, Mathf.Epsilon)) + uvScale.y = .0001f; + + if (t_uvScale != uvScale) + { + if (!modifyingUVs) + { + UndoUtility.RecordSelection(selection, "Scale UVs"); + OnBeginUVModification(); + } + + if (mode == UVMode.Mixed || mode == UVMode.Manual) + { + for (int n = 0; n < selection.Length; n++) + { + ProBuilderMesh pb = selection[n]; + Vector2[] uvs = UVEditing.GetUVs(pb, channel); + + foreach (int i in m_DistinctIndexesSelection[n]) + { + uvs[i] = uv_origins[n][i].ScaleAroundPoint(uvOrigin, uvScale); + } + + UVEditing.ApplyUVs(pb, uvs, channel); + } + } + + /** + * Auto mode scales UVs prior to rotation, so we have to do it separately here. + */ + if (mode == UVMode.Mixed || mode == UVMode.Auto) + { + Vector2 scale = uvScale.DivideBy(t_uvScale); + for (int n = 0; n < selection.Length; n++) + { + Face[] autoFaces = System.Array.FindAll(selection[n].selectedFacesInternal, x => !x.manualUV); + foreach (Face face in autoFaces) + { + var uv = face.uv; + uv.scale = Vector2.Scale(face.uv.scale, scale); + face.uv = uv; + } + + selection[n].RefreshUV(autoFaces); + } + + RefreshSelectedUVCoordinates(); + } + + nearestElement.valid = false; + needsRepaint = true; + } + } + + /** + * New scale, previous scale + */ + internal void SceneScaleTool(Vector2 textureScale, Vector2 previousScale) + { + textureScale.x = 1f / textureScale.x; + textureScale.y = 1f / textureScale.y; + + previousScale.x = 1f / previousScale.x; + previousScale.y = 1f / previousScale.y; + + if (ControlKey) + textureScale = ProBuilderSnapping.Snap(textureScale, Vector3.one * s_GridSnapIncrement); + + if (!modifyingUVs) + { + UndoUtility.RecordSelection(selection, "Scale UVs"); + OnBeginUVModification(); + } + + if (mode == UVMode.Mixed || mode == UVMode.Manual) + { + for (int n = 0; n < selection.Length; n++) + { + ProBuilderMesh pb = selection[n]; + Vector2[] uvs = UVEditing.GetUVs(pb, channel); + + foreach (int i in m_DistinctIndexesSelection[n]) + { + uvs[i] = uv_origins[n][i].ScaleAroundPoint(uvOrigin, textureScale); + } + + UVEditing.ApplyUVs(pb, uvs, channel); + } + } + + // Auto mode scales UVs prior to rotation, so we have to do it separately here. + if (mode == UVMode.Mixed || mode == UVMode.Auto) + { + Vector2 delta = textureScale.DivideBy(previousScale); + + for (int n = 0; n < selection.Length; n++) + { + Face[] autoFaces = System.Array.FindAll(selection[n].selectedFacesInternal, x => !x.manualUV); + foreach (Face face in autoFaces) + { + var uv = face.uv; + uv.scale = Vector2.Scale(face.uv.scale, delta); + face.uv = uv; + } + + selection[n].RefreshUV(autoFaces); + } + + RefreshSelectedUVCoordinates(); + } + + nearestElement.valid = false; + needsRepaint = true; + } + + #endregion + #region UV Graph Drawing + + Vector2 UVGraphCenter = Vector2.zero; + + // private class UVGraphCoordinates + // { + // Remember that Unity GUI coordinates Y origin is the bottom + internal static Vector2 UpperLeft = new Vector2(0f, -1f); + internal static Vector2 UpperRight = new Vector2(1f, -1f); + internal static Vector2 LowerLeft = new Vector2(0f, 0f); + internal static Vector2 LowerRight = new Vector2(1f, 0f); + + private Rect UVGraphZeroZero = new Rect(0, 0, 40, 40); + private Rect UVGraphOneOne = new Rect(0, 0, 40, 40); + + /** + * Must be called inside GL immediate mode context + */ + internal void DrawUVGrid(Color gridColor) + { + Color col = GUI.color; + gridColor.a = .1f; + + if (Event.current.type == EventType.Repaint) + { + GL.PushMatrix(); + EditorHandleUtility.handleMaterial.SetPass(0); + GL.MultMatrix(Handles.matrix); + + GL.Begin(GL.LINES); + GL.Color(gridColor); + + // Grid temp vars + int GridLines = 64; + float StepSize = s_GridSnapIncrement; // In UV coordinates + + // Exponentially scale grid size + while (StepSize * uvGridSize * uvGraphScale < uvGridSize / 10) + StepSize *= 2f; + + // Calculate what offset the grid should be (different from uvGraphOffset in that we always want to render the grid) + Vector2 gridOffset = uvGraphOffset; + gridOffset.x = gridOffset.x % (StepSize * uvGridSize * uvGraphScale); // (uvGridSize * uvGraphScale); + gridOffset.y = gridOffset.y % (StepSize * uvGridSize * uvGraphScale); // (uvGridSize * uvGraphScale); + + Vector2 p0 = Vector2.zero, p1 = Vector2.zero; + + ///==== X axis lines + p0.x = ((StepSize * (GridLines / 2) * uvGridSize) * uvGraphScale) + UVGraphCenter.x + gridOffset.x; + p1.x = ((-StepSize * (GridLines / 2) * uvGridSize) * uvGraphScale) + UVGraphCenter.x + gridOffset.x; + + for (int i = 0; i < GridLines + 1; i++) + { + p0.y = (((StepSize * i) - ((GridLines * StepSize) / 2)) * uvGridSize) * uvGraphScale + UVGraphCenter.y + gridOffset.y; + p1.y = p0.y; + + GL.Vertex(p0); + GL.Vertex(p1); + } + + ///==== Y axis lines + p0.y = ((StepSize * (GridLines / 2) * uvGridSize) * uvGraphScale) + UVGraphCenter.y + gridOffset.y; + p1.y = ((-StepSize * (GridLines / 2) * uvGridSize) * uvGraphScale) + UVGraphCenter.y + gridOffset.y; + + for (int i = 0; i < GridLines + 1; i++) + { + p0.x = (((StepSize * i) - ((GridLines * StepSize) / 2)) * uvGridSize) * uvGraphScale + UVGraphCenter.x + gridOffset.x; + p1.x = p0.x; + + GL.Vertex(p0); + GL.Vertex(p1); + } + + // Box + if (screenshotStatus == ScreenshotStatus.Done) + { + GL.Color(Color.gray); + + GL.Vertex(UVGraphCenter + (UpperLeft * uvGridSize) * uvGraphScale + uvGraphOffset); + GL.Vertex(UVGraphCenter + (UpperRight * uvGridSize) * uvGraphScale + uvGraphOffset); + + GL.Vertex(UVGraphCenter + (UpperRight * uvGridSize) * uvGraphScale + uvGraphOffset); + GL.Vertex(UVGraphCenter + (LowerRight * uvGridSize) * uvGraphScale + uvGraphOffset); + + GL.Color(PreferenceKeys.proBuilderBlue); + + GL.Vertex(UVGraphCenter + (LowerRight * uvGridSize) * uvGraphScale + uvGraphOffset); + GL.Vertex(UVGraphCenter + (LowerLeft * uvGridSize) * uvGraphScale + uvGraphOffset); + + GL.Vertex(UVGraphCenter + (LowerLeft * uvGridSize) * uvGraphScale + uvGraphOffset); + GL.Vertex(UVGraphCenter + (UpperLeft * uvGridSize) * uvGraphScale + uvGraphOffset); + } + + GL.End(); + GL.PopMatrix(); // Pop pop! + } + + GUI.color = gridColor; + + UVGraphZeroZero.x = UVRectIdentity.x + 4; + UVGraphZeroZero.y = UVRectIdentity.y + UVRectIdentity.height + 1; + + UVGraphOneOne.x = UVRectIdentity.x + UVRectIdentity.width + 4; + UVGraphOneOne.y = UVRectIdentity.y; + + Handles.BeginGUI(); + GUI.Label(UVGraphZeroZero, "0, 0"); + GUI.Label(UVGraphOneOne, "1, 1"); + Handles.EndGUI(); + + GUI.color = col; + } + + Rect UVRectIdentity = new Rect(0, 0, 1, 1); + + // re-usable rect for drawing graphs + Rect r = new Rect(0, 0, 0, 0); + + private void DrawUVGraph(Rect rect) + { + var evt = Event.current; + + UVGraphCenter = rect.center; + + UVRectIdentity.width = uvGridSize * uvGraphScale; + UVRectIdentity.height = UVRectIdentity.width; + + UVRectIdentity.x = UVGraphCenter.x + uvGraphOffset.x; + UVRectIdentity.y = UVGraphCenter.y + uvGraphOffset.y - UVRectIdentity.height; + + var texture = EditorMaterialUtility.GetPreviewTexture(m_PreviewMaterial); + + if (m_ShowPreviewMaterial && m_PreviewMaterial && texture != null) + EditorGUI.DrawPreviewTexture(UVRectIdentity, texture, null, ScaleMode.StretchToFill, 0); + + if ((screenshotStatus != ScreenshotStatus.PrepareCanvas && screenshotStatus != ScreenshotStatus.CanvasReady) || !screenshot_hideGrid) + { + DrawUVGrid(GridColorPrimary); + } + + if (selection == null || selection.Length < 1) + return; + + // Draw regular old outlines + Vector2 p = Vector2.zero; + Vector2[] uv; + r.width = DOT_SIZE; + r.height = DOT_SIZE; + + // Draw all vertices if in vertex mode + if (ProBuilderEditor.selectMode.ContainsFlag(SelectMode.Vertex | SelectMode.TextureVertex) && screenshotStatus == ScreenshotStatus.Done) + { + for (int i = 0; i < selection.Length; i++) + { + uv = UVEditing.GetUVs(selection[i], channel); + + if (uv == null) + continue; + + GUI.color = UVColorSecondary; + for (int n = 0; n < uv.Length; n++) + { + p = UVToGUIPoint(uv[n]); + r.x = p.x - HALF_DOT; + r.y = p.y - HALF_DOT; + GUI.DrawTexture(r, dot, ScaleMode.ScaleToFit); + } + + GUI.color = UVColorPrimary; + + if (channel < 1) + { + foreach (int index in selection[i].selectedIndexesInternal) + { + p = UVToGUIPoint(uv[index]); + r.x = p.x - HALF_DOT; + r.y = p.y - HALF_DOT; + GUI.DrawTexture(r, dot, ScaleMode.ScaleToFit); + } + } + } + } + + Handles.color = UVColorGroupIndicator; + + foreach (List lines in incompleteTextureGroupsInSelection_CoordCache) + for (int i = 1; i < lines.Count; i++) + Handles.CircleHandleCap(-1, UVToGUIPoint(lines[i]), Quaternion.identity, 8f, evt.type); + +#if PB_DEBUG + if (s_DebugDrawCoordinateLabels) + { + Handles.BeginGUI(); + r.width = 256f; + r.height = 40f; + + foreach (var mesh in selection) + { + foreach (int i in mesh.selectedIndexesInternal) + { + Vector2 v = mesh.texturesInternal[i]; + Vector2 sv = UVToGUIPoint(v); + r.x = sv.x; + r.y = sv.y; + GUI.Label(r, v.ToString("F2")); + } + } + Handles.EndGUI(); + } +#endif + + GUI.color = Color.white; + + if (evt.type == EventType.Repaint) + { + GL.PushMatrix(); + EditorHandleUtility.handleMaterial.SetPass(0); + GL.MultMatrix(Handles.matrix); + + /** + * Draw incomplete texture group indicators (unless taking a screenshot) + */ + if (screenshotStatus == ScreenshotStatus.Done) + { + GL.Begin(GL.LINES); + GL.Color(UVColorGroupIndicator); + + foreach (List lines in incompleteTextureGroupsInSelection_CoordCache) + { + Vector2 cen = lines[0]; + + for (int i = 1; i < lines.Count; i++) + { + GL.Vertex(UVToGUIPoint(cen)); + GL.Vertex(UVToGUIPoint(lines[i])); + } + } + + GL.End(); + } + + GL.Begin(GL.LINES); + + if (screenshotStatus != ScreenshotStatus.Done) + GL.Color(screenshot_lineColor); + else + GL.Color(UVColorSecondary); + + Vector2 x = Vector2.zero, y = Vector2.zero; + + if (channel == 0) + { + for (int i = 0; i < selection.Length; i++) + { + ProBuilderMesh pb = selection[i]; + uv = pb.texturesInternal; + + for (int n = 0; n < pb.facesInternal.Length; n++) + { + Face face = pb.facesInternal[n]; + + foreach (Edge edge in face.edgesInternal) + { + x = UVToGUIPoint(uv[edge.a]); + y = UVToGUIPoint(uv[edge.b]); + + GL.Vertex3(x.x, x.y, 0f); + GL.Vertex3(y.x, y.y, 0f); + } + } + } + } + else + { + Vector2 z = Vector2.zero; + + for (int i = 0; i < selection.Length; i++) + { + uv = UVEditing.GetUVs(selection[i], channel); + + if (uv == null || uv.Length != selection[i].mesh.vertexCount) + continue; + + int[] triangles = selection[i].mesh.triangles; + + for (int n = 0; n < triangles.Length; n += 3) + { + x = UVToGUIPoint(uv[triangles[n]]); + y = UVToGUIPoint(uv[triangles[n + 1]]); + z = UVToGUIPoint(uv[triangles[n + 2]]); + + GL.Vertex3(x.x, x.y, 0f); + GL.Vertex3(y.x, y.y, 0f); + + GL.Vertex3(y.x, y.y, 0f); + GL.Vertex3(z.x, z.y, 0f); + + GL.Vertex3(z.x, z.y, 0f); + GL.Vertex3(x.x, x.y, 0f); + } + } + } + + GL.End(); + + /** + * Draw selected UVs with shiny green color and dots + */ + if (screenshotStatus != ScreenshotStatus.Done) + { + GL.PopMatrix(); + return; + } + + // If in read-only mode (anything other than UV0) don't render selection stuff + if (channel == 0) + { + GL.Begin(GL.LINES); + GL.Color(UVColorPrimary); + + for (int i = 0; i < selection.Length; i++) + { + ProBuilderMesh pb = selection[i]; + uv = pb.texturesInternal; + + if (pb.selectedEdgeCount > 0) + { + foreach (Edge edge in pb.selectedEdgesInternal) + { + x = UVToGUIPoint(uv[edge.a]); + y = UVToGUIPoint(uv[edge.b]); + + GL.Vertex3(x.x, x.y, 0f); + GL.Vertex3(y.x, y.y, 0f); + + // #if PB_DEBUG + // GUI.Label( new Rect(x.x, x.y, 120, 20), pb.uv[edge.x].ToString() ); + // GUI.Label( new Rect(y.x, y.y, 120, 20), pb.uv[edge.y].ToString() ); + // #endif + } + } + } + + GL.End(); + + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + case SelectMode.TextureEdge: + + GL.Begin(GL.LINES); + GL.Color(Color.red); + if (nearestElement.valid && nearestElement.elementSubIndex > -1 && !modifyingUVs) + { + Edge edge = selection[nearestElement.objectIndex].facesInternal[nearestElement.elementIndex].edgesInternal[nearestElement.elementSubIndex]; + GL.Vertex(UVToGUIPoint(selection[nearestElement.objectIndex].texturesInternal[edge.a])); + GL.Vertex(UVToGUIPoint(selection[nearestElement.objectIndex].texturesInternal[edge.b])); + } + + GL.End(); + + break; + + case SelectMode.Face: + case SelectMode.TextureFace: + { + Vector3 v = Vector3.zero; + + if (nearestElement.valid && !m_mouseDragging) + { + GL.Begin(GL.TRIANGLES); + + GL.Color(selection[nearestElement.objectIndex].facesInternal[nearestElement.elementIndex].manualUV ? HOVER_COLOR_MANUAL : HOVER_COLOR_AUTO); + int[] tris = selection[nearestElement.objectIndex].facesInternal[nearestElement.elementIndex].indexesInternal; + + for (int i = 0; i < tris.Length; i += 3) + { + v = UVToGUIPoint(selection[nearestElement.objectIndex].texturesInternal[tris[i + 0]]); + GL.Vertex3(v.x, v.y, 0f); + v = UVToGUIPoint(selection[nearestElement.objectIndex].texturesInternal[tris[i + 1]]); + GL.Vertex3(v.x, v.y, 0f); + v = UVToGUIPoint(selection[nearestElement.objectIndex].texturesInternal[tris[i + 2]]); + GL.Vertex3(v.x, v.y, 0f); + } + + GL.End(); + } + + GL.Begin(GL.TRIANGLES); + for (int i = 0; i < selection.Length; i++) + { + foreach (Face face in selection[i].selectedFacesInternal) + { + GL.Color(face.manualUV ? SELECTED_COLOR_MANUAL : SELECTED_COLOR_AUTO); + + int[] tris = face.indexesInternal; + + for (int n = 0; n < tris.Length; n += 3) + { + v = UVToGUIPoint(selection[i].texturesInternal[tris[n + 0]]); + GL.Vertex3(v.x, v.y, 0f); + v = UVToGUIPoint(selection[i].texturesInternal[tris[n + 1]]); + GL.Vertex3(v.x, v.y, 0f); + v = UVToGUIPoint(selection[i].texturesInternal[tris[n + 2]]); + GL.Vertex3(v.x, v.y, 0f); + } + } + } + + GL.End(); + } + break; + } + } + + GL.PopMatrix(); + } + } + + #endregion + #region UV Canvas Operations + + /** + * Zooms in on the current UV selection + */ + void FrameSelection() + { + needsRepaint = true; + + if (selection == null || selection.Length < 1 || (editor != null && MeshSelection.selectedVertexCount < 1)) + { + SetCanvasCenter(Event.current.mousePosition - UVGraphCenter - uvGraphOffset); + return; + } + + SetCanvasCenter(selectedGuiBounds.center - uvGraphOffset - UVGraphCenter); + + if (UVSelectionBounds().size.sqrMagnitude > 0f) + { + Bounds2D bounds = UVSelectionBounds(); + + float x = (float)screenWidth / ((bounds.size.x * uvGridSize) * 1.5f); + float y = (float)(screenHeight - 96) / ((bounds.size.y * uvGridSize) * 1.5f); + + SetCanvasScale(Mathf.Min(x, y)); + } + } + + /** + * Sets the canvas scale. 1 is full size, .1 is super zoomed, and 2 would be 2x out. + */ + void SetCanvasScale(float zoom) + { + Vector2 center = -(uvGraphOffset / uvGraphScale); + uvGraphScale = Mathf.Clamp(zoom, MIN_GRAPH_SCALE, MAX_GRAPH_SCALE); + SetCanvasCenter(center * uvGraphScale); + } + + /** + * Center the canvas on this point. Should be in GUI coordinates. + */ + void SetCanvasCenter(Vector2 center) + { + uvGraphOffset = center; + uvGraphOffset.x = -uvGraphOffset.x; + uvGraphOffset.y = -uvGraphOffset.y; + } + + void ResetCanvas() + { + uvGraphScale = 1f; + SetCanvasCenter(uvGraphScale * uvGridSize * new Vector2(.5f, -.5f)); + uvGraphOffset = Vector2.zero; + } + + /** + * Set the handlePosition to this UV coordinate. + */ + bool userPivot = false; + + void SetHandlePosition(Vector2 uvPoint, bool isUserSet) + { + if (float.IsNaN(uvPoint.x) || float.IsNaN(uvPoint.y)) + return; + + userPivot = isUserSet; + handlePosition_offset = UVSelectionBounds().center - uvPoint; + handlePosition = uvPoint; + } + + /** + * Used by pb_Editor to reset the pivot offset when adding or removing faces in the scenview. + */ + public void ResetUserPivot() + { + handlePosition_offset = Vector2.zero; + } + + Bounds2D GetBounds(int i, int f, Vector2[][] array) + { + return new Bounds2D(UnityEngine.ProBuilder.ArrayUtility.ValuesWithIndexes(array[i], selection[i].facesInternal[f].distinctIndexesInternal)); + } + + /** + * Convert a point on the UV canvas (0,1 scaled to guisize) to a GUI coordinate. + */ + Vector2 UVToGUIPoint(Vector2 v) + { + Vector2 p = new Vector2(v.x, -v.y); + return UVGraphCenter + (uvGraphScale * uvGridSize * p) + uvGraphOffset; + } + + Vector2 GUIToUVPoint(Vector2 v) + { + Vector2 p = (v - (UVGraphCenter + uvGraphOffset)) / (uvGraphScale * uvGridSize); + p.y = -p.y; + return p; + } + + Vector3 CanvasToGUIPoint(Vector2 v) + { + v.x = UVGraphCenter.x + (v.x * uvGraphScale + uvGraphOffset.x); + v.y = UVGraphCenter.y + (v.y * uvGraphScale + uvGraphOffset.y); + return v; + } + + /** + * Convert a mouse position in GUI space to a canvas relative point + */ + Vector2 GUIToCanvasPoint(Vector2 v) + { + return ((v - UVGraphCenter) - uvGraphOffset) / uvGraphScale; + } + + private Bounds2D _selected_gui_bounds = new Bounds2D(Vector2.zero, Vector2.zero); + + /** + * Returns the bounds of the current selection in GUI space. + */ + Bounds2D selectedGuiBounds + { + get + { + Bounds2D uvBounds = UVSelectionBounds(); + _selected_gui_bounds.center = UVToGUIPoint(uvBounds.center); + _selected_gui_bounds.size = uvGraphScale * uvGridSize * uvBounds.size; + return _selected_gui_bounds; + } + } + + /// + /// Returns the bounds of the current selection in UV space + /// + /// + Bounds2D UVSelectionBounds() + { + float xMin = 0f, xMax = 0f, yMin = 0f, yMax = 0f; + bool first = true; + for (int n = 0; n < selection.Length; n++) + { + Vector2[] uv = selection[n].texturesInternal; + + foreach (int i in m_DistinctIndexesSelection[n]) + { + if (first) + { + xMin = uv[i].x; + xMax = xMin; + yMin = uv[i].y; + yMax = yMin; + first = false; + } + else + { + xMin = Mathf.Min(xMin, uv[i].x); + yMin = Mathf.Min(yMin, uv[i].y); + + xMax = Mathf.Max(xMax, uv[i].x); + yMax = Mathf.Max(yMax, uv[i].y); + } + } + } + + return new Bounds2D(new Vector2((xMin + xMax) / 2f, (yMin + yMax) / 2f), new Vector2(xMax - xMin, yMax - yMin)); + } + + /// + /// Returns the minimal u and v values of the current selection in UV space. + /// + /// + internal Vector2 UVSelectionMinimalUV() + { + Vector2 minimalUV = Vector2.zero; + for (int n = 0; n < selection.Length; n++) + { + Vector2[] uv = selection[n].texturesInternal; + minimalUV = UVEditing.FindMinimalUV(uv, m_DistinctIndexesSelection[n], minimalUV.x, minimalUV.y); + } + + return minimalUV; + } + + #endregion + #region Refresh / Set + + void UpdateMode() + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Face: + case SelectMode.TextureFace: + bool hasSelectedFaces = false; + for (int i = 0; i < selection.Length; ++i) + { + if (selection[i].selectedFaceCount > 0) + { + hasSelectedFaces = true; + break; + } + } + + if (hasSelectedFaces) + { + // @todo write a more effecient method for this + List manual = new List(); + for (int i = 0; i < selection.Length; i++) + manual.AddRange(selection[i].selectedFacesInternal.Select(x => x.manualUV).ToList()); + int c = manual.Distinct().Count(); + if (c > 1) + mode = UVMode.Mixed; + else if (c > 0) + mode = manual[0] ? UVMode.Manual : UVMode.Auto; + } + else + { + mode = UVMode.NoSelection; + } + break; + + case SelectMode.Edge: + case SelectMode.TextureEdge: + bool hasEdgeSelected = false; + for (int i = 0; i < selection.Length; ++i) + { + if (selection[i].selectedEdgeCount > 0) + { + hasEdgeSelected = true; + break; + } + } + + mode = hasEdgeSelected ? UVMode.Manual : UVMode.NoSelection; + break; + + case SelectMode.Vertex: + case SelectMode.TextureVertex: + bool hasVertexSelected = false; + for (int i = 0; i < selection.Length; ++i) + { + if (selection[i].selectedVertexCount > 0) + { + hasVertexSelected = true; + break; + } + } + + mode = hasVertexSelected ? UVMode.Manual : UVMode.NoSelection; + break; + + default: + mode = UVMode.NoSelection; + break; + } + } + + // Doesn't call Repaint for you + void RefreshUVCoordinates() + { + RefreshUVCoordinates(null, false); + } + + /** + * If dragRect is null, the selected UV array will be derived using the selected ProBuilder faces. + * If it ain't null, selected UVs will be set to the UV coordinates contained within the drag rect. + */ + void RefreshUVCoordinates(Rect? dragRect, bool isClick) + { + if (editor == null || selection == null) + return; + + // Convert dragrect from Unity GUI space to UV coordinates + Bounds2D dragBounds; + + if (dragRect != null) + dragBounds = new Bounds2D(GUIToUVPoint(((Rect)dragRect).center), new Vector2(((Rect)dragRect).width, ((Rect)dragRect).height) / (uvGraphScale * uvGridSize)); + else + dragBounds = new Bounds2D(Vector2.zero, Vector2.zero); + + for (int i = 0; i < selection.Length; i++) + { + ProBuilderMesh pb = selection[i]; + + Vector2[] mshUV = UVEditing.GetUVs(pb, channel); + + // if this is the uv0 channel and the count doesn't match pb vertex count, reset + if (channel == 0 && (mshUV == null || mshUV.Length != pb.vertexCount || mshUV.Any(x => float.IsNaN(x.x) || float.IsNaN(x.y)))) + { + mshUV = new Vector2[pb.vertexCount]; + UVEditing.ApplyUVs(pb, mshUV, channel); + } + + int len = mshUV != null ? mshUV.Length : 0; + + // this should be separate from RefreshUVCoordinates + if (dragRect != null && channel == 0) + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Vertex: + case SelectMode.TextureVertex: + List selectedTris = new List(pb.selectedIndexesInternal); + + for (int j = 0; j < len; j++) + { + if (dragBounds.ContainsPoint(mshUV[j])) + { + int indx = selectedTris.IndexOf(j); + + if (indx > -1) + selectedTris.RemoveAt(indx); + else + selectedTris.Add(j); + + // if this is a click, only do one thing per-click + if (isClick) + break; + } + } + + pb.SetSelectedVertices(selectedTris.ToArray()); + break; + + case SelectMode.Edge: + case SelectMode.TextureEdge: + List selectedEdges = new List(pb.selectedEdges); + + for (int n = 0; n < pb.facesInternal.Length; n++) + { + for (int p = 0; p < pb.facesInternal[n].edgesInternal.Length; p++) + { + Edge edge = pb.facesInternal[n].edgesInternal[p]; + + if (dragBounds.IntersectsLineSegment(mshUV[edge.a], mshUV[edge.b])) + { + if (!selectedEdges.Contains(edge)) + selectedEdges.Add(edge); + else + selectedEdges.Remove(edge); + } + } + } + + pb.SetSelectedEdges(selectedEdges.ToArray()); + break; + + /** + * Check if any of the faces intersect with the mousedrag rect. + */ + case SelectMode.Face: + case SelectMode.TextureFace: + + HashSet selectedFaces = new HashSet(selection[i].selectedFacesInternal); + + for (int n = 0; n < pb.facesInternal.Length; n++) + { + Face face = pb.facesInternal[n]; + + int[] distinctIndexes = pb.facesInternal[n].distinctIndexesInternal; + + bool allPointsContained = true; + + for (int t = 0; t < distinctIndexes.Length; t++) + { + if (!dragBounds.ContainsPoint(mshUV[distinctIndexes[t]])) + { + allPointsContained = false; + break; + } + } + + if (allPointsContained) + { + if (selectedFaces.Contains(face)) + selectedFaces.Remove(face); + else + selectedFaces.Add(face); + } + } + + selection[i].SetSelectedFaces(selectedFaces.ToArray()); + + break; + } + + ProBuilderEditor.Refresh(); + SceneView.RepaintAll(); + } + } + + m_PreviewMaterial = EditorMaterialUtility.GetActiveSelection(); + + UpdateMode(); + + handlePosition = UVSelectionBounds().center - handlePosition_offset; + } + + /** + * Refresh only the selected UV coordinates. + */ + void RefreshSelectedUVCoordinates() + { + handlePosition = UVSelectionBounds().center - handlePosition_offset; + } + + #endregion + #region UV Toolbar + + Rect toolbarRect_tool = new Rect(PAD, PAD, 130f, 24f); + Rect toolbarRect_select = new Rect(PAD + 130 + PAD, PAD, 130f, 24f); + + GUIStyle commandStyle = null; + + void DrawUVTools(Rect rect) + { + GUI.BeginGroup(rect); + + if (commandStyle == null) + commandStyle = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle("Command"); + + EditorGUI.BeginChangeCheck(); + int activeTool = (int) ProBuilderToolManager.activeTool; + activeTool = GUI.Toolbar(toolbarRect_tool, activeTool < 0 ? 0 : activeTool, ToolIcons, "Command"); + if (EditorGUI.EndChangeCheck()) + Tools.current = (Tool) activeTool; + + ProBuilderEditor.selectMode = UI.EditorGUIUtility.DoElementModeToolbar(toolbarRect_select, ProBuilderEditor.selectMode); + + // begin Editor pref toggles (Show Texture, Lock UV sceneview handle, etc) + Rect editor_toggles_rect = new Rect(toolbarRect_select.x + 140, PAD - 1, 36f, 22f); + + if (editor != null) + { + gc_SceneViewUVHandles.image = ProBuilderEditor.selectMode.IsTextureMode() ? icon_sceneUV_on : icon_sceneUV_off; + + if (GUI.Button(editor_toggles_rect, gc_SceneViewUVHandles)) + { + if (ProBuilderEditor.selectMode.IsTextureMode()) + { + ToolManager.SetActiveContext(); + ProBuilderEditor.selectMode = ProBuilderEditor.selectMode.GetPositionMode(); + } + else + { + VertexManipulationTool.handleOrientation = HandleOrientation.ActiveElement; + ToolManager.SetActiveContext(); + ProBuilderEditor.selectMode = ProBuilderEditor.selectMode.GetTextureMode(); + } + + SceneView.RepaintAll(); + } + } + + GUI.enabled = true; + + editor_toggles_rect.x += editor_toggles_rect.width + PAD; + + gc_ShowPreviewTexture.image = m_ShowPreviewMaterial ? icon_textureMode_on : icon_textureMode_off; + + if (GUI.Button(editor_toggles_rect, gc_ShowPreviewTexture)) + m_ShowPreviewMaterial.SetValue(!m_ShowPreviewMaterial, true); + + editor_toggles_rect.x += editor_toggles_rect.width + PAD; + + if (GUI.Button(editor_toggles_rect, gc_RenderUV)) + ScreenshotMenu(); + + int t_channel = channel; + + Rect channelRect = new Rect( + this.position.width - (108 + 8), + editor_toggles_rect.y + 3, + 108f, + 20f); + + channel = EditorGUI.IntPopup(channelRect, channel, UV_CHANNELS_STR, UV_CHANNELS); + + if (channel != t_channel) + { + if (t_channel == 0) + { + foreach (ProBuilderMesh pb in selection) + pb.SetSelectedVertices(new int[0] {}); + } + + RefreshUVCoordinates(); + } + + GUI.EndGroup(); + } + + static Rect ActionWindowDragRect = new Rect(0, 6, 10000, 30); + static Editor uv2Editor = null; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + uv2Editor = null; + } + + void DrawActionWindow(int windowIndex) + { + if (channel == 0) + { + if (mode != UVMode.NoSelection) + GUILayout.Label("UV Mode: " + mode, EditorStyles.boldLabel); + + switch (mode) + { + case UVMode.Auto: + DrawAutoModeUI(); + break; + + case UVMode.Manual: + DrawManualModeUI(); + break; + + case UVMode.Mixed: + + if (GUILayout.Button(gc_ConvertToManual, EditorStyles.miniButton)) + Menu_SetManualUV(); + + if (GUILayout.Button(gc_ConvertToAuto, EditorStyles.miniButton)) + Menu_SetAutoUV(); + + break; + + case UVMode.NoSelection: + GUILayout.Label(gc_NoUvSelected, EditorStyles.centeredGreyMiniLabel, GUILayout.ExpandHeight(true)); + break; + } + } + else if (channel == 1) + { + Editor.CreateCachedEditor(selection, typeof(UnwrapParametersEditor), ref uv2Editor); + + if (uv2Editor != null) + { + GUILayout.Space(4); + uv2Editor.hideFlags = HideFlags.HideAndDontSave; + uv2Editor.OnInspectorGUI(); + } + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Rebuild Selected UV2")) + { + foreach (var mesh in selection) + mesh.Optimize(true); + } + + GUILayout.Space(5); + } + + GUI.DragWindow(ActionWindowDragRect); + + actionWindowRect = UI.EditorGUILayout.DoResizeHandle(actionWindowRect, minimumInspectorWidth, minimumInspectorHeight); + actionWindowRect.x = Mathf.Clamp(actionWindowRect.x, 0, position.width - minimumInspectorWidth); + actionWindowRect.y = Mathf.Clamp(actionWindowRect.y, 0, position.height - minimumInspectorHeight); + actionWindowRect.width = Mathf.Clamp(actionWindowRect.width, minimumInspectorWidth, position.width - actionWindowRect.x - 8); + actionWindowRect.height = Mathf.Clamp(actionWindowRect.height, minimumInspectorHeight, position.height - actionWindowRect.y - 8); + } + + bool modifyingUVs_AutoPanel = false; + + void DrawAutoModeUI() + { + if (GUILayout.Button("Convert to Manual", EditorStyles.miniButton)) + Menu_SetManualUV(); + + bool isKeyDown = Event.current.type == EventType.KeyDown; + + if (AutoUVEditor.OnGUI(selection, (int)actionWindowRect.width)) + { + if (!modifyingUVs_AutoPanel) + { + modifyingUVs_AutoPanel = true; + + foreach (ProBuilderMesh pb in selection) + { + pb.ToMesh(); + pb.Refresh(); + } + } + + foreach (var kvp in MeshSelection.selectedFacesInEditZone) + kvp.Key.RefreshUV(kvp.Value); + + RefreshSelectedUVCoordinates(); + } + + if (isKeyDown && Event.current.type == EventType.Used) + eatNextKeyUp = true; + } + + bool tool_weldButton = false; + Vector2 scroll = Vector2.zero; + + static readonly GUIContent gc_PlanarProject = EditorGUIUtility.TrTextContent("Planar", + "Project UVs from the angle most closely matching the average selection normal."); + static readonly GUIContent gc_BoxProject = EditorGUIUtility.TrTextContent("Box", + "Project UVs from a cardinal angle most closely matching the average selection normal."); + static readonly GUIContent gc_SelectIsland = EditorGUIUtility.TrTextContent("Select Island", + "Select all UVs connected to the current selection."); + static readonly GUIContent gc_SelectFace = EditorGUIUtility.TrTextContent("Select Face", + "Select all UVs in the face of the current selection."); + static readonly GUIContent gc_CollapseUVs = EditorGUIUtility.TrTextContent("Collapse UVs", + "Merge all selected UVs to a single point."); + static readonly GUIContent gc_SplitUVs = EditorGUIUtility.TrTextContent("Split UVs", + "Separate all selected UVs to individual points."); + static readonly GUIContent gc_FlipHorizontal = EditorGUIUtility.TrTextContent("Flip Horizontal", + "Mirror UVs on the horizontal axis."); + static readonly GUIContent gc_FlipVertical = EditorGUIUtility.TrTextContent("Flip Vertical", + "Mirror UVs on the vertical axis."); + static readonly GUIContent gc_FitUVs = EditorGUIUtility.TrTextContent("Fit UVs", + "Resize the selected UVs to fit within normalized UV coordinates (0 - 1)."); + + void DrawManualModeUI() + { + GUI.enabled = MeshSelection.selectedFaceCount > 0; + + if (GUILayout.Button(gc_ConvertToAuto, EditorStyles.miniButton)) + Menu_SetAutoUV(); + + // Allowd scrollview to be enabled. + // Otherwise, we won't be able to use the scrollbar without selecting a face. + GUI.enabled = true; + scroll = EditorGUILayout.BeginScrollView(scroll); + GUI.enabled = MeshSelection.selectedFaceCount > 0; + + // Projection Methods + GUILayout.Label("Project UVs", EditorStyles.miniBoldLabel); + + GUILayout.BeginHorizontal(); + + if (GUILayout.Button(gc_PlanarProject, EditorStyles.miniButton)) + Menu_PlanarProject(); + + if (GUILayout.Button(gc_BoxProject, EditorStyles.miniButton)) + Menu_BoxProject(); + + GUILayout.EndHorizontal(); + + // Selection + GUI.enabled = MeshSelection.selectedVertexCount > 0; + GUILayout.Label("Selection", EditorStyles.miniBoldLabel); + + if (GUILayout.Button(gc_SelectIsland, EditorStyles.miniButton)) + Menu_SelectUVIsland(); + + GUI.enabled = MeshSelection.selectedVertexCount > 0 && ProBuilderEditor.selectMode != SelectMode.Face; + if (GUILayout.Button(gc_SelectFace, EditorStyles.miniButton)) + Menu_SelectUVFace(); + + // Edit + GUILayout.Label("Edit", EditorStyles.miniBoldLabel); + + GUI.enabled = MeshSelection.selectedVertexCount > 1; + + tool_weldButton = UI.EditorGUIUtility.ToolSettingsGUI("Weld", "Merge selected vertices that are within a specified distance of one another.", + tool_weldButton, + Menu_SewUVs, + WeldButtonGUI, + selection); + + if (GUILayout.Button(gc_CollapseUVs, EditorStyles.miniButton)) + Menu_CollapseUVs(); + + GUI.enabled = MeshSelection.selectedVertexCount > 1; + if (GUILayout.Button(gc_SplitUVs, EditorStyles.miniButton)) + Menu_SplitUVs(); + + GUILayout.Space(4); + + if (GUILayout.Button(gc_FlipHorizontal, EditorStyles.miniButton)) + Menu_FlipUVs(Vector2.up); + + if (GUILayout.Button(gc_FlipVertical, EditorStyles.miniButton)) + Menu_FlipUVs(Vector2.right); + + GUILayout.Space(4); + + if (GUILayout.Button(gc_FitUVs, EditorStyles.miniButton)) + Menu_FitUVs(); + + GUI.enabled = true; + + EditorGUILayout.EndScrollView(); + } + + const float k_MinimumSewUVDistance = .001f; + Pref m_WeldDistance = new Pref("UVEditor.weldDistance", .01f); + + void WeldButtonGUI() + { + EditorGUI.BeginChangeCheck(); + + EditorGUIUtility.labelWidth = 30f; + m_WeldDistance.value = EditorGUILayout.FloatField(new GUIContent("Max", "The maximum distance between two vertices in order to be welded together."), m_WeldDistance); + EditorGUIUtility.labelWidth = 0f; + + if (m_WeldDistance <= k_MinimumSewUVDistance) + m_WeldDistance.value = k_MinimumSewUVDistance; + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + } + + #endregion + #region UV Selection + + /** + * Given selected tris, return an array of all indexes attached to face + */ + private void SelectUVShell() + { + if (selection == null || selection.Length < 1) + return; + + foreach (ProBuilderMesh pb in selection) + { + Face[] faces = GetFaces(pb, pb.selectedIndexesInternal); + + List elementGroups = new List(); + List textureGroups = new List(); + + foreach (Face f in faces) + { + if (f.manualUV) + elementGroups.Add(f.elementGroup); + else + textureGroups.Add(f.textureGroup); + } + + IEnumerable matches = System.Array.FindAll(pb.facesInternal, x => + (x.manualUV && x.elementGroup > -1 && elementGroups.Contains(x.elementGroup)) || + (!x.manualUV && x.textureGroup > 0 && textureGroups.Contains(x.textureGroup))); + + pb.SetSelectedFaces(faces.Union(matches).ToArray()); + ProBuilderEditor.Refresh(); + } + } + + /** + * If any of the faces in @selection are AutoUV and in a texture group, this + * augments the texture group buddies to the selection and returns it. + */ + private Face[] SelectTextureGroups(ProBuilderMesh pb, Face[] selection) + { + List texGroups = selection.Select(x => x.textureGroup).Where(x => x > 0).Distinct().ToList(); + Face[] sel = System.Array.FindAll(pb.facesInternal, x => !x.manualUV && texGroups.Contains(x.textureGroup)); + + return selection.Union(sel).ToArray(); + } + + /** + * If selection contains faces that are part of a texture group, and not all of those group faces are in the selection, + * return a pb_Face[] of that entire group so that we can show the user some indication of that groupage. + */ + private List GetIncompleteTextureGroups(ProBuilderMesh pb, Face[] selection) + { + // get distinct list of all selected texture groups + List groups = selection.Select(x => x.textureGroup).Where(x => x > 0).Distinct().ToList(); + List incompleteGroups = new List(); + + // figure out how many + for (int i = 0; i < groups.Count; i++) + { + Face[] whole_group = System.Array.FindAll(pb.facesInternal, x => !x.manualUV && groups[i] == x.textureGroup); + int inSelection = System.Array.FindAll(selection, x => x.textureGroup == groups[i]).Length; + + if (inSelection != whole_group.Length) + incompleteGroups.Add(whole_group); + } + + return incompleteGroups; + } + + /** + * Sets the SceneView and UV selection to include any faces with currently selected indexes. + */ + private void SelectUVFace() + { + if (selection == null || selection.Length < 1) + return; + + foreach (ProBuilderMesh pb in selection) + { + Face[] faces = GetFaces(pb, pb.selectedIndexesInternal); + pb.SetSelectedFaces(faces); + ProBuilderEditor.Refresh(); + } + } + + /** + * Element Groups are used to associate faces that share UV seams. In this + * way, we can easily select UV shells by grouping all elements as opposed + * to iterating through and checking nearby faces every time. + */ + // todo Remove elementGroup and use WingedEdge instead + void RefreshElementGroups(ProBuilderMesh pb) + { + foreach (Face f in pb.facesInternal) + f.elementGroup = -1; + + SharedVertex[] sharedUVs = pb.sharedTextures; + + int eg = 0; + foreach (SharedVertex sharedVertex in sharedUVs) + { + if (sharedVertex.arrayInternal.Length < 2) + continue; + + Face[] faces = GetFaces(pb, sharedVertex); + + int cur = pb.UnusedElementGroup(eg++); + + foreach (Face f in faces) + { + if (f.elementGroup > -1) + { + int g = f.elementGroup; + + foreach (Face fin in pb.facesInternal) + if (fin.elementGroup == g) + fin.elementGroup = cur; + } + + f.elementGroup = cur; + } + } + } + + /** + * Get all faces that contain any of the passed vertex indexes. + */ + Face[] GetFaces(ProBuilderMesh pb, IEnumerable indexes) + { + List faces = new List(); + + foreach (Face f in pb.facesInternal) + { + foreach (int i in f.distinctIndexesInternal) + { + if (indexes.Contains(i)) + { + faces.Add(f); + break; + } + } + } + + return faces.Distinct().ToArray(); + } + + /// + /// Finds all faces attached to the current selection and marks the faces as having been manually modified. + /// + /// + void FlagSelectedFacesAsManual(ProBuilderMesh mesh) + { + // Mark selected UV faces manualUV flag true + foreach (Face f in GetFaces(mesh, mesh.selectedIndexesInternal)) + { + f.textureGroup = -1; + f.manualUV = true; + } + } + + /// + /// Creates a copy of each msh.uv array in a jagged array, and stores the average of all points. + /// + /// + void CopySelectionUVs(out Vector2[][] uvCopy) + { + uvCopy = new Vector2[selection.Length][]; + for (int i = 0; i < selection.Length; i++) + { + ProBuilderMesh pb = selection[i]; + uvCopy[i] = new Vector2[pb.vertexCount]; + System.Array.Copy(UVEditing.GetUVs(pb, channel), uvCopy[i], pb.vertexCount); + } + } + + #endregion + #region Menu Commands + + /// + /// Planar project UVs on all selected faces in selection. + /// + internal void Menu_PlanarProject() + { + UndoUtility.RecordSelection(selection, "Planar Project Faces"); + int projected = 0; + + for (int i = 0; i < selection.Length; i++) + { + if (selection[i].selectedFacesInternal.Length > 0) + { + selection[i].ToMesh(); // Remove UV2 modifications + UVEditing.SplitUVs(selection[i], selection[i].selectedIndexesInternal); + UVEditing.ProjectFacesAuto(selection[i], selection[i].selectedFacesInternal, channel); + + foreach (Face f in selection[i].selectedFacesInternal) + f.manualUV = true; + + RefreshElementGroups(selection[i]); + + projected++; + } + } + + SetSelectedUVsWithSceneView(); + + if (projected > 0) + { + CenterUVsAtPoint(UVSelectionMinimalUV(), LowerLeft); + ResetUserPivot(); + } + + foreach (ProBuilderMesh pb in selection) + { + pb.Refresh(); + pb.Optimize(); + } + + EditorUtility.ShowNotification(this, projected > 0 ? "Planar Project" : "Nothing Selected"); + + // Special case + RefreshUVCoordinates(); + needsRepaint = true; + } + + /** + * Box project all selected faces in selection. + */ + public void Menu_BoxProject() + { + int p = 0; + UndoUtility.RegisterCompleteObjectUndo(selection, "Box Project Faces"); + + for (int i = 0; i < selection.Length; i++) + { + selection[i].ToMesh(); + + if (selection[i].selectedFacesInternal.Length > 0) + { + UVEditing.ProjectFacesBox(selection[i], selection[i].selectedFacesInternal, LowerLeft, channel); + p++; + } + } + + SetSelectedUVsWithSceneView(); + + if (p > 0) + { + ResetUserPivot(); + } + + foreach (ProBuilderMesh pb in selection) + { + pb.Refresh(); + pb.Optimize(); + } + + EditorUtility.ShowNotification(this, "Box Project UVs"); + + // Special case + RefreshUVCoordinates(); + needsRepaint = true; + } + + /** + * Spherically project all selected indexes in selection. + */ + public void Menu_SphericalProject() + { + int p = 0; + UndoUtility.RegisterCompleteObjectUndo(selection, "Spherical Project UVs"); + + for (int i = 0; i < selection.Length; i++) + { + selection[i].ToMesh(); + + if (selection[i].selectedVertexCount > 0) + { + UVEditing.ProjectFacesSphere(selection[i], selection[i].selectedIndexesInternal, channel); + p++; + } + } + + SetSelectedUVsWithSceneView(); + + if (p > 0) + { + CenterUVsAtPoint(UVSelectionBounds().center, handlePosition); + ResetUserPivot(); + } + + foreach (ProBuilderMesh pb in selection) + { + pb.Refresh(); + pb.Optimize(); + } + + EditorUtility.ShowNotification(this, "Spherical Project UVs"); + + // Special case + RefreshUVCoordinates(); + needsRepaint = true; + } + + /** + * Reset all selected faces to use the default Automatic unwrapping. Removes + * any modifications made by the user. + */ + public void Menu_SetAutoUV() + { + SetIsManual(false); + } + + /** + * Sets all faces to manual UV mode. + */ + public void Menu_SetManualUV() + { + SetIsManual(true); + } + + public void SetIsManual(bool isManual) + { + UndoUtility.RegisterCompleteObjectUndo(selection, isManual ? "Set Faces Manual" : "Set Faces Auto"); + + foreach (ProBuilderMesh pb in selection) + { + pb.ToMesh(); + UvUnwrapping.SetAutoUV(pb, pb.selectedFacesInternal, !isManual); + pb.Refresh(); + pb.Optimize(); + } + + SetSelectedUVsWithSceneView(); + RefreshUVCoordinates(); + + EditorUtility.ShowNotification(this, "Set " + MeshSelection.selectedFaceCount + " Faces " + (isManual ? "Manual" : "Auto")); + } + + public void Menu_SelectUVIsland() + { + UndoUtility.RecordSelection(selection, "Select Island"); + + SelectUVShell(); + EditorUtility.ShowNotification(this, "Select UV Island"); + } + + public void Menu_SelectUVFace() + { + UndoUtility.RecordSelection(selection, "Select Face"); + + SelectUVFace(); + EditorUtility.ShowNotification(this, "Select UV Face"); + } + + public void Menu_CollapseUVs() + { + if (channel == 1) + { + EditorUtility.ShowNotification(this, "Invalid UV2 Operation"); + return; + } + + UndoUtility.RecordSelection(selection, "Collapse UVs"); + + for (int i = 0; i < selection.Length; i++) + { + selection[i].ToMesh(); + + selection[i].CollapseUVs(m_DistinctIndexesSelection[i]); + + selection[i].Refresh(); + selection[i].Optimize(); + } + + RefreshSelectedUVCoordinates(); + + EditorUtility.ShowNotification(this, "Collapse UVs"); + } + + public ActionResult Menu_SewUVs(ProBuilderMesh[] selection) + { + if (channel == 1) + { + EditorUtility.ShowNotification(this, "Invalid UV2 Operation"); + return new ActionResult(ActionResult.Status.Canceled, "Invalid UV2 Operation"); + } + + float weldDistance = m_WeldDistance; + + UndoUtility.RecordSelection(selection, "Sew UV Seams"); + for (int i = 0; i < selection.Length; i++) + { + selection[i].ToMesh(); + + selection[i].SewUVs(m_DistinctIndexesSelection[i], weldDistance); + RefreshElementGroups(selection[i]); + + selection[i].Refresh(); + selection[i].Optimize(); + } + + RefreshSelectedUVCoordinates(); + + EditorUtility.ShowNotification(this, "Weld UVs"); + return new ActionResult(ActionResult.Status.Success, "Invalid UV2 Operation"); + } + + public void Menu_SplitUVs() + { + if (channel == 1) + { + EditorUtility.ShowNotification(this, "Invalid UV2 Operation"); + return; + } + + UndoUtility.RecordSelection(selection, "Split UV Seams"); + + foreach (ProBuilderMesh pb in selection) + { + pb.ToMesh(); + + pb.SplitUVs(pb.selectedIndexesInternal); + RefreshElementGroups(pb); + + pb.Refresh(); + pb.Optimize(); + } + + SetSelectedUVsWithSceneView(); + RefreshSelectedUVCoordinates(); + + EditorUtility.ShowNotification(this, "Split UVs"); + } + + /** + * Flips UVs across the provided direction. The current pivot position is used as origin. Can be horizontal, vertical, or anything in between. + */ + public void Menu_FlipUVs(Vector2 direction) + { + UndoUtility.RecordSelection(selection, "Flip " + direction); + + Vector2 center = handlePosition; + + for (int i = 0; i < selection.Length; i++) + { + selection[i].ToMesh(); + + selection[i].SplitUVs(selection[i].selectedIndexesInternal); + + Vector2[] uv = channel == 0 ? selection[i].texturesInternal : selection[i].mesh.uv2; + + foreach (int n in selection[i].selectedIndexesInternal.Distinct()) + uv[n] = Math.ReflectPoint(uv[n], center, center + direction); + + UVEditing.ApplyUVs(selection[i], uv, channel); + + RefreshElementGroups(selection[i]); + + selection[i].Refresh(); + selection[i].Optimize(); + } + + SetSelectedUVsWithSceneView(); + RefreshSelectedUVCoordinates(); + + if (direction == Vector2.right) + { + EditorUtility.ShowNotification(this, "Flip UVs Vertically"); + } + else if (direction == Vector2.up) + { + EditorUtility.ShowNotification(this, "Flip UVs Horizontally"); + } + else + { + EditorUtility.ShowNotification(this, "Flip UVs"); + } + } + + /// + /// Fit selected UVs to 0,1 space. + /// + public void Menu_FitUVs() + { + UndoUtility.RecordSelection(selection, "Fit UVs"); + + for (var i = 0; i < selection.Length; i++) + { + if (selection[i].selectedVertexCount < 3) + continue; + + selection[i].ToMesh(); + + Vector2[] uv = UVEditing.GetUVs(selection[i], channel); + Vector2[] uvs = UnityEngine.ProBuilder.ArrayUtility.ValuesWithIndexes(uv, m_DistinctIndexesSelection[i]); + + uvs = UVEditing.FitUVs(uvs); + + for (int n = 0; n < uvs.Length; n++) + uv[m_DistinctIndexesSelection[i][n]] = uvs[n]; + + UVEditing.ApplyUVs(selection[i], uv, channel); + + selection[i].Refresh(); + selection[i].Optimize(); + } + + RefreshSelectedUVCoordinates(); + EditorUtility.ShowNotification(this, "Fit UVs"); + } + + /// + /// Moves the selected UVs to where the anchor is now point, where both anchor_position and point are in UV space. Does not call ToMesh or Refresh. + /// + /// + /// + void CenterUVsAtPoint(Vector2 anchorPosition, Vector2 point) + { + Vector2 delta = anchorPosition - point; + + for (int i = 0; i < selection.Length; i++) + { + var pb = selection[i]; + Vector2[] uv = UVEditing.GetUVs(pb, channel); + + foreach (int n in selection[i].selectedIndexesInternal.Distinct()) + { + uv[n] -= delta; + } + + UVEditing.ApplyUVs(pb, uv, channel); + } + } + + #endregion + #region Screenshot Rendering + + float curUvScale = 0f; + // Store the user set positioning and scale before modifying them for a screenshot + Vector2 curUvPosition = Vector2.zero; + Texture2D screenshot; + Rect screenshotCanvasRect = new Rect(0, 0, 0, 0); + Vector2 screenshotTexturePosition = Vector2.zero; + int m_HorizontalOffset = 0; + int m_VerticalOffset = 0; + + // settings + int screenshot_size = 1024; + bool screenshot_hideGrid = true; + bool screenshot_transparentBackground; + Color screenshot_lineColor = Color.green; + Color screenshot_backgroundColor = Color.black; + string screenShotPath = ""; + + readonly Color32 UV_FILL_COLOR = new Color32(49, 49, 49, 255); + + // This is the default background of the UV editor - used to compare bacground pixels when rendering UV template + void InitiateScreenshot(int ImageSize, bool HideGrid, Color LineColor, bool TransparentBackground, Color BackgroundColor, bool RenderTexture) + { + screenshot_size = ImageSize; + screenshot_hideGrid = HideGrid; + screenshot_lineColor = LineColor; + screenshot_transparentBackground = TransparentBackground; + screenshot_backgroundColor = TransparentBackground ? UV_FILL_COLOR : BackgroundColor; + + // if line color and background color are the same but we want transparent backgruond, + // make sure that the background fill will be distinguishable from the lines during the + // opacity wipe + if (TransparentBackground && (screenshot_lineColor.ApproxC(screenshot_backgroundColor, .001f))) + { + screenshot_backgroundColor.r += screenshot_backgroundColor.r < .9f ? .1f : -.1f; + screenshot_backgroundColor.g += screenshot_backgroundColor.g < .9f ? .1f : -.1f; + screenshot_backgroundColor.b += screenshot_backgroundColor.b < .9f ? .1f : -.1f; + } + + screenShotPath = UnityEditor.EditorUtility.SaveFilePanel("Save UV Template", Application.dataPath, "", "png"); + + if (string.IsNullOrEmpty(screenShotPath)) + return; + + m_ShowPreviewMaterialCacheDuringScreenshot = m_ShowPreviewMaterial; + m_ShowPreviewMaterial.value = RenderTexture; + screenshotStatus = ScreenshotStatus.Done; + DoScreenshot(); + } + + bool m_Docked; + void DoScreenshot() + { + switch (screenshotStatus) + { + // A new screenshot has been initiated + case ScreenshotStatus.Done: + curUvScale = uvGraphScale; + curUvPosition = uvGraphOffset; + + uvGraphScale = screenshot_size / 256; + uvGraphScale /= EditorGUIUtility.pixelsPerPoint; + + // always begin texture grabs at bottom left + uvGraphOffset = new Vector2(-ScreenRect.width / 2f, ScreenRect.height / 2f); + + screenshot = new Texture2D(screenshot_size, screenshot_size); + screenshot.hideFlags = (HideFlags)(1 | 2 | 4); + screenshotStatus = ScreenshotStatus.PrepareCanvas; + + m_HorizontalOffset = 0; + m_VerticalOffset = 0; + + m_Docked = (bool) ReflectionUtility.GetValue(this, this.GetType(), "docked"); + // set the current rect pixel bounds to the largest possible size. if some parts are out of focus, they'll be grabbed in subsequent passes + if(m_Docked) + { + m_HorizontalOffset = 1; + m_VerticalOffset = 2; + } + + screenshotCanvasRect = new Rect(m_HorizontalOffset, m_Docked ? m_VerticalOffset : 0, + (int)Mathf.Min(screenshot_size, ScreenRect.width - m_HorizontalOffset), + (int)Mathf.Min(screenshot_size, ScreenRect.height - m_VerticalOffset)); + + screenshotTexturePosition = new Vector2(0, 0); + + this.ShowNotification(new GUIContent("Rendering UV Graph\n...")); + + Repaint(); + + return; + + case ScreenshotStatus.CanvasReady: + // take screenshots vertically, then move right, repeat if necessary + if (screenshotTexturePosition.y < screenshot_size) + { + screenshot.ReadPixels(screenshotCanvasRect, (int)screenshotTexturePosition.x, (int)screenshotTexturePosition.y); + screenshotTexturePosition.y += screenshotCanvasRect.height; + + if (screenshotTexturePosition.y < screenshot_size) + { + // reposition canvas + uvGraphOffset.y += screenshotCanvasRect.height / EditorGUIUtility.pixelsPerPoint; + screenshotCanvasRect.height = (int)Mathf.Min(screenshot_size - screenshotTexturePosition.y , ScreenRect.height - m_VerticalOffset); + + screenshotStatus = ScreenshotStatus.PrepareCanvas; + Repaint(); + return; + } + else + { + screenshotTexturePosition.x += screenshotCanvasRect.width; + + if (screenshotTexturePosition.x < screenshot_size) + { + // Move right, reset Y + uvGraphOffset.x -= screenshotCanvasRect.width / EditorGUIUtility.pixelsPerPoint; + uvGraphOffset.y = (ScreenRect.height / 2f); + screenshotTexturePosition.y = 0; + screenshotCanvasRect.width = (int)Mathf.Min(screenshot_size - screenshotTexturePosition.x, ScreenRect.width - m_HorizontalOffset); + screenshotCanvasRect.height = (int)Mathf.Min(screenshot_size, ScreenRect.height - m_VerticalOffset); + screenshotStatus = ScreenshotStatus.PrepareCanvas; + Repaint(); + return; + } + } + } + + // reset the canvas to it's original position and scale + uvGraphScale = curUvScale; + uvGraphOffset = curUvPosition; + + this.RemoveNotification(); + screenshotStatus = ScreenshotStatus.RenderComplete; + Repaint(); + break; + + case ScreenshotStatus.RenderComplete: + + if (screenshot_transparentBackground) + { + Color32[] px = screenshot.GetPixels32(0); + + for (int i = 0; i < px.Length; i++) + if (Mathf.Abs(px[i].r - UV_FILL_COLOR.r) < 2 && + Mathf.Abs(px[i].g - UV_FILL_COLOR.g) < 2 && + Mathf.Abs(px[i].b - UV_FILL_COLOR.b) < 2) + px[i] = Color.clear; + + screenshot.SetPixels32(px); + screenshot.Apply(); + } + + this.minSize = Vector2.zero; + this.maxSize = Vector2.one * 100000f; + EditorApplication.delayCall += SaveUVRender; // don't run the save image stuff in the UI loop + screenshotStatus = ScreenshotStatus.Done; + break; + } + } + + void SaveUVRender() + { + m_ShowPreviewMaterial.value = m_ShowPreviewMaterialCacheDuringScreenshot; + if (screenshot && !string.IsNullOrEmpty(screenShotPath)) + { + FileUtility.SaveTexture(screenshot, screenShotPath); + DestroyImmediate(screenshot); + } + } + + #endregion + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVEditor.cs.meta new file mode 100644 index 0000000..a654195 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d1e5ea3aa2689d948af3903d68647ca0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVRenderOptions.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVRenderOptions.cs new file mode 100644 index 0000000..4f05228 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVRenderOptions.cs @@ -0,0 +1,66 @@ +using UnityEngine.ProBuilder; +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + /// + /// + /// Popup window in UV editor with the "Render UV Template" options. + /// + sealed class UVRenderOptions : EditorWindow + { + Pref m_ImageSize = new Pref("UVRenderOptions.imageSize", ImageSize._1024, SettingsScope.User); + Pref m_LineColor = new Pref("UVRenderOptions.lineColor", Color.green, SettingsScope.User); + Pref m_BackgroundColor = new Pref("UVRenderOptions.backgroundColor", Color.black, SettingsScope.User); + Pref m_TransparentBackground = new Pref("UVRenderOptions.transparentBackground", false, SettingsScope.User); + Pref m_HideGrid = new Pref("UVRenderOptions.hideGrid", true, SettingsScope.User); + Pref m_RenderTexture = new Pref("UVRenderOptions.renderTexture", true, SettingsScope.User); + + enum ImageSize + { + _256 = 256, + _512 = 512, + _1024 = 1024, + _2048 = 2048, + _4096 = 4096, + }; + + public delegate void ScreenshotFunc(int ImageSize, bool HideGrid, Color LineColor, bool TransparentBackground, Color BackgroundColor, bool RenderTexture); + public ScreenshotFunc screenFunc; + Vector2 m_Scroll; + + void OnGUI() + { + m_Scroll = EditorGUILayout.BeginScrollView(m_Scroll); + GUILayout.Label("Render UVs", EditorStyles.boldLabel); + GUILayout.Space(2); + + m_ImageSize.value = (ImageSize)EditorGUILayout.EnumPopup(new GUIContent("Image Size", "The pixel size of the image to be rendered."), m_ImageSize); + m_HideGrid.value = EditorGUILayout.Toggle(new GUIContent("Hide Grid", "Hide or show the grid lines."), m_HideGrid); + m_LineColor.value = EditorGUILayout.ColorField(new GUIContent("Line Color", "The color of the template lines."), m_LineColor); + m_RenderTexture.value = EditorGUILayout.Toggle(new GUIContent("Include Texture", "If true, a preview image of the first selected face's material will be rendered as part of the UV template.\n\nNote that this depends on the Material's shader having a _mainTexture property."), m_RenderTexture); + m_TransparentBackground.value = EditorGUILayout.Toggle(new GUIContent("Transparent Background", "If true, only the template lines will be rendered, leaving the background fully transparent."), m_TransparentBackground); + + GUI.enabled = !m_TransparentBackground; + EditorGUI.indentLevel++; + m_BackgroundColor.value = EditorGUILayout.ColorField(new GUIContent("Background Color", "If `TransparentBackground` is off, this will be the fill color of the image."), m_BackgroundColor); + EditorGUI.indentLevel--; + GUI.enabled = true; + + if (GUILayout.Button("Save UV Template")) + { + if (ProBuilderEditor.instance == null || MeshSelection.selectedObjectCount < 1) + { + Debug.LogWarning("Abandoning UV render because no ProBuilder objects are selected."); + Close(); + return; + } + + screenFunc((int)m_ImageSize.value, m_HideGrid, m_LineColor, m_TransparentBackground, m_BackgroundColor, m_RenderTexture); + Close(); + } + + EditorGUILayout.EndScrollView(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVRenderOptions.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVRenderOptions.cs.meta new file mode 100644 index 0000000..b32c523 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UVRenderOptions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 168b876617d5b904ab8d161bbcc20900 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UndoUtility.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UndoUtility.cs new file mode 100644 index 0000000..0354786 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UndoUtility.cs @@ -0,0 +1,227 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +using UnityEngine.ProBuilder; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder +{ + [InitializeOnLoad] + static class UndoUtility + { + static UndoUtility() + { + Undo.undoRedoEvent += UndoRedoEventCallback; + } + + static void UndoRedoEventCallback(in UndoRedoInfo info) + { + // material preview when dragging in scene-view is done by applying then undoing changes. we don't want to + // rebuild the mesh every single frame when dragging. + if (SceneDragAndDropListener.isDragging) + return; + + foreach (var mesh in Selection.GetFiltered(SelectionMode.TopLevel)) + { + using (new ProBuilderMesh.NonVersionedEditScope(mesh)) + EditorUtility.SynchronizeWithMeshFilter(mesh); + } + + ProBuilderEditor.Refresh(); + } + + static int s_PreviewGroupIndex = -1; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_PreviewGroupIndex = -1; + } + + internal static void StartPreview() + { + // Using this Undo method to remove the preview actions from the redo stack + // If a preview is already in use, reverting that one first before starting a new one + if (s_PreviewGroupIndex != -1) + Undo.RevertAllDownToGroup(s_PreviewGroupIndex); + + s_PreviewGroupIndex = Undo.GetCurrentGroup(); + } + + internal static void UndoPreview() + { + if (s_PreviewGroupIndex != -1) + { + //Using this Undo method to remove the preview actions from the redo stack + Undo.RevertAllDownToGroup(s_PreviewGroupIndex); + s_PreviewGroupIndex = -1; + } + else + Undo.PerformUndo(); + } + + internal static void ExitAndValidatePreview() + { + s_PreviewGroupIndex = -1; + } + + /** + * Since Undo calls can potentially hang the main thread, store states when the diff + * will large. + */ + public static void RecordSelection(ProBuilderMesh pb, string msg) + { + if (pb.vertexCount > 256) + RegisterCompleteObjectUndo(pb, msg); + else + Undo.RecordObject(pb, msg); + } + + internal static void RecordSelection(string message) + { + RecordSelection(MeshSelection.topInternal.ToArray(), message); + } + + internal static void RecordMeshAndTransformSelection(string message) + { + var count = MeshSelection.selectedObjectCount; + var res = new Object[count * 2]; + var selection = MeshSelection.topInternal; + + for (int i = 0, c = count; i < c; i++) + { + res[i] = selection[i]; + res[i + c] = selection[i].transform; + } + + Undo.RegisterCompleteObjectUndo(res, message); + } + + /** + * Tests if any pb_Object in the selection has more than 512 vertices, and if so records the entire object + * instead of diffing the serialized object (which is very slow for large arrays). + */ + public static void RecordSelection(ProBuilderMesh[] pb, string msg) + { + if (pb == null || pb.Length < 1) + return; + + if (pb.Any(x => { return x.vertexCount > 256; })) + RegisterCompleteObjectUndo(pb, msg); + else + Undo.RecordObjects(pb, msg); + } + + /** + * Record an object for Undo. + */ + public static void RecordObject(Object obj, string msg) + { + if (obj is ProBuilderMesh && ((ProBuilderMesh)obj).vertexCount > 256) + { +#if PB_DEBUG + Debug.LogWarning("RecordObject() -> " + ((pb_Object)obj).vertexCount); +#endif + RegisterCompleteObjectUndo(obj as ProBuilderMesh, msg); + } + else + { + Undo.RecordObject(obj, msg); + } + } + + /** + * Record objects for Undo. + */ + public static void RecordObjects(IEnumerable objs, string msg) + { + if (objs == null) + return; + + Object[] obj = objs.Where(x => !(x is ProBuilderMesh)).ToArray(); + ProBuilderMesh[] pb = objs.OfType().ToArray(); + + if (obj.Length > 0) + Undo.RecordObjects(obj, msg); + + RecordSelection(pb, msg); + } + + /** + * Undo.RegisterCompleteObjectUndo + */ + public static void RegisterCompleteObjectUndo(Object objs, string msg) + { + Undo.RegisterCompleteObjectUndo(objs, msg); + } + + /** + * Undo.RegisterCompleteObjectUndo + */ + public static void RegisterCompleteObjectUndo(Object[] objs, string msg) + { + Undo.RegisterCompleteObjectUndo(objs, msg); + } + + /** + * Record object prior to deletion. + */ + public static void DestroyImmediate(Object obj) + { + Undo.DestroyObjectImmediate(obj); + } + + public static void RegisterCreatedObjectUndo(Object obj, string msg) + { + Undo.RegisterCreatedObjectUndo(obj, msg); + } + + public static void RecordComponents(IEnumerable objs, string message) + where T0 : Component + where T1 : Component + { + List targets = new List(); + + foreach (var o in objs) + { + var t = o.GetComponent(); + var k = o.GetComponent(); + + if (t != null) + targets.Add(t); + + if (k != null) + targets.Add(k); + } + + RecordObjects(targets, message); + } + + public static void RecordComponents(IEnumerable objs, string message) + where T0 : Component + where T1 : Component + where T2 : Component + { + List targets = new List(); + + foreach (var o in objs) + { + var t0 = o.GetComponent(); + var t1 = o.GetComponent(); + var t2 = o.GetComponent(); + + if (t0 != null) + targets.Add(t0); + + if (t1 != null) + targets.Add(t1); + + if (t2 != null) + targets.Add(t2); + } + + RecordObjects(targets, message); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UndoUtility.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UndoUtility.cs.meta new file mode 100644 index 0000000..10b311f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UndoUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e41489573d46a4d039759c1808b22f3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnityScenePostProcessor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnityScenePostProcessor.cs new file mode 100644 index 0000000..366a606 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnityScenePostProcessor.cs @@ -0,0 +1,118 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEngine.ProBuilder.MeshOperations; +using System.Linq; +using UnityEditor.ProBuilder.Actions; +using UnityEngine.ProBuilder; +using UnityEditor.SettingsManagement; +using UnityEngine.ProBuilder.Shapes; + +namespace UnityEditor.ProBuilder +{ + /// + /// When building the project, remove all references to and . + /// + static class UnityScenePostProcessor + { + [UserSetting("General", "Script Stripping", "If true, when building an executable all ProBuilder scripts will be stripped from your built product.")] + static Pref m_ScriptStripping = new Pref("editor.stripProBuilderScriptsOnBuild", true); + + [PostProcessScene] + public static void OnPostprocessScene() + { + var invisibleFaceMaterial = Resources.Load("Materials/InvisibleFace"); + + var pbMeshes = (ProBuilderMesh[]) Resources.FindObjectsOfTypeAll(typeof(ProBuilderMesh)); + + // Hide nodraw faces if present. + foreach (var pb in pbMeshes) + { + if (pb.GetComponent() == null || UnityEditor.EditorUtility.IsPersistent(pb)) + continue; + + if (pb.GetComponent().sharedMaterials.Any(x => x != null && x.name.Contains("NoDraw"))) + { + Material[] mats = pb.GetComponent().sharedMaterials; + + for (int i = 0; i < mats.Length; i++) + { + if (mats[i].name.Contains("NoDraw")) + mats[i] = invisibleFaceMaterial; + } + + pb.GetComponent().sharedMaterials = mats; + } + } + + if (EditorApplication.isPlayingOrWillChangePlaymode) + return; + + var renderersToStrip = new List(); + + foreach (var entity in Resources.FindObjectsOfTypeAll()) + { + if (entity.manageVisibility) + entity.OnEnterPlayMode(); + + if ((entity is TriggerBehaviour || entity is ColliderBehaviour) + && entity.gameObject.TryGetComponent(out MeshRenderer renderer) + && !UnityEditor.EditorUtility.IsPersistent(entity)) + renderersToStrip.Add(renderer); + } + + foreach (var mesh in pbMeshes) + { + if (UnityEditor.EditorUtility.IsPersistent(mesh)) + continue; + + EditorUtility.SynchronizeWithMeshFilter(mesh); + + if (mesh.mesh == null) + continue; + + GameObject gameObject = mesh.gameObject; + var entity = ProcessLegacyEntity(gameObject); + +#if ENABLE_DRIVEN_PROPERTIES + // clear editor-only HideFlags and serialization ignores + mesh.ClearDrivenProperties(); + var filter = gameObject.DemandComponent(); + filter.hideFlags = HideFlags.None; + mesh.mesh.hideFlags = HideFlags.None; + + // Reassign the MeshFilter and MeshCollider properties _after_ clearing HideFlags and driven properties + // to ensure that they are dirtied for serialization and thus included in the build + filter.sharedMesh = mesh.mesh; + if (mesh.TryGetComponent(out MeshCollider collider)) + collider.sharedMesh = mesh.mesh; +#endif + + // early out if we're not planning to remove the ProBuilderMesh component + if (m_ScriptStripping == false) + continue; + + StripProBuilderScripts.DestroyProBuilderMeshAndDependencies(gameObject, mesh, true); + + } + + foreach (var renderer in renderersToStrip) + Undo.DestroyObjectImmediate(renderer); + } + + static Entity ProcessLegacyEntity(GameObject go) + { + // Entity is deprecated - remove someday + Entity entity = go.GetComponent(); + + if (entity == null) + return null; + + if (entity.entityType == EntityType.Collider || entity.entityType == EntityType.Trigger) + go.GetComponent().enabled = false; + + return entity; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnityScenePostProcessor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnityScenePostProcessor.cs.meta new file mode 100644 index 0000000..e5ef38e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnityScenePostProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b1602c6e6ff5bde4f9dfa91f8b5c85e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnwrapParametersEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnwrapParametersEditor.cs new file mode 100644 index 0000000..e99c6be --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnwrapParametersEditor.cs @@ -0,0 +1,32 @@ +using UnityEngine; +using UnityEditor; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// + /// Inspector for working with lightmap UV generation params. + /// + [CanEditMultipleObjects] + sealed class UnwrapParametersEditor : Editor + { + SerializedProperty m_UnwrapParametersProperty; + GUIContent m_UnwrapParametersContent = new GUIContent("Lightmap UV Settings", "Settings for how Unity unwraps the UV2 (lightmap) UVs"); + + void OnEnable() + { + m_UnwrapParametersProperty = serializedObject.FindProperty("m_UnwrapParameters"); + } + + public override void OnInspectorGUI() + { + if (!serializedObject.isValid) + return; + + serializedObject.Update(); + EditorGUILayout.PropertyField(m_UnwrapParametersProperty, m_UnwrapParametersContent, true); + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnwrapParametersEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnwrapParametersEditor.cs.meta new file mode 100644 index 0000000..d224be5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/UnwrapParametersEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5beb7cb1a6d016b4a856f5112f2048fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Version.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Version.cs new file mode 100644 index 0000000..d3c703c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Version.cs @@ -0,0 +1,18 @@ +using System.Reflection; +using UnityEngine; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + static class Version + { + internal static bool TryGetPackageVersion(out SemVer version) + { + version = new SemVer(); + + var assembly = Assembly.GetExecutingAssembly(); + var info = PackageManager.PackageInfo.FindForAssembly(assembly); + return SemVer.TryGetVersionInfo(info.version, out version); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Version.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Version.cs.meta new file mode 100644 index 0000000..19dca88 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/Version.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c33579cdea5c8442e90e443cf7bcfee9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VersionValidator.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VersionValidator.cs new file mode 100644 index 0000000..c379427 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VersionValidator.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using UnityEngine.ProBuilder.AssetIdRemapUtility; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + [InitializeOnLoad] + class VersionValidator + { + static readonly SemVer k_ProBuilder4_0_0 = new SemVer(4, 0, 0); + + const string k_UpgradeDialog = "ProBuilder 2.x and 3.x assets are incompatible with 4.0.0+ and need to be upgraded.* Would you like to convert your project to the new version of ProBuilder?\n\n*Future updates will not require this conversion."; + const string k_UpgradeLaterText = "\n\nIf you choose \"No\" this dialog may be accessed again at any time through the \"Tools/ProBuilder/Repair/Convert to ProBuilder 4\" menu item."; + const string k_AssetStoreUpgradeTitle = "Old ProBuilder Install Found"; + const string k_DeprecatedGuidsTitle = "Broken ProBuilder References Found in Project"; + + static Pref s_StoredVersionInfo = new Pref("about.identifier", new SemVer(), SettingsScope.Project); + + static VersionValidator() + { + EditorApplication.delayCall += ValidateVersion; + } + + [MenuItem("Tools/ProBuilder/Repair/Check for Broken ProBuilder References")] + internal static void OpenConversionEditor() + { + CheckForUpgradeableAssets(true, true); + } + + static void ValidateVersion() + { + SemVer currentVersion; + + if (!Version.TryGetPackageVersion(out currentVersion)) + return; + + var oldVersion = (SemVer) s_StoredVersionInfo; + bool isNewVersion = currentVersion != oldVersion; + + if (isNewVersion) + { + PreferencesUpdater.CheckEditorPrefsVersion(); + s_StoredVersionInfo.SetValue(currentVersion, true); + + if (oldVersion < k_ProBuilder4_0_0) + CheckForUpgradeableAssets(true); + } + } + + static void CheckForUpgradeableAssets(bool checkForDeprecatedGuids, bool calledFromMenu = false) + { + bool pre4PackageFound = PackageImporter.IsPreProBuilder4InProject(); + bool deprecatedGuidsFound = !pre4PackageFound && checkForDeprecatedGuids && PackageImporter.DoesProjectContainDeprecatedGUIDs(); + + if (pre4PackageFound || deprecatedGuidsFound) + { + if (UnityEditor.EditorUtility.DisplayDialog( + pre4PackageFound ? k_AssetStoreUpgradeTitle : k_DeprecatedGuidsTitle, + k_UpgradeDialog + k_UpgradeLaterText, + "Yes", "No")) + EditorApplication.delayCall += AssetIdRemapEditor.OpenConversionEditor; + } + else if(calledFromMenu) + { + UnityEditor.EditorUtility.DisplayDialog( + "Project is up to date", + "No missing or broken references found.", + "Okay" + ); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VersionValidator.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VersionValidator.cs.meta new file mode 100644 index 0000000..9e1f697 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VersionValidator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 89809d92ed2419a43b46b08b6f4237ba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexColorPalette.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexColorPalette.cs new file mode 100644 index 0000000..af09455 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexColorPalette.cs @@ -0,0 +1,228 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; +using ColorUtility = UnityEngine.ProBuilder.ColorUtility; + +namespace UnityEditor.ProBuilder +{ + sealed class VertexColorPalette : ConfigurableWindow + { + // Older versions of probuilder stored a fixed size array of colors in EditorPrefs. + const int k_EditorPrefsColorPaletteCount = 10; + const string pbVertexColorPrefs = "pbVertexColorPrefs"; + + static Pref m_PreviousColorPalette = new Pref("VertexColorPalette.previousColorPalette", ""); + + static VertexColorPalette s_Instance = null; + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_Instance = null; + } + + [SerializeField] + ColorPalette m_ColorPalette = null; + + ColorPalette colorPalette + { + get { return m_ColorPalette; } + } + + /// + /// Older versions of probuilder stored a fixed size array of colors in EditorPrefs. Use this function to get a + /// pb_ColorPalette from the older version. + /// + /// + /// + static void CopyColorsFromEditorPrefs(ColorPalette target) + { + List colors = new List(); + + for (int i = 0; i < k_EditorPrefsColorPaletteCount; i++) + { + Color color = Color.white; + + if (InternalUtility.TryParseColor(EditorPrefs.GetString(pbVertexColorPrefs + i), ref color)) + colors.Add(color); + } + + if (colors.Count > 0) + { + target.SetColors(colors); + UnityEditor.EditorUtility.SetDirty(target); + } + } + + /// + /// Initialize this window. + /// + public static void MenuOpenWindow() + { + GetWindow("Vertex Colors"); + } + + static ColorPalette GetLastUsedColorPalette() + { + // serialized copy? + ColorPalette palette = s_Instance != null ? s_Instance.m_ColorPalette : null; + + if (palette != null) + return palette; + + // last set asset path? + palette = AssetDatabase.LoadAssetAtPath(m_PreviousColorPalette); + + if (palette != null) + return palette; + + // any existing palette in project? + palette = FileUtility.FindAssetOfType(); + + if (palette != null) + { + m_PreviousColorPalette.SetValue(AssetDatabase.GetAssetPath(palette), true); + return palette; + } + + // create new default + m_PreviousColorPalette.SetValue(FileUtility.GetLocalDataDirectory() + "Default Color Palette.asset", true); + palette = FileUtility.LoadRequired(m_PreviousColorPalette); + CopyColorsFromEditorPrefs(palette); + + return palette; + } + + void OnEnable() + { + s_Instance = this; + m_ColorPalette = GetLastUsedColorPalette(); + } + + Vector2 m_Scroll = Vector2.zero; + const int k_Padding = 4; + const int k_ButtonWidth = 58; + GUIContent m_ColorPaletteGuiContent = new GUIContent("Color Palette"); + + void OnGUI() + { + var palette = GetLastUsedColorPalette(); + + DoContextMenu(); + + GUILayout.BeginHorizontal(EditorStyles.toolbar); + + GUILayout.FlexibleSpace(); + if (GUILayout.Button("Reset", EditorStyles.toolbarButton)) + ResetColors(); + + GUILayout.EndHorizontal(); + + m_ColorPalette = (ColorPalette)EditorGUILayout.ObjectField(m_ColorPaletteGuiContent, m_ColorPalette, typeof(ColorPalette), false); + + if (m_ColorPalette == null) + { + GUILayout.Label("Please Select a Color Palette", EditorStyles.centeredGreyMiniLabel, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true)); + return; + } + + m_Scroll = EditorGUILayout.BeginScrollView(m_Scroll); + + for (int i = 0; i < palette.Count; i++) + { + GUILayout.Space(4); + + GUILayout.BeginHorizontal(); + + if (GUILayout.Button("Apply", GUILayout.ExpandWidth(false), GUILayout.MinWidth(60))) + SetFaceColors(palette[i]); + + EditorGUI.BeginChangeCheck(); + palette[i] = EditorGUILayout.ColorField(palette[i]); + if (EditorGUI.EndChangeCheck()) + UnityEditor.EditorUtility.SetDirty(palette); + + GUILayout.EndHorizontal(); + } + + EditorGUILayout.EndScrollView(); + } + + void ResetColors() + { + if (m_ColorPalette == null) + m_ColorPalette = GetLastUsedColorPalette(); + + m_ColorPalette.SetDefaultValues(); + UnityEditor.EditorUtility.SetDirty(m_ColorPalette); + } + + public static void SetFaceColors(int index) + { + var palette = GetLastUsedColorPalette(); + SetFaceColors(palette[index]); + } + + public static void SetFaceColors(Color col) + { + col = PlayerSettings.colorSpace == ColorSpace.Linear ? col.linear : col; + + ProBuilderMesh[] selection = InternalUtility.GetComponents(Selection.transforms); + + UndoUtility.RecordSelection(selection, "Apply Vertex Colors"); + + ProBuilderEditor editor = ProBuilderEditor.instance; + + if (editor != null && ProBuilderEditor.selectMode.ContainsFlag(SelectMode.Vertex | SelectMode.Edge | SelectMode.Face)) + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Face: + case SelectMode.TextureFace: + foreach (ProBuilderMesh mesh in selection) + { + Color[] colors = mesh.GetColors(); + + foreach (int i in mesh.selectedIndexesInternal) + colors[i] = col; + + mesh.colors = colors; + } + break; + case SelectMode.Edge: + case SelectMode.Vertex: + foreach (var mesh in selection) + { + Color[] colors = mesh.GetColors(); + + foreach (int i in mesh.GetCoincidentVertices(mesh.selectedIndexesInternal)) + colors[i] = col; + + mesh.colors = colors; + } + break; + } + } + else + { + foreach (ProBuilderMesh pb in selection) + { + foreach (Face face in pb.facesInternal) + pb.SetFaceColor(face, col); + } + } + + foreach (ProBuilderMesh pb in selection) + { + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + EditorUtility.ShowNotification("Vertex Colors Set"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexColorPalette.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexColorPalette.cs.meta new file mode 100644 index 0000000..cd1eb93 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexColorPalette.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 48979d80dfe00104da221c9a1d70964a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationTool.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationTool.cs new file mode 100644 index 0000000..7cbcc8e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationTool.cs @@ -0,0 +1,373 @@ +using System; +using System.Collections.Generic; +using System.Reflection; +using UnityEditor.EditorTools; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEditor.SettingsManagement; + +#if DEBUG_HANDLES +using UnityEngine.Rendering; +#endif + +namespace UnityEditor.ProBuilder +{ + abstract class VertexManipulationTool : EditorTool + { + const float k_DefaultSnapValue = .25f; + + static Pref s_HandleOrientation = new Pref("editor.handleOrientation", HandleOrientation.World, SettingsScope.User); + static Pref s_PivotPoint = new Pref("editor.pivotPoint", PivotPoint.Center, SettingsScope.User); + + [UserSetting(UserSettingsProvider.developerModeCategory, "PivotMode.Pivot", "Set the behavior of the \"Pivot\" handle mode when editing mesh elements.")] + static Pref s_PivotModePivotEquivalent = new Pref("editor.pivotModePivotEquivalent", PivotPoint.ActiveElement, SettingsScope.User); + + [UserSetting(UserSettingsProvider.developerModeCategory, "Show Internal Pivot and Orientation")] + static Pref s_ShowHandleSettingsInScene = new Pref("developer.showHandleSettingsInScene", false, SettingsScope.User); + + static VertexManipulationTool() + { + Tools.pivotRotationChanged += SyncPivotRotation; + Tools.pivotModeChanged += SyncPivotPoint; + } + + internal static PivotPoint pivotModePivotEquivalent + { + get { return s_PivotModePivotEquivalent; } + set { s_PivotModePivotEquivalent.SetValue(value); } + } + + internal static bool showHandleSettingsInScene => s_ShowHandleSettingsInScene; + + public override bool gridSnapEnabled => Tools.pivotRotation == PivotRotation.Global; + + // Store PivotRotation so that we can detect changes and update our handles appropriately + static PivotRotation s_PivotRotation; + + /// + /// Where the handle is positioned relative to the current selection. + /// + /// + /// Relates to the UnityEditor.PivotMode enum, with additional options. + /// + public static PivotPoint pivotPoint + { + get + { + SyncPivotPoint(); + + return Tools.pivotMode == PivotMode.Pivot + ? pivotModePivotEquivalent + : PivotPoint.Center; + } + } + + static void SyncPivotPoint() + { + var unityPivot = s_PivotPoint.value == PivotPoint.Center ? PivotMode.Center : PivotMode.Pivot; + + if (Tools.pivotMode != unityPivot) + { + s_PivotPoint.SetValue(Tools.pivotMode == PivotMode.Center ? PivotPoint.Center : s_PivotModePivotEquivalent.value, true); + MeshSelection.InvalidateCaches(); + } + } + + internal static event Action handleOrientationChanged; + + /// + /// How the handle is rotated relative to the current selection. + /// + public static HandleOrientation handleOrientation + { + get + { + SyncPivotRotation(); + return s_HandleOrientation; + } + set + { + if (value == s_HandleOrientation) + return; + + s_HandleOrientation.SetValue(value, true); + + if (value != HandleOrientation.ActiveElement) + Tools.pivotRotation = value == HandleOrientation.ActiveObject + ? PivotRotation.Local + : PivotRotation.Global; + + s_PivotRotation = Tools.pivotRotation; + + MeshSelection.InvalidateCaches(); + pivotRotationChanged?.Invoke(); + + var toolbar = typeof(EditorWindow).Assembly.GetType("UnityEditor.Toolbar"); + var repaint = toolbar.GetMethod("RepaintToolbar", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public); + repaint.Invoke(null, null); + handleOrientationChanged?.Invoke(); + } + } + + public static event Action pivotRotationChanged; + + // Sync ProBuilder HandleOrientation to the current Tools.PivotRotation + static void SyncPivotRotation() + { + if (s_PivotRotation != Tools.pivotRotation) + { + s_HandleOrientation.SetValue(Tools.pivotRotation == PivotRotation.Local + ? HandleOrientation.ActiveObject + : HandleOrientation.World); + s_PivotRotation = Tools.pivotRotation; + MeshSelection.InvalidateCaches(); + pivotRotationChanged?.Invoke(); + return; + } + + var value = s_HandleOrientation.value; + var customUnityPivotRotation = Tools.pivotRotation != PivotRotation.Global && Tools.pivotRotation != PivotRotation.Local; + // We only sync pivot modes that are compatible with probuilder: Global and Local + if (!customUnityPivotRotation && value != HandleOrientation.ActiveElement) + { + var unity = PivotRotation.Global; + if (value == HandleOrientation.ActiveObject) + unity = PivotRotation.Local; + if (unity != Tools.pivotRotation) + { + s_HandleOrientation.SetValue(Tools.pivotRotation == PivotRotation.Local + ? HandleOrientation.ActiveObject + : HandleOrientation.World, + true); + MeshSelection.InvalidateCaches(); + pivotRotationChanged?.Invoke(); + } + } + } + + /// + /// Called when vertex modifications are complete. + /// + public static event Action> afterMeshModification; + + /// + /// Called immediately prior to beginning vertex modifications. The ProBuilderMesh will be in un-altered state at this point (meaning ProBuilderMesh.ToMesh and ProBuilderMesh.Refresh have been called, but not Optimize). + /// + public static event Action> beforeMeshModification; + + internal static Pref s_ExtrudeEdgesAsGroup = new Pref("editor.extrudeEdgesAsGroup", true); + internal static Pref s_ExtrudeMethod = new Pref("editor.extrudeMethod", ExtrudeMethod.FaceNormal); + + protected Vector3 m_HandlePosition; + protected Quaternion m_HandleRotation; + Vector3 m_HandlePositionOrigin; + Quaternion m_HandleRotationOrigin; + bool m_IsEditing; + bool m_SnapAxisConstraint = true; + bool m_WorldSnapEnabled; + + internal IEnumerable elementSelection + { + get { return MeshSelection.elementSelection; } + } + + protected bool isEditing + { + get { return m_IsEditing; } + } + + protected Event currentEvent { get; private set; } + + protected Vector3 handlePositionOrigin + { + get { return m_HandlePositionOrigin; } + } + + protected Quaternion handleRotationOriginInverse { get; private set; } + + protected Quaternion handleRotationOrigin + { + get { return m_HandleRotationOrigin; } + } + + protected Vector3 snapValue => EditorSnapping.activeMoveSnapValue; + + protected bool snapAxisConstraint + { + get { return m_SnapAxisConstraint; } + } + + protected float GetSnapValueForAxis(Vector3Mask axes) + { + return UnityEngine.ProBuilder.Math.Sum(axes * snapValue); + } + + internal abstract MeshAndElementSelection GetElementSelection(ProBuilderMesh mesh, PivotPoint pivot); + + public override void OnToolGUI(EditorWindow window) + { + if(MeshSelection.selectedVertexCount == 0) + return; + + // necessary because there is no callback on toolbar changes + SyncPivotPoint(); + SyncPivotRotation(); + + currentEvent = Event.current; + + if (currentEvent.type == EventType.MouseUp || currentEvent.type == EventType.Ignore) + FinishEdit(); + + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Face: + case SelectMode.TextureFace: + if (MeshSelection.selectedFaceCount < 1) + return; + break; + + case SelectMode.Edge: + case SelectMode.TextureEdge: + if (MeshSelection.selectedEdgeCount < 1) + return; + break; + + case SelectMode.Vertex: + case SelectMode.TextureVertex: + if (MeshSelection.selectedVertexCount < 1) + return; + break; + } + + if (!m_IsEditing) + { + m_HandlePosition = MeshSelection.GetHandlePosition(); + m_HandleRotation = MeshSelection.GetHandleRotation(); + + m_HandlePositionOrigin = m_HandlePosition; + m_HandleRotationOrigin = m_HandleRotation; + handleRotationOriginInverse = Quaternion.Inverse(m_HandleRotation); + } + + DoToolGUI(); + } + + protected virtual void DoToolGUI() {} + + protected virtual void OnToolEngaged() {} + + protected virtual void OnToolDisengaged() {} + + protected void BeginEdit(string undoMessage) + { + if (m_IsEditing) + return; + + // Disable iterative lightmapping + Lightmapping.PushGIWorkflowMode(); + + var selection = MeshSelection.topInternal.ToArray(); + + UndoUtility.RegisterCompleteObjectUndo(selection, string.IsNullOrEmpty(undoMessage) ? "Modify Vertices" : undoMessage); + + if (beforeMeshModification != null) + beforeMeshModification(selection); + + if (currentEvent.shift) + Extrude(); + + m_IsEditing = true; + + m_SnapAxisConstraint = EditorSnapping.snapMethod == SnapAxis.ActiveAxis; + + foreach (var mesh in selection) + { + mesh.ToMesh(); + mesh.Refresh(); + } + + OnToolEngaged(); + } + + protected void FinishEdit() + { + if (!m_IsEditing) + return; + + Lightmapping.PopGIWorkflowMode(); + + OnToolDisengaged(); + + var selection = MeshSelection.topInternal.ToArray(); + + foreach (var mesh in selection) + { + mesh.ToMesh(); + mesh.Refresh(); + mesh.Optimize(); + } + + ProBuilderEditor.Refresh(false); + + if (afterMeshModification != null) + afterMeshModification(selection); + + m_IsEditing = false; + } + + static void Extrude() + { + int ef = 0; + + var selection = MeshSelection.topInternal; + var selectMode = ProBuilderEditor.selectMode; + + // A small epsilon is added to avoid the created face being detected as a degenerate triangle + const float epsilon = .00001f; + + foreach (var mesh in selection) + { + switch (selectMode) + { + case SelectMode.Edge: + if (mesh.selectedFaceCount > 0) + goto default; + + Edge[] newEdges = mesh.Extrude(mesh.selectedEdges, + epsilon, + s_ExtrudeEdgesAsGroup, + ProBuilderEditor.s_AllowNonManifoldActions); + + if (newEdges != null) + { + ef += newEdges.Length; + mesh.SetSelectedEdges(newEdges); + } + break; + + default: + int len = mesh.selectedFacesInternal.Length; + + if (len > 0) + { + mesh.Extrude(mesh.selectedFacesInternal, s_ExtrudeMethod, epsilon); + mesh.SetSelectedFaces(mesh.selectedFacesInternal); + ef += len; + } + + break; + } + + mesh.ToMesh(); + mesh.Refresh(); + } + + if (ef > 0) + { + EditorUtility.ShowNotification("Extrude"); + ProBuilderEditor.Refresh(); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationTool.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationTool.cs.meta new file mode 100644 index 0000000..14316b7 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e4919131c75b7914b99be1a9252658bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationToolSettings.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationToolSettings.cs new file mode 100644 index 0000000..f62e4ff --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationToolSettings.cs @@ -0,0 +1,53 @@ +using UnityEngine; + +namespace UnityEditor.ProBuilder +{ + [InitializeOnLoad] + static class VertexManipulationToolSettings + { + const bool k_EnableHandleSettingInput = true; + + static VertexManipulationToolSettings() + { + SceneView.duringSceneGui += OnSceneGUI; + } + + static void OnSceneGUI(SceneView view) + { + if (!EditorUtility.IsDeveloperMode() + || !VertexManipulationTool.showHandleSettingsInScene + || view != SceneView.lastActiveSceneView) + return; + + DoHandleSettings(new Rect( + 8, + view.position.height - 40, + 400f, + 48f)); + } + + static void DoHandleSettings(Rect rect) + { + Handles.BeginGUI(); + using (new EditorGUI.DisabledScope(k_EnableHandleSettingInput)) + { + GUILayout.BeginArea(rect); + EditorGUI.BeginChangeCheck(); + + GUILayout.BeginHorizontal(); + EditorGUIUtility.labelWidth = 80; + + EditorGUILayout.EnumPopup("Pivot Point", VertexManipulationTool.pivotPoint); + EditorGUILayout.EnumPopup("Orientation", VertexManipulationTool.handleOrientation); + + EditorGUIUtility.labelWidth = 0; + GUILayout.EndHorizontal(); + + if (EditorGUI.EndChangeCheck()) + ProBuilderEditor.Refresh(); + GUILayout.EndArea(); + } + Handles.EndGUI(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationToolSettings.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationToolSettings.cs.meta new file mode 100644 index 0000000..3eccb60 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexManipulationToolSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d123c179cb7a941d0993a60fe2e20cff +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexOnFaceEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexOnFaceEditor.cs new file mode 100644 index 0000000..e69de29 diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexOnFaceEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexOnFaceEditor.cs.meta new file mode 100644 index 0000000..ffe57ee --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexOnFaceEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a0bfb7745b9acb4498a724deec39aec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexPositionEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexPositionEditor.cs new file mode 100644 index 0000000..14c2ca6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexPositionEditor.cs @@ -0,0 +1,250 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Linq; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder +{ + /// + /// A simple line-item editor for vertex positions. + /// + sealed class VertexPositionEditor : ConfigurableWindow + { + const int k_MaxSelectableVertices = 100; + Dictionary m_Selection = new Dictionary(); + static Color s_EvenColor; + static Color s_OddColor; + + Vector2 m_Scroll = Vector2.zero; + bool m_IsActive; + + public bool m_WorldSpace = true; + static readonly string[] k_Spaces = new string[2] { "World Space", "Model Space" }; + + class VertexEditorSelection + { + public bool isVisible; + public IEnumerable common; + + public VertexEditorSelection(ProBuilderMesh mesh, bool visible, IEnumerable indexes) + { + isVisible = visible; + common = mesh.GetSharedVertexHandles(indexes); + } + } + + public static void MenuOpenVertexEditor() + { + EditorWindow.GetWindow(true, "Positions Editor", true); + } + + void OnEnable() + { + s_EvenColor = EditorGUIUtility.isProSkin ? new Color(.18f, .18f, .18f, 1f) : new Color(.85f, .85f, .85f, 1f); + s_OddColor = EditorGUIUtility.isProSkin ? new Color(.15f, .15f, .15f, 1f) : new Color(.80f, .80f, .80f, 1f); + + ProBuilderEditor.selectionUpdated += OnSelectionUpdate; + SceneView.duringSceneGui += OnSceneGUI; + + if (ProBuilderEditor.instance != null) + OnSelectionUpdate(ProBuilderEditor.instance.selection); + } + + void OnDisable() + { + ProBuilderEditor.selectionUpdated -= OnSelectionUpdate; + SceneView.duringSceneGui -= OnSceneGUI; + } + + void OnSelectionUpdate(IEnumerable newSelection) + { + if (newSelection == null) + { + if (m_Selection != null) + m_Selection.Clear(); + + return; + } + + var res = new Dictionary(); + + foreach (var mesh in newSelection) + { + VertexEditorSelection sel; + + if (m_Selection.TryGetValue(mesh, out sel)) + { + sel.common = mesh.GetSharedVertexHandles(mesh.selectedIndexesInternal); + res.Add(mesh, sel); + } + else + { + res.Add(mesh, new VertexEditorSelection(mesh, true, mesh.selectedIndexesInternal)); + } + } + + m_Selection = res; + + this.Repaint(); + } + + void OnVertexMovementBegin(ProBuilderMesh pb) + { + m_IsActive = true; + pb.ToMesh(); + pb.Refresh(); + } + + void OnVertexMovementFinish() + { + m_IsActive = false; + + foreach (var kvp in m_Selection) + { + kvp.Key.ToMesh(); + kvp.Key.Refresh(); + kvp.Key.Optimize(); + } + } + + 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 ? "Switch to Model Space" : "Switch to World Space", style)) + // m_WorldSpace = !m_WorldSpace; + + EditorGUI.BeginChangeCheck(); + var newSpace = EditorGUILayout.Popup(m_WorldSpace ? 0 : 1, k_Spaces, EditorStyles.toolbarButton, GUILayout.MaxWidth(150)); + if (EditorGUI.EndChangeCheck()) + m_WorldSpace = newSpace == 0; + + 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 OnSceneGUI(SceneView sceneView) + { + if (m_Selection == null) + return; + + int labelCount = 0; + + Handles.BeginGUI(); + + // Only show dropped down probuilder objects. + foreach (KeyValuePair selected in m_Selection) + { + ProBuilderMesh mesh = selected.Key; + VertexEditorSelection sel = selected.Value; + + if (!sel.isVisible) + continue; + + Vector3[] positions = mesh.positionsInternal; + + foreach (int i in sel.common) + { + var indexes = mesh.sharedVerticesInternal[i]; + + Vector3 point = mesh.transform.TransformPoint(positions[indexes[0]]); + + Vector2 cen = HandleUtility.WorldToGUIPoint(point); + + UI.EditorGUIUtility.SceneLabel(i.ToString(), cen, false); + + if (++labelCount > k_MaxSelectableVertices) break; + } + } + Handles.EndGUI(); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexPositionEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexPositionEditor.cs.meta new file mode 100644 index 0000000..415220a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/EditorCore/VertexPositionEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f6274bb00b150de45a17cdf581bc41f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions.meta new file mode 100644 index 0000000..cebd0de --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e326e0ab55c74e9c9bf4ad656a17c4c0 +folderAsset: yes +timeCreated: 1457449387 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors.meta new file mode 100644 index 0000000..29cbbe6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6e6cb02037fc4e95952dd035e688eb3d +folderAsset: yes +timeCreated: 1457452380 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/CutToolAction.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/CutToolAction.cs new file mode 100644 index 0000000..379513a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/CutToolAction.cs @@ -0,0 +1,70 @@ +using System; +using UnityEngine; +using UnityEngine.ProBuilder; +using ToolManager = UnityEditor.EditorTools.ToolManager; + +namespace UnityEditor.ProBuilder.Actions +{ + /// + /// Represents the [Cut tool](../manual/cut-tool.html) button on the [ProBuilder toolbar](../manual/toolbar.html) in the Editor. + /// + public class CutToolAction : MenuAction + { + /// + public override ToolbarGroup group + { + get { return ToolbarGroup.Tool; } + } + + /// + public override string iconPath => "Toolbar/CutTool"; + + /// + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + /// + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + /// + public override SelectMode validSelectModes + { + get { return SelectMode.Vertex | SelectMode.Edge | SelectMode.Face; } + } + + /// + protected internal override bool hasFileMenuEntry + { + get { return false; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Cut Tool", + @"Create a cut in a face to subdivide it.", + keyCommandAlt, keyCommandShift, 'C' + ); + + /// + public override bool enabled + { + get => MeshSelection.selectedObjectCount == 1; + } + + /// + protected override ActionResult PerformActionImplementation() + { + if(ToolManager.activeToolType == typeof(CutTool)) + ToolManager.RestorePreviousTool(); + else + ToolManager.SetActiveTool(); + + //Give the focus back to scene view to handle key inputs directly + SceneView.lastActiveSceneView.Focus(); + return new ActionResult(ActionResult.Status.Success,"Cut Tool Starts"); + } + + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/CutToolAction.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/CutToolAction.cs.meta new file mode 100644 index 0000000..40375e0 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/CutToolAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3033ae68453f7e54fa868c2610c9bc7d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/NewBezierShape.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/NewBezierShape.cs new file mode 100644 index 0000000..44b8e36 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/NewBezierShape.cs @@ -0,0 +1,49 @@ +using UnityEngine.ProBuilder; +using UnityEngine; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class NewBezierShape : MenuAction + { + const string k_IconPath = "Toolbar/NewBezierSpline"; + + public override ToolbarGroup group { get { return ToolbarGroup.Tool; } } + + public override string iconPath => k_IconPath; + public override Texture2D icon => IconUtility.GetIcon(k_IconPath); + public override TooltipContent tooltip { get { return _tooltip; } } + public override string menuTitle { get { return "New Bezier Shape"; } } + public override int toolbarPriority { get { return 1; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "New Bezier Shape", + "Creates a new shape that is built by extruding along a bezier spline." + ); + + public override bool hidden + { + get { return !Experimental.experimentalFeaturesEnabled; } + } + + public override bool enabled + { + get { return Experimental.experimentalFeaturesEnabled; } + } + + protected override ActionResult PerformActionImplementation() + { + GameObject go = new GameObject(); + var bezier = go.AddComponent(); + go.GetComponent().sharedMaterial = EditorMaterialUtility.GetUserMaterial(); + bezier.Init(); + bezier.Refresh(); + UndoUtility.RegisterCreatedObjectUndo(go, "Create Bezier Shape"); + EditorUtility.InitObject(bezier.GetComponent()); + MeshSelection.SetSelection(go); + bezier.isEditing = true; + + return new ActionResult(ActionResult.Status.Success, "Create Bezier Shape"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/NewBezierShape.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/NewBezierShape.cs.meta new file mode 100644 index 0000000..778e52d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/NewBezierShape.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ed8e5003f1d14f718326765fbb042572 +timeCreated: 1487278078 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenLightmapUVEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenLightmapUVEditor.cs new file mode 100644 index 0000000..caebdb2 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenLightmapUVEditor.cs @@ -0,0 +1,36 @@ +using UnityEngine.ProBuilder; +using UnityEngine; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class OpenLightmapUVEditor : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Tool; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return s_Tooltip; } } + public override string menuTitle { get { return "Lightmap UV Editor"; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Lightmap UV Editor", + "" + ); + + public override bool enabled + { + get { return true; } + } + + public override bool hidden + { + get { return true; } + } + + protected override ActionResult PerformActionImplementation() + { + EditorWindow.GetWindow(true, "Lightmap UV Editor", true).position = LightmapUVEditor.desiredPosition; + return new ActionResult(ActionResult.Status.Success, "Open Lightmap UV Editor Window"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenLightmapUVEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenLightmapUVEditor.cs.meta new file mode 100644 index 0000000..ebbc984 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenLightmapUVEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c851f089cbc73c141be8cc62b5dc057a +timeCreated: 1474046557 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenMaterialEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenMaterialEditor.cs new file mode 100644 index 0000000..42a740d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenMaterialEditor.cs @@ -0,0 +1,27 @@ +using UnityEngine.ProBuilder; +using UnityEngine; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class OpenMaterialEditor : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Tool; } } + public override string iconPath => "Toolbar/Panel_Materials"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Material Editor", + "Opens the Material Editor window.\n\nThe Material Editor window applies materials to selected faces or objects." + ); + + public override bool enabled => true; + + protected override ActionResult PerformActionImplementation() + { + MaterialEditor.MenuOpenMaterialEditor(); + return new ActionResult(ActionResult.Status.Success, "Open Materials Window"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenMaterialEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenMaterialEditor.cs.meta new file mode 100644 index 0000000..842ec56 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenMaterialEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2b43eb0a521a4a6a90bde45149e1c656 +timeCreated: 1457452380 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenSmoothingEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenSmoothingEditor.cs new file mode 100644 index 0000000..409da3f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenSmoothingEditor.cs @@ -0,0 +1,33 @@ +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; +using UnityEngine; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class OpenSmoothingEditor : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Tool; } } + public override string iconPath => "Toolbar/Panel_Smoothing"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + public override string menuTitle { get { return "Smoothing"; } } + public override int toolbarPriority { get { return 2; } } + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Smoothing Groups Editor", + @"Opens the Smoothing Group Editor. + +Smoothing groups average the vertex normals with neighboring planes. This allows lighting to behave in a more realistic manner when dealing with edges that are intended to be smooth. + +ProBuilder decides which edges should be smoothed by checking for neighboring faces that are in the same group. It also checks for Hard groups, which hardens edges of neighboring faces." + ); + + public override bool enabled => true; + + protected override ActionResult PerformActionImplementation() + { + SmoothGroupEditor.MenuOpenSmoothGroupEditor(); + return new ActionResult(ActionResult.Status.Success, "Open Smoothing Groups Editor"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenSmoothingEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenSmoothingEditor.cs.meta new file mode 100644 index 0000000..95fd1d8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenSmoothingEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 40af14f295f2434f9cfda219da2645a0 +timeCreated: 1457452380 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenUVEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenUVEditor.cs new file mode 100644 index 0000000..2f5fca9 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenUVEditor.cs @@ -0,0 +1,30 @@ +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class OpenUVEditor : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Tool; } } + public override string iconPath => "Toolbar/Panel_UVEditor"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "UV Editor", + "Opens the UV Editor window.\n\nThe UV Editor allows you to change how textures are rendered on this mesh." + ); + + public override bool enabled => true; + + protected override ActionResult PerformActionImplementation() + { + UVEditor.MenuOpenUVEditor(); + return new ActionResult(ActionResult.Status.Success, "Open UV Window"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenUVEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenUVEditor.cs.meta new file mode 100644 index 0000000..5cef3f1 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenUVEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e985069a91a74567a338b55beddbf74c +timeCreated: 1457452380 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexColorEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexColorEditor.cs new file mode 100644 index 0000000..3180ce8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexColorEditor.cs @@ -0,0 +1,28 @@ +using UnityEngine.ProBuilder; +using UnityEngine; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class OpenVertexColorEditor : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Tool; } } + public override string iconPath => "Toolbar/Panel_VertColors"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + public override string menuTitle { get { return "Vertex Colors"; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Vertex Colors Editor", + "Opens the Vertex Color Palette.\n\nApply using Face mode for hard-edged colors.\nApply using Edge or Vertex mode for soft, blended colors." + ); + + public override bool enabled => true; + + protected override ActionResult PerformActionImplementation() + { + VertexColorPalette.MenuOpenWindow(); + return new ActionResult(ActionResult.Status.Success, "Open Vertex Color Window"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexColorEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexColorEditor.cs.meta new file mode 100644 index 0000000..c9fdbec --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexColorEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c8e7f2a60420444ba31322510285d625 +timeCreated: 1457452380 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexPositionEditor.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexPositionEditor.cs new file mode 100644 index 0000000..079a523 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexPositionEditor.cs @@ -0,0 +1,32 @@ +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class OpenVertexPositionEditor : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Tool; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return s_Tooltip; } } + public override string menuTitle { get { return "Vertex Editor"; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Vertex Position Editor", + "Opens the vertex positions editor window." + ); + + public override bool enabled => true; + public override bool hidden => true; + + protected override ActionResult PerformActionImplementation() + { + VertexPositionEditor.MenuOpenVertexEditor(); + return new ActionResult(ActionResult.Status.Success, "Open Vertex Editor Window"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexPositionEditor.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexPositionEditor.cs.meta new file mode 100644 index 0000000..bb11e69 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Editors/OpenVertexPositionEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0af7522e3732400388ebc019d869caf2 +timeCreated: 1474046557 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export.meta new file mode 100644 index 0000000..3db2368 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 27d2963a2a5b4b0884f376976f4f34eb +folderAsset: yes +timeCreated: 1472831757 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/Export.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/Export.cs new file mode 100644 index 0000000..fc52093 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/Export.cs @@ -0,0 +1,238 @@ +using System; +using UnityEngine; +using System.Linq; +using System.Collections.Generic; +using UnityEngine.ProBuilder.Stl; +using UnityEngine.ProBuilder; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class Export : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Object; } } + public override string iconPath => "Toolbar/Object_Export"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return m_Tooltip; } } + protected override internal bool hasFileMenuEntry { get { return false; } } + + GUIContent gc_ExportFormat = new GUIContent("Export Format", "The type of file to export the current selection as."); + GUIContent gc_ExportRecursive = new GUIContent("Include Children", "Should the exporter include children of the current selection when searching for meshes to export?"); + GUIContent gc_ObjExportRightHanded = new GUIContent("Right Handed", "Unity coordinate space is left handed, where most other major 3D modeling softwares are right handed. Usually this option should be left enabled."); + GUIContent gc_ExportAsGroup = new GUIContent("Export As Group", "If enabled all selected meshes will be combined to a single model. If not, each mesh will be exported individually."); + GUIContent gc_ObjApplyTransform = new GUIContent("Apply Transforms", "If enabled each mesh will have it's Transform applied prior to export. This is useful when you want to retain the correct placement of objects when re-importing to Unity (just set the imported mesh to { 0, 0, 0 }). If not enabled meshes are exported in local space."); + GUIContent gc_ObjExportCopyTextures = new GUIContent("Copy Textures", "With Copy Textures enabled the exporter will copy material textures to the destination directory. If false the material library will point to the texture path within the Unity project. If you're exporting models with the intention of editing in an external 3D modeler then re-importing, disable this option to avoid duplicate textures in your project."); + GUIContent gc_ObjExportVertexColors = new GUIContent("Vertex Colors", "Some 3D modeling applications will read and write vertex colors as an unofficial extension to the OBJ format.\n\nWarning! Enabling this can break compatibility with some other 3D modeling applications."); + GUIContent gc_ObjTextureOffsetScale = new GUIContent("Texture Offset, Scale", "Write texture map offset and scale to the material library. Not all 3D modeling applications support this specificiation, and some will fail to load materials that define these values."); + GUIContent gc_ObjQuads = new GUIContent("Export Quads", "Where possible, faces will be exported as quads instead of triangles. Note that this can result in a larger exported mesh (ProBuilder will not merge shared vertices with this option enabled)."); + GUIContent gc_ExportAssetInPlace = new GUIContent("Replace Source", "Remove the ProBuilder component and replace the MeshFilter mesh with the exported asset."); + + Pref m_ExportFormat = new Pref("export.format", k_DefaultFormat); + Pref m_ExportRecursive = new Pref("export.exportRecursive", false); + Pref m_ExportAsGroup = new Pref("export.exportAsGroup", false); + + // obj specific + Pref m_ObjExportRightHanded = new Pref("export.objExportRightHanded", true); + Pref m_ObjExportCopyTextures = new Pref("export.objExportCopyTextures", true); + Pref m_ObjApplyTransform = new Pref("export.objApplyTransform", false); + Pref m_ObjExportVertexColors = new Pref("export.objExportVertexColors", false); + Pref m_ObjTextureOffsetScale = new Pref("export.objTextureOffsetScale", false); + Pref m_ObjQuads = new Pref("export.objQuads", true); + + // stl specific + Pref m_StlExportFormat = new Pref("export.stlExportFormat", FileType.Ascii); + + // ply specific + Pref m_PlyExportIsRightHanded = new Pref("export.plyExportIsRightHanded", true); + Pref m_PlyApplyTransform = new Pref("export.plyApplyTransform", true); + Pref m_PlyQuads = new Pref("export.plyQuads", true); + Pref m_PlyNGons = new Pref("export.plyNGons", false); + + public enum ExportFormat + { + Obj, + Stl, + Ply, + Asset, + Prefab + } + + const ExportFormat k_DefaultFormat = ExportFormat.Obj; + + static readonly TooltipContent m_Tooltip = new TooltipContent + ( + "Export", + "Export the selected ProBuilder objects as a model file." + ); + + public override bool hidden + { + get { return false; } + } + + public override bool enabled + { + get { return MeshSelection.selectedObjectCount > 0; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Export Settings", EditorStyles.boldLabel); + + EditorGUI.BeginChangeCheck(); + + EditorGUI.BeginChangeCheck(); + m_ExportFormat.value = (ExportFormat)EditorGUILayout.EnumPopup(gc_ExportFormat, m_ExportFormat); + if (EditorGUI.EndChangeCheck()) + { + if (m_ExportFormat.value == ExportFormat.Asset || m_ExportFormat.value == ExportFormat.Prefab) + { + var opt = ExportAsset.s_ExportAssetOptions.value; + opt.makePrefab = m_ExportFormat.value == ExportFormat.Prefab; + ExportAsset.s_ExportAssetOptions.SetValue(opt); + } + } + + m_ExportRecursive.value = EditorGUILayout.Toggle(gc_ExportRecursive, m_ExportRecursive); + + if (m_ExportFormat != ExportFormat.Asset + && m_ExportFormat != ExportFormat.Prefab + && m_ExportFormat != ExportFormat.Stl) + { + m_ExportAsGroup.value = EditorGUILayout.Toggle(gc_ExportAsGroup, m_ExportAsGroup); + } + + if (m_ExportFormat == ExportFormat.Obj) + ObjExportOptions(); + else if (m_ExportFormat == ExportFormat.Stl) + StlExportOptions(); + else if (m_ExportFormat == ExportFormat.Ply) + PlyExportOptions(); + else if (m_ExportFormat == ExportFormat.Asset || m_ExportFormat == ExportFormat.Prefab) + AssetExportOptions(); + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Export")) + EditorUtility.ShowNotification(PerformAction().notification); + } + + void ObjExportOptions() + { + EditorGUI.BeginDisabledGroup(m_ExportAsGroup); + + if (m_ExportAsGroup) + EditorGUILayout.Toggle("Apply Transforms", true); + else + m_ObjApplyTransform.value = EditorGUILayout.Toggle(gc_ObjApplyTransform, m_ObjApplyTransform); + + EditorGUI.EndDisabledGroup(); + + m_ObjExportRightHanded.value = EditorGUILayout.Toggle(gc_ObjExportRightHanded, m_ObjExportRightHanded); + m_ObjExportCopyTextures.value = EditorGUILayout.Toggle(gc_ObjExportCopyTextures, m_ObjExportCopyTextures); + m_ObjExportVertexColors.value = EditorGUILayout.Toggle(gc_ObjExportVertexColors, m_ObjExportVertexColors); + m_ObjTextureOffsetScale.value = EditorGUILayout.Toggle(gc_ObjTextureOffsetScale, m_ObjTextureOffsetScale); + m_ObjQuads.value = EditorGUILayout.Toggle(gc_ObjQuads, m_ObjQuads); + } + + void StlExportOptions() + { + m_StlExportFormat.value = (UnityEngine.ProBuilder.Stl.FileType)EditorGUILayout.EnumPopup("Stl Format", m_StlExportFormat); + } + + void PlyExportOptions() + { + EditorGUI.BeginDisabledGroup(m_ExportAsGroup); + + if (m_ExportAsGroup) + EditorGUILayout.Toggle("Apply Transforms", true); + else + m_PlyApplyTransform.value = EditorGUILayout.Toggle(gc_ObjApplyTransform, m_PlyApplyTransform); + EditorGUI.EndDisabledGroup(); + + m_PlyExportIsRightHanded.value = EditorGUILayout.Toggle("Right Handed", m_PlyExportIsRightHanded); + m_PlyQuads.value = EditorGUILayout.Toggle("Quads", m_PlyQuads); + } + + void AssetExportOptions() + { + var options = ExportAsset.s_ExportAssetOptions.value; + + EditorGUI.BeginChangeCheck(); + options.replaceOriginal = EditorGUILayout.Toggle(gc_ExportAssetInPlace, options.replaceOriginal); + if(EditorGUI.EndChangeCheck()) + ExportAsset.s_ExportAssetOptions.SetValue(options); + } + + protected override ActionResult PerformActionImplementation() + { + string res = null; + + List meshes = m_ExportRecursive ? MeshSelection.deep.ToList() : MeshSelection.topInternal; + + if (meshes == null || meshes.Count == 0) + return new ActionResult(ActionResult.Status.Canceled, "No ProBuilder Mesh"); + + if (m_ExportFormat == ExportFormat.Obj) + { + res = ExportObj.ExportWithFileDialog(meshes, + m_ExportAsGroup, + m_ObjQuads, + new ObjOptions() { + handedness = m_ObjExportRightHanded ? ObjOptions.Handedness.Right : ObjOptions.Handedness.Left, + copyTextures = m_ObjExportCopyTextures, + applyTransforms = m_ExportAsGroup || m_ObjApplyTransform.value, + vertexColors = m_ObjExportVertexColors, + textureOffsetScale = m_ObjTextureOffsetScale + }); + } + else if (m_ExportFormat == ExportFormat.Stl) + { + res = ExportStlAscii.ExportWithFileDialog(meshes.Select(x => x.gameObject).ToArray(), m_StlExportFormat); + } + else if (m_ExportFormat == ExportFormat.Ply) + { + res = ExportPly.ExportWithFileDialog(meshes, m_ExportAsGroup, new PlyOptions() { + isRightHanded = m_PlyExportIsRightHanded, + applyTransforms = m_PlyApplyTransform, + quads = m_PlyQuads, + ngons = m_PlyNGons + }); + } + else if (m_ExportFormat == ExportFormat.Asset || m_ExportFormat == ExportFormat.Prefab) + { + res = ExportAsset.ExportWithFileDialog(meshes, ExportAsset.s_ExportAssetOptions.value); + } + + if (string.IsNullOrEmpty(res)) + return new ActionResult(ActionResult.Status.Canceled, "Canceled"); + + PingExportedModel(res); + + return new ActionResult(ActionResult.Status.Success, "Exported " + m_ExportFormat.value); + } + + internal static void PingExportedModel(string path) + { + var local = path.Replace("\\", "/"); + var dataPath = Application.dataPath.Replace("\\", "/"); + + if (local.Contains(dataPath)) + { + AssetDatabase.Refresh(); + var assetPath = "Assets" + local.Replace(dataPath, ""); + var o = AssetDatabase.LoadAssetAtPath(assetPath); + if (o != null) + EditorGUIUtility.PingObject(o); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/Export.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/Export.cs.meta new file mode 100644 index 0000000..7604771 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/Export.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 736319124efd40fda31c36ae2599181a +timeCreated: 1496775583 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportAsset.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportAsset.cs new file mode 100644 index 0000000..941df65 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportAsset.cs @@ -0,0 +1,319 @@ +using System; +using UnityEngine; +using System.Linq; +using System.Collections.Generic; +using System.IO; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.Shapes; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder.Actions +{ + [Serializable] + struct ExportAssetOptions + { + public bool makePrefab; + public bool replaceOriginal; + + public static readonly ExportAssetOptions defaults = new ExportAssetOptions() + { + makePrefab = false, + replaceOriginal = false + }; + } + + sealed class ExportAsset : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Export; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return s_Tooltip; } } + + internal static Pref s_ExportAssetOptions =new Pref("export.assetOptions", ExportAssetOptions.defaults); + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Export Asset", + "Export a Unity mesh asset file." + ); + + public override bool enabled + { + get { return MeshSelection.selectedObjectCount > 0; } + } + + public override bool hidden + { + get { return true; } + } + + protected override ActionResult PerformActionImplementation() + { + var opt = s_ExportAssetOptions.value; + var res = ExportWithFileDialog(MeshSelection.topInternal, opt); + Export.PingExportedModel(res); + return new ActionResult(ActionResult.Status.Success, opt.makePrefab ? "Make Prefab" : "Make Asset"); + } + + /// + /// Export meshes to a Unity asset. + /// + /// + /// + public static string ExportWithFileDialog(IList meshes, ExportAssetOptions options) + { + if (meshes == null || meshes.Count == 0) + return ""; + + string res = null; + + if (meshes.Count < 2) + { + ProBuilderMesh first = meshes.FirstOrDefault(); + + if (first == null) + return null; + + res = options.makePrefab + ? ExportPrefab(first, options.replaceOriginal) + : ExportMesh(first, options.replaceOriginal); + } + else + { + string path = UnityEditor.EditorUtility.SaveFolderPanel("Export to Asset", "Assets", ""); + + if (string.IsNullOrEmpty(path) || !Directory.Exists(path)) + return null; + + meshes = meshes.ToList(); + for (int i = 0, c = meshes.Count; i < c; i++) + { + var pb = meshes[i]; + var assetPath = string.Format("{0}/{1}.asset", path, pb.name); + + if (options.makePrefab) + { + res = ExportPrefab(assetPath, pb, options.replaceOriginal, true); + } + else + { + res = ExportMesh(assetPath, pb, options.replaceOriginal, true); + + if (options.replaceOriginal) + StripProBuilderScripts.DestroyProBuilderMeshAndDependencies(pb.gameObject, pb, true, true); + } + } + } + + ProBuilderEditor.Refresh(); + AssetDatabase.Refresh(); + + return res; + } + + static string AssetPathFromFullPath(string path, string extension) + { + if (string.IsNullOrEmpty(path)) return null; + + string directory = Path.GetDirectoryName(path).Replace("\\", "/"); + string name = Path.GetFileNameWithoutExtension(path); + string relativeDirectory = string.Format("Assets{0}", directory.Replace(Application.dataPath, "")); + return !string.IsNullOrEmpty(extension) + ? string.Format("{0}/{1}.{2}", relativeDirectory, name, extension) + : string.Format("{0}/{1}", relativeDirectory, name); + } + + static string AskForPath(string fileName, string extension) + { + return UnityEditor.EditorUtility.SaveFilePanel("Export to Asset", "Assets", fileName, extension); + } + + static string AskForAssetPath(string fileName, string extension) + { + return AssetPathFromFullPath(AskForPath(fileName, extension), extension); + } + + static string PickDifferentAssetPath(string previousAssetPath) + { + var extension = Path.GetExtension(previousAssetPath); + if (extension != null && extension.StartsWith(".")) + { + extension = extension.Substring(1); + } + var newPath = AskForAssetPath( + Path.GetFileNameWithoutExtension(previousAssetPath), + extension + ); + return !string.IsNullOrEmpty(newPath) + ? newPath + : AssetDatabase.GenerateUniqueAssetPath(previousAssetPath); + } + + static string ExportPrefab(ProBuilderMesh mesh, bool replaceOriginal) + { + string path = AskForPath(mesh.name, "prefab"); + + if (string.IsNullOrEmpty(path)) + return null; + + return ExportPrefab(path, mesh, replaceOriginal, false); + } + + static string ExportMesh(ProBuilderMesh mesh, bool replaceOriginal) + { + string path = AskForPath(mesh.name, "asset"); + + if (string.IsNullOrEmpty(path)) + return null; + + ExportMesh(path, mesh, replaceOriginal, false); + + if (replaceOriginal) + { + StripProBuilderScripts.DestroyProBuilderMeshAndDependencies(mesh.gameObject, mesh, true, true); + } + else + { + mesh.mesh = null; + EditorUtility.SynchronizeWithMeshFilter(mesh); + } + + return path; + } + + static string ExportPrefab(string path, ProBuilderMesh pb, bool replaceOriginal, bool batchExport) + { + string name = Path.GetFileNameWithoutExtension(path); + string basePath = AssetPathFromFullPath(path, null); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + + string meshPath = string.Format("{0}.asset", basePath); + string prefabPath = string.Format("{0}.prefab", basePath); + + if (batchExport) + { + // Never overwrite during batch export. + meshPath = AssetDatabase.GenerateUniqueAssetPath(meshPath); + prefabPath = AssetDatabase.GenerateUniqueAssetPath(prefabPath); + } + else + { + var existingMesh = AssetDatabase.LoadAssetAtPath(meshPath); + if (existingMesh) + { + // Overwriting mesh. + var existingPrefab = AssetDatabase.LoadAssetAtPath(prefabPath); + if (existingPrefab) + { + // Overwriting prefab as well. + var meshFilter = existingPrefab.GetComponent(); + if (!meshFilter || meshFilter.sharedMesh != existingMesh) + { + // Prefab and mesh being overwritten are not related, pick different path. + meshPath = PickDifferentAssetPath(meshPath); + } + // Else allow overwrite both as they are related. + } + else + { + // Unrelated mesh is being overriden, pick different path. + meshPath = PickDifferentAssetPath(meshPath); + } + } + } + + Mesh meshAsset = pb.mesh; + meshAsset.name = name; + meshAsset = CreateOrReplaceAsset(meshAsset, meshPath); + + var go = replaceOriginal ? pb.gameObject : Object.Instantiate(pb.gameObject); + + var component = go.GetComponent(); + Undo.RecordObject(component, "Export ProBuilderMesh as Replacement"); + StripProBuilderScripts.DestroyProBuilderMeshAndDependencies(go, component, true, true); + + go.GetComponent().sharedMesh = meshAsset; + var meshCollider = go.GetComponent(); + if (meshCollider) + meshCollider.sharedMesh = meshAsset; + + if (replaceOriginal) + PrefabUtility.SaveAsPrefabAssetAndConnect(go, prefabPath, InteractionMode.UserAction); + else + { + // if we're about to overwrite the prefab asset of the source mesh, first disconnect it so that we're not + // overwriting the instance + if (PrefabUtility.IsPartOfAnyPrefab(pb) + && PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(pb) == prefabPath) + PrefabUtility.UnpackPrefabInstance(pb.gameObject, PrefabUnpackMode.OutermostRoot, InteractionMode.AutomatedAction); + PrefabUtility.SaveAsPrefabAsset(go, prefabPath); + } + + if (!replaceOriginal) + { + pb.mesh = null; + EditorUtility.SynchronizeWithMeshFilter(pb); + Object.DestroyImmediate(go); + } + + return meshPath; + } + + static string ExportMesh(string path, ProBuilderMesh mesh, bool replaceOriginal, bool batchExport) + { + var existing = AssetDatabase.GetAssetPath(mesh.mesh); + + if (!string.IsNullOrEmpty(existing)) + return existing; + + string name = Path.GetFileNameWithoutExtension(path); + string meshPath = AssetPathFromFullPath(path, "asset"); + if (batchExport) + { + // Never replace assets during batch export. + meshPath = AssetDatabase.GenerateUniqueAssetPath(meshPath); + } + + mesh.ToMesh(); + mesh.Refresh(); + mesh.Optimize(); + + var meshAsset = mesh.mesh; + meshAsset.name = name; + + meshAsset = CreateOrReplaceAsset(meshAsset, meshPath); + + if (replaceOriginal) + { + mesh.GetComponent().sharedMesh = meshAsset; + var meshCollider = mesh.GetComponent(); + if (meshCollider) + { + meshCollider.sharedMesh = meshAsset; + } + } + + return meshPath; + } + + static T CreateOrReplaceAsset(T asset, string path) where T : Object + { + T existingAsset = AssetDatabase.LoadAssetAtPath(path); + + if (existingAsset == null) + { + AssetDatabase.CreateAsset(asset, path); + return asset; + } + + var tempPath = AssetDatabase.GenerateUniqueAssetPath(path); + AssetDatabase.CreateAsset(asset, tempPath); + FileUtil.ReplaceFile(tempPath, path); + AssetDatabase.DeleteAsset(tempPath); + return existingAsset; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportAsset.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportAsset.cs.meta new file mode 100644 index 0000000..aafac00 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportAsset.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cc401b52b64c4b7b87078d8ae3e29b68 +timeCreated: 1472836657 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportObj.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportObj.cs new file mode 100644 index 0000000..ab0f89a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportObj.cs @@ -0,0 +1,132 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using System.IO; +using System.Collections.Generic; +using UnityEngine.ProBuilder; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ExportObj : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Export; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return _tooltip; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Export Obj", + "Export a Wavefront OBJ file." + ); + + public override bool hidden + { + get { return true; } + } + + public override bool enabled + { + get { return MeshSelection.selectedObjectCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + string res = ExportWithFileDialog(MeshSelection.topInternal); + + if (string.IsNullOrEmpty(res)) + return new ActionResult(ActionResult.Status.Canceled, "User Canceled"); + + Export.PingExportedModel(res); + + return new ActionResult(ActionResult.Status.Success, "Export OBJ"); + } + + // Prompt user for a save file location and export meshes as Obj. + public static string ExportWithFileDialog(IEnumerable meshes, bool asGroup = true, bool allowQuads = true, ObjOptions options = null) + { + if (meshes == null || !meshes.Any()) + return null; + + IEnumerable models = allowQuads + ? meshes.Select(x => new Model(x.gameObject.name, x)) + : meshes.Select(x => new Model(x.gameObject.name, x.mesh, x.GetComponent().sharedMaterials, x.transform.localToWorldMatrix)); + + string path = null, res = null; + + if (asGroup || models.Count() < 2) + { + ProBuilderMesh first = meshes.FirstOrDefault(); + string name = first != null ? first.name : "ProBuilderModel"; + path = UnityEditor.EditorUtility.SaveFilePanel("Export to Obj", "Assets", name, "obj"); + + if (string.IsNullOrEmpty(path)) + return null; + + res = DoExport(path, models, options); + } + else + { + path = UnityEditor.EditorUtility.SaveFolderPanel("Export to Obj", "Assets", ""); + + if (string.IsNullOrEmpty(path) || !Directory.Exists(path)) + return null; + + foreach (Model model in models) + res = DoExport(string.Format("{0}/{1}.obj", path, model.name), new List() { model }, options); + } + + return res; + } + + internal static string DoExport(string path, IEnumerable models, ObjOptions options) + { + string name = Path.GetFileNameWithoutExtension(path); + string directory = Path.GetDirectoryName(path); + + List textures = null; + string obj, mat; + + if (ObjExporter.Export(name, models, out obj, out mat, out textures, options)) + { + try + { + FileUtility.WriteAllText(string.Format("{0}/{1}.obj", directory, name), obj); + FileUtility.WriteAllText(string.Format("{0}/{1}.mtl", directory, name.Replace(" ", "_")), mat); + CopyTextures(textures, directory); + } + catch (System.Exception e) + { + Debug.LogWarning(string.Format("Failed writing obj to path: {0}\n{1}", string.Format("{0}/{1}.obj", path, name), e.ToString())); + return null; + } + } + else + { + Debug.LogWarning("No meshes selected."); + return null; + } + + return path; + } + + // Copy files from their path to a destination directory. + static void CopyTextures(List textures, string destination) + { + foreach (string path in textures) + { + string dest = string.Format("{0}/{1}", destination, Path.GetFileName(path)); + + if (!File.Exists(path)) + { + Log.Warning("OBJ Export: Could not find texture \"" + path + ",\" it will not be copied."); + continue; + } + + if (!File.Exists(dest)) + File.Copy(path, dest); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportObj.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportObj.cs.meta new file mode 100644 index 0000000..22ee05e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportObj.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 23fb6d4a102f4c2188ef8afe61eb58e4 +timeCreated: 1472833007 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportPly.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportPly.cs new file mode 100644 index 0000000..81bc4c6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportPly.cs @@ -0,0 +1,112 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using System.IO; +using System.Collections.Generic; +using UnityEngine.ProBuilder.Stl; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; +using EditorUtility = UnityEditor.EditorUtility; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ExportPly : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Export; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return _tooltip; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Export Ply", + "Export a Stanford PLY file." + ); + + public override bool hidden + { + get { return true; } + } + + public override bool enabled + { + get { return MeshSelection.selectedObjectCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + string res = ExportWithFileDialog(MeshSelection.topInternal); + + if (string.IsNullOrEmpty(res)) + return new ActionResult(ActionResult.Status.Canceled, "User Canceled"); + + Export.PingExportedModel(res); + + return new ActionResult(ActionResult.Status.Success, "Export PLY"); + } + + /** + * Prompt user for a save file location and export meshes as Obj. + */ + public static string ExportWithFileDialog(IEnumerable meshes, bool asGroup = true, PlyOptions options = null) + { + if (meshes == null || meshes.Count() < 1) + return null; + + string path = null, res = null; + + if (asGroup || meshes.Count() < 2) + { + ProBuilderMesh first = meshes.FirstOrDefault(); + string name = first != null ? first.name : "ProBuilderModel"; + path = UnityEditor.EditorUtility.SaveFilePanel("Export as PLY", "Assets", name, "ply"); + + if (string.IsNullOrEmpty(path)) + return null; + + res = DoExport(path, meshes, options); + } + else + { + path = UnityEditor.EditorUtility.SaveFolderPanel("Export to PLY", "Assets", ""); + + if (string.IsNullOrEmpty(path) || !Directory.Exists(path)) + return null; + + foreach (ProBuilderMesh model in meshes) + res = DoExport(string.Format("{0}/{1}.ply", path, model.name), new List() { model }, options); + } + + return res; + } + + static string DoExport(string path, IEnumerable models, PlyOptions options) + { + string name = Path.GetFileNameWithoutExtension(path); + string directory = Path.GetDirectoryName(path); + + string ply; + + if (PlyExporter.Export(models, out ply, options)) + { + try + { + FileUtility.WriteAllText(string.Format("{0}/{1}.ply", directory, name), ply); + } + catch (System.Exception e) + { + Debug.LogWarning(string.Format("Failed writing PLY to path: {0}\n{1}", string.Format("{0}/{1}.ply", path, name), e.ToString())); + return null; + } + } + else + { + Debug.LogWarning("No meshes selected."); + return null; + } + + return path; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportPly.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportPly.cs.meta new file mode 100644 index 0000000..7bc07a8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportPly.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ac7a7f49f26f45b29857e71b0d156fff +timeCreated: 1497030443 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlAscii.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlAscii.cs new file mode 100644 index 0000000..fcf47a5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlAscii.cs @@ -0,0 +1,91 @@ +using System; +using System.Globalization; +using UnityEngine; +using UnityEditor; +using System.Linq; +using System.Threading; +using UnityEngine.ProBuilder.Stl; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; +using EditorUtility = UnityEditor.EditorUtility; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ExportStlAscii : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Export; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return _tooltip; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Export Stl", + @"Export an Stl model file." + ); + + public override bool hidden + { + get { return true; } + } + + public override bool enabled + { + get { return MeshSelection.selectedObjectCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + var res = ExportWithFileDialog(Selection.gameObjects, FileType.Ascii); + + if (string.IsNullOrEmpty(res)) + return new ActionResult(ActionResult.Status.Canceled, "User Canceled"); + + Export.PingExportedModel(res); + + return new ActionResult(ActionResult.Status.Success, "Export STL"); + } + + public static string ExportWithFileDialog(GameObject[] gameObjects, FileType type) + { + GameObject first = gameObjects.FirstOrDefault(x => x.GetComponent() != null); + + string name = first != null ? first.name : "Mesh"; + string path = UnityEditor.EditorUtility.SaveFilePanel("Save Mesh to STL", "", name, "stl"); + + var res = false; + var currentCulture = Thread.CurrentThread.CurrentCulture; + + try + { + // pb_Stl is an external lib + Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; + res = pb_Stl_Exporter.Export(path, gameObjects, type); + } + finally + { + Thread.CurrentThread.CurrentCulture = currentCulture; + } + + + if (res) + { + string full = path.Replace("\\", "/"); + + // if the file was saved in project, ping it + if (full.Contains(Application.dataPath)) + { + string relative = full.Replace(Application.dataPath, "Assets"); + Object o = AssetDatabase.LoadAssetAtPath(relative, typeof(Object)); + if (o != null) + EditorGUIUtility.PingObject(o); + AssetDatabase.Refresh(); + } + return path; + } + + return null; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlAscii.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlAscii.cs.meta new file mode 100644 index 0000000..73f217e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlAscii.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 48b3897a5481441a8c9468e28fd54c53 +timeCreated: 1472831854 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlBinary.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlBinary.cs new file mode 100644 index 0000000..25bd542 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlBinary.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using UnityEngine.ProBuilder.Stl; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ExportStlBinary : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Export; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return _tooltip; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Export Stl", + @"Export an Stl model file." + ); + + public override bool hidden + { + get { return true; } + } + + public override bool enabled + { + get { return MeshSelection.selectedObjectCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + var res = ExportStlAscii.ExportWithFileDialog(Selection.gameObjects, FileType.Binary); + + if (string.IsNullOrEmpty(res)) + return new ActionResult(ActionResult.Status.Canceled, "User Canceled"); + + Export.PingExportedModel(res); + + return new ActionResult(ActionResult.Status.Success, "Export STL"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlBinary.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlBinary.cs.meta new file mode 100644 index 0000000..601bb07 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Export/ExportStlBinary.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b04279a9fe7348798c260ea6516c1a4c +timeCreated: 1472832591 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry.meta new file mode 100644 index 0000000..fe7ebd9 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8dd93277e78748079ee5467a543c0416 +folderAsset: yes +timeCreated: 1457564631 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BevelEdges.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BevelEdges.cs new file mode 100644 index 0000000..600c1e9 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BevelEdges.cs @@ -0,0 +1,126 @@ +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.UIElements; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class BevelEdges : MenuAction + { + const float k_MinBevelDistance = .0001f; + Pref m_BevelSize = new Pref("BevelEdges.size", .2f); + + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Edge_Bevel"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + + static readonly GUIContent gc_BevelDistance = EditorGUIUtility.TrTextContent("Distance", "The size of the bevel in meters. The value is clamped to the size of the smallest affected face."); + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Bevel Edges", + @"Smooth the selected edges by adding a slanted face connecting the two adjacent faces." + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge | SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedEdgeCount > 0; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var floatField = new FloatField(gc_BevelDistance.text); + floatField.tooltip = gc_BevelDistance.tooltip; + floatField.isDelayed = PreviewActionManager.delayedPreview; + floatField.SetValueWithoutNotify(m_BevelSize.value); + floatField.RegisterCallback>(evt => + { + if (m_BevelSize.value != evt.newValue) + { + if (evt.newValue < k_MinBevelDistance) + { + m_BevelSize.SetValue(k_MinBevelDistance); + floatField.SetValueWithoutNotify(m_BevelSize); + } + else + m_BevelSize.SetValue(evt.newValue); + PreviewActionManager.UpdatePreview(); + } + }); + + System.Action onDelayedPreviewChanged = () => + { + floatField.isDelayed = PreviewActionManager.delayedPreview; + }; + PreviewActionManager.delayedPreviewChanged += onDelayedPreviewChanged; + root.RegisterCallback(evt => + { + PreviewActionManager.delayedPreviewChanged -= onDelayedPreviewChanged; + }); + root.Add(floatField); + + return root; + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Bevel Edge Settings", EditorStyles.boldLabel); + + EditorGUILayout.HelpBox("Amount determines how much space the bevel occupies. The value is clamped to the size of the smallest affected face.", MessageType.Info); + + EditorGUI.BeginChangeCheck(); + + m_BevelSize.value = EditorGUILayout.FloatField(gc_BevelDistance, m_BevelSize); + + if (m_BevelSize < k_MinBevelDistance) + m_BevelSize.value = k_MinBevelDistance; + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Bevel Edges")) + PerformAction(); + } + + protected override ActionResult PerformActionImplementation() + { + ActionResult res = ActionResult.NoSelection; + + UndoUtility.RecordSelection("Bevel Edges"); + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + pb.ToMesh(); + + List faces = Bevel.BevelEdges(pb, pb.selectedEdges, m_BevelSize); + res = faces != null ? new ActionResult(ActionResult.Status.Success, "Bevel Edges") : new ActionResult(ActionResult.Status.Failure, "Failed Bevel Edges"); + + if (res) + pb.SetSelectedFaces(faces); + + pb.Refresh(); + pb.Optimize(); + } + + ProBuilderEditor.Refresh(); + + return res; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BevelEdges.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BevelEdges.cs.meta new file mode 100644 index 0000000..102d64a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BevelEdges.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b7bd43b2e3e547199420eec1d903ff30 +timeCreated: 1466191810 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BridgeEdges.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BridgeEdges.cs new file mode 100644 index 0000000..4c399cd --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BridgeEdges.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class BridgeEdges : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Edge_Bridge"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Bridge Edges", + @"Add a new face connecting two edges.", + keyCommandAlt, 'B' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.topInternal.Any(x => x.selectedEdgeCount == 2); } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Bridge Edges"); + + bool success = false; + + foreach (var mesh in MeshSelection.topInternal) + { + if (mesh.selectedEdgeCount == 2) + { + if (mesh.Bridge(mesh.selectedEdges[0], mesh.selectedEdges[1], ProBuilderEditor.s_AllowNonManifoldActions) != null) + { + success = true; + mesh.ToMesh(); + mesh.Refresh(); + mesh.Optimize(); + } + } + } + + if (success) + { + ProBuilderEditor.Refresh(); + return new ActionResult(ActionResult.Status.Success, "Bridge Edges"); + } + else + { + Debug.LogWarning("Failed Bridge Edges. Bridge Edges requires that only 2 edges be selected, and they must both only have one connecting face (non-manifold)."); + return new ActionResult(ActionResult.Status.Failure, "Bridge Edges requires that only 2 edges be selected, and they must both only have one connecting face (non-manifold)."); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BridgeEdges.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BridgeEdges.cs.meta new file mode 100644 index 0000000..d10e0ab --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/BridgeEdges.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 066d50a96f4a480fac834bf3b64a8c26 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/CollapseVertices.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/CollapseVertices.cs new file mode 100644 index 0000000..5a84bea --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/CollapseVertices.cs @@ -0,0 +1,122 @@ +using UnityEngine; +using UnityEngine.UIElements; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class CollapseVertices : MenuAction + { + Pref m_CollapseToFirst = new Pref("CollapseVertices.collapseToFirst", false); + + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Vert_Collapse"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Collapse Vertices", + @"Merge all selected vertices into a single vertex, centered at the first vertex or average position of all selected points." + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Vertex; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedSharedVertexCountObjectMax > 1; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + root.style.minWidth = 150; + + var toggle = new Toggle("Collapse to First"); + toggle.tooltip = "Collapse To First setting decides where the collapsed vertex will be placed. If True, " + + "the new vertex will be placed at the position of the first selected vertex. If false, the new vertex " + + "is placed at the average position of all selected vertices."; + toggle.SetValueWithoutNotify(m_CollapseToFirst); + toggle.RegisterCallback>(evt => + { + m_CollapseToFirst.SetValue(evt.newValue); + + PreviewActionManager.UpdatePreview(); + }); + root.Add(toggle); + + return root; + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Collapse Vertices Settings", EditorStyles.boldLabel); + + EditorGUILayout.HelpBox("Collapse To First setting decides where the collapsed vertex will be placed.\n\nIf True, the new vertex will be placed at the position of the first selected vertex. If false, the new vertex is placed at the average position of all selected vertices.", MessageType.Info); + + EditorGUI.BeginChangeCheck(); + + m_CollapseToFirst.value = EditorGUILayout.Toggle("Collapse To First", m_CollapseToFirst); + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Collapse Vertices")) + PerformAction(); + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + bool success = false; + + bool collapseToFirst = m_CollapseToFirst; + + UndoUtility.RecordSelection("Collapse Vertices"); + + foreach (var mesh in MeshSelection.topInternal) + { + if (mesh.selectedIndexesInternal.Length > 1) + { + int newIndex = mesh.MergeVertices(mesh.selectedIndexesInternal, collapseToFirst); + + success = newIndex > -1; + + if (success) + mesh.SetSelectedVertices(new int[] { newIndex }); + + mesh.ToMesh(); + mesh.Refresh(); + mesh.Optimize(); + } + } + + ProBuilderEditor.Refresh(); + + if (success) + return new ActionResult(ActionResult.Status.Success, "Collapse Vertices"); + + return new ActionResult(ActionResult.Status.Failure, "Collapse Vertices\nNo Vertices Selected"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/CollapseVertices.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/CollapseVertices.cs.meta new file mode 100644 index 0000000..f2057d6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/CollapseVertices.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d1e3d0e26dcfcb438a45fbbf9f23e92 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConformFaceNormals.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConformFaceNormals.cs new file mode 100644 index 0000000..485f30f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConformFaceNormals.cs @@ -0,0 +1,61 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ConformFaceNormals : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Face_ConformNormals"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_TooltipContent; } } + public override string menuTitle { get { return "Conform Face Normals"; } } + + static readonly TooltipContent s_TooltipContent = new TooltipContent + ( + "Conform Face Normals", + @"Orients all selected faces to face the same direction." + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCountObjectMax > 1; } + } + + protected override ActionResult PerformActionImplementation() + { + var selection = MeshSelection.topInternal; + + UndoUtility.RecordSelection("Conform " + (MeshSelection.selectedFaceCount > 0 ? "Face" : "Object") + " Normals."); + + ActionResult res = ActionResult.NoSelection; + + foreach (ProBuilderMesh pb in selection) + { + var faces = pb.GetSelectedFaces(); + + if (faces == null) + continue; + + res = UnityEngine.ProBuilder.MeshOperations.SurfaceTopology.ConformNormals(pb, faces); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + ProBuilderEditor.Refresh(); + + return res; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConformFaceNormals.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConformFaceNormals.cs.meta new file mode 100644 index 0000000..e8ddd64 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConformFaceNormals.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1fdc9faa599347a3b697e785ac4719b3 +timeCreated: 1457564636 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectEdges.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectEdges.cs new file mode 100644 index 0000000..323852c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectEdges.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ConnectEdges : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Edge_Connect"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + protected internal override bool hasFileMenuEntry { get { return false; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Connect Edges", + "Inserts a new edge connecting the center points of all selected edges. See also \"Subdivide.\"", + keyCommandAlt, 'E' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedEdgeCountObjectMax > 1; } + } + + protected override ActionResult PerformActionImplementation() + { + ActionResult res = ActionResult.NoSelection; + + UndoUtility.RecordSelection("Connect Edges"); + + foreach (var mesh in MeshSelection.topInternal) + { + Edge[] connections; + Face[] faces; + + res = ConnectElements.Connect(mesh, mesh.selectedEdges, out faces, out connections, true, true); + + if (connections != null) + { + if (connections.Length != 0) + mesh.SetSelectedEdges(connections); + mesh.Refresh(); + mesh.Optimize(); + } + } + + ProBuilderEditor.Refresh(); + return res; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectEdges.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectEdges.cs.meta new file mode 100644 index 0000000..99d15d3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectEdges.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9eda47df4ab94d8a8174832a11359a8a +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectVertices.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectVertices.cs new file mode 100644 index 0000000..6386c7d --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectVertices.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ConnectVertices : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Vert_Connect"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return _tooltip; } } + protected internal override bool hasFileMenuEntry { get { return false; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Connect Vertices", + @"Adds edges connecting all selected vertices.", + keyCommandAlt, 'E' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Vertex; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedSharedVertexCount > 1; } + } + + protected override ActionResult PerformActionImplementation() + { + ActionResult res = ActionResult.NoSelection; + + UndoUtility.RecordSelection("Connect Vertices"); + + foreach (var mesh in MeshSelection.topInternal) + { + mesh.ToMesh(); + int[] splits = mesh.Connect(mesh.selectedIndexesInternal); + + if (splits != null) + { + mesh.Refresh(); + mesh.Optimize(); + mesh.SetSelectedVertices(splits); + res = new ActionResult(ActionResult.Status.Success, "Connect Edges"); + } + else + { + res = new ActionResult(ActionResult.Status.Failure, "Failed Connecting Edges"); + } + } + ProBuilderEditor.Refresh(); + + return res; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectVertices.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectVertices.cs.meta new file mode 100644 index 0000000..5486be7 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ConnectVertices.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6d73444bb8cc9b468d5ff190d7de759 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DeleteFaces.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DeleteFaces.cs new file mode 100644 index 0000000..af3cb8f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DeleteFaces.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class DeleteFaces : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Face_Delete"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Delete Faces", + @"Delete all selected faces.", + keyCommandDelete + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Delete Face"); + + int count = 0; + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + if (pb.selectedFaceCount == pb.facesInternal.Length) + { + Debug.LogWarning("Attempting to delete all faces on this mesh... I'm afraid I can't let you do that."); + continue; + } + + Undo.RecordObject(pb.renderer, "Update Renderer"); + + pb.DeleteFaces(pb.selectedFacesInternal); + count += pb.selectedFaceCount; + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + MeshSelection.ClearElementSelection(); + ProBuilderEditor.Refresh(); + + if (count > 0) + return new ActionResult(ActionResult.Status.Success, "Delete " + count + " Faces"); + + return new ActionResult(ActionResult.Status.Failure, "No Faces Selected"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DeleteFaces.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DeleteFaces.cs.meta new file mode 100644 index 0000000..99dc9ff --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DeleteFaces.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b0c8bf4cfa4d461cb01b12bb9e3e42f9 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DetachFaces.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DetachFaces.cs new file mode 100644 index 0000000..f4fe853 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DetachFaces.cs @@ -0,0 +1,182 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using System; +using UnityEngine.UIElements; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class DetachFaces : MenuAction + { + Pref m_DetachSetting = new Pref("DetachFaces.target", DetachSetting.GameObject); + + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Face_Detach"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Detach Faces", + "Creates a new object (or submesh) from the selected faces." + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCount > 0; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + enum DetachSetting + { + GameObject, + Submesh + }; + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var detachFace = new EnumField("Detach To", m_DetachSetting); + detachFace.tooltip = "You can create a new Game Object with the selected face(s), or keep them as part of this object by using a Submesh."; + detachFace.RegisterCallback>(evt => + { + Enum.TryParse(evt.newValue, out DetachSetting newValue); + m_DetachSetting.SetValue(newValue); + }); + root.Add(detachFace); + + return root; + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Detach Face Settings", EditorStyles.boldLabel); + + EditorGUI.BeginChangeCheck(); + + m_DetachSetting.value = EditorGUILayout.Toggle("Separate GameObject", m_DetachSetting.value == DetachSetting.GameObject) + ? DetachSetting.GameObject + : DetachSetting.Submesh; + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Detach Selection")) + EditorUtility.ShowNotification(PerformAction().notification); + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Detach Face(s)"); + + if (m_DetachSetting == DetachSetting.GameObject) + return DetachFacesToObject(); + + return DetachFacesToSubmesh(); + } + + static ActionResult DetachFacesToSubmesh() + { + int count = 0; + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + pb.ToMesh(); + List res = pb.DetachFaces(pb.selectedFacesInternal); + pb.Refresh(); + pb.Optimize(); + + pb.SetSelectedFaces(res.ToArray()); + + count += pb.selectedFaceCount; + } + + ProBuilderEditor.Refresh(); + + if (count > 0) + return new ActionResult(ActionResult.Status.Success, "Detach " + count + (count > 1 ? " Faces" : " Face")); + + return new ActionResult(ActionResult.Status.Success, "Detach Faces"); + } + + static ActionResult DetachFacesToObject() + { + int detachedFaceCount = 0; + List detached = new List(); + + foreach (ProBuilderMesh mesh in MeshSelection.topInternal) + { + if (mesh.selectedFaceCount < 1 || mesh.selectedFaceCount == mesh.facesInternal.Length) + continue; + + var primary = mesh.selectedFaceIndexes; + detachedFaceCount += primary.Count; + + List inverse = new List(); + + for (int i = 0; i < mesh.facesInternal.Length; i++) + if (!primary.Contains(i)) + inverse.Add(i); + + ProBuilderMesh copy = Object.Instantiate(mesh.gameObject, mesh.transform.parent).GetComponent(); + copy.MakeUnique(); + EditorUtility.SynchronizeWithMeshFilter(copy); + + if (copy.transform.childCount > 0) + { + for (int i = copy.transform.childCount - 1; i > -1; i--) + Object.DestroyImmediate(copy.transform.GetChild(i).gameObject); + + foreach (var child in mesh.transform.GetComponentsInChildren()) + EditorUtility.SynchronizeWithMeshFilter(child); + } + + Undo.RecordObject(mesh.renderer, "Update Renderer"); + + mesh.DeleteFaces(primary); + copy.DeleteFaces(inverse); + + mesh.Rebuild(); + copy.Rebuild(); + + mesh.Optimize(); + copy.Optimize(); + + mesh.ClearSelection(); + copy.ClearSelection(); + + copy.SetSelectedFaces(copy.faces); + + Undo.RegisterCreatedObjectUndo(copy.gameObject, "Detach Selection"); + + copy.gameObject.name = GameObjectUtility.GetUniqueNameForSibling(mesh.transform.parent, mesh.gameObject.name); ; + detached.Add(copy.gameObject); + } + + MeshSelection.SetSelection(detached); + ProBuilderEditor.Refresh(); + + if (detachedFaceCount > 0) + return new ActionResult(ActionResult.Status.Success, "Detach " + detachedFaceCount + " faces to new Object"); + + return new ActionResult(ActionResult.Status.Failure, "No Faces Selected"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DetachFaces.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DetachFaces.cs.meta new file mode 100644 index 0000000..2f4af93 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DetachFaces.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d9930631c9404fb0b63a91644558eb39 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DuplicateFaces.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DuplicateFaces.cs new file mode 100644 index 0000000..accd36f --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DuplicateFaces.cs @@ -0,0 +1,177 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UIElements; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using Object = UnityEngine.Object; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class DuplicateFaces : MenuAction + { + Pref m_DuplicateFaceSetting = new Pref("DuplicateFaces.target", DuplicateFaceSetting.GameObject); + + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Face_Duplicate"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Duplicate Faces", + "Makes an exact copy of the selected faces, and either adds them to this mesh or creates a new Game Object" + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCount > 0; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + internal enum DuplicateFaceSetting + { + GameObject, + Submesh + }; + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var duplicateType = new EnumField("Duplicate To", m_DuplicateFaceSetting); + duplicateType.tooltip = "You can create a new Game Object with the selected face(s), or keep them as part of this object by using a Submesh."; + duplicateType.RegisterCallback>(evt => + { + Enum.TryParse(evt.newValue, out DuplicateFaceSetting newValue); + if (m_DuplicateFaceSetting.value == newValue) + return; + + m_DuplicateFaceSetting.value = newValue; + ProBuilderSettings.Save(); + }); + root.Add(duplicateType); + + return root; + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Duplicate Face Settings", EditorStyles.boldLabel); + + EditorGUILayout.HelpBox("You can create a new Game Object with the selected face(s), or keep them as part of this object by using a Submesh.", MessageType.Info); + + EditorGUI.BeginChangeCheck(); + + m_DuplicateFaceSetting.value = (DuplicateFaceSetting)EditorGUILayout.EnumPopup("Duplicate To", m_DuplicateFaceSetting); + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Duplicate Selection")) + EditorUtility.ShowNotification(PerformAction().notification); + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Duplicate Face(s)"); + + if (m_DuplicateFaceSetting == DuplicateFaceSetting.GameObject) + return DuplicateFacesToObject(); + + return DuplicateFacesToSubmesh(); + } + + static ActionResult DuplicateFacesToSubmesh() + { + int count = 0; + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + pb.ToMesh(); + List res = pb.DetachFaces(pb.selectedFacesInternal, false); + pb.Refresh(); + pb.Optimize(); + + pb.SetSelectedFaces(res.ToArray()); + + count += pb.selectedFaceCount; + } + + ProBuilderEditor.Refresh(); + + if (count > 0) + return new ActionResult(ActionResult.Status.Success, "Duplicate " + count + (count > 1 ? " Faces" : " Face")); + + return new ActionResult(ActionResult.Status.Success, "Duplicate Faces"); + } + + static ActionResult DuplicateFacesToObject() + { + int duplicatedFaceCount = 0; + List duplicated = new List(); + + foreach (ProBuilderMesh mesh in MeshSelection.topInternal) + { + if (mesh.selectedFaceCount < 1) + continue; + + var primary = mesh.selectedFaceIndexes; + duplicatedFaceCount += primary.Count; + + List inverse = new List(); + + for (int i = 0; i < mesh.facesInternal.Length; i++) + if (!primary.Contains(i)) + inverse.Add(i); + + ProBuilderMesh copy = Object.Instantiate(mesh.gameObject, mesh.transform.parent).GetComponent(); + copy.MakeUnique(); + EditorUtility.SynchronizeWithMeshFilter(copy); + + if (copy.transform.childCount > 0) + { + for (int i = copy.transform.childCount - 1; i > -1; i--) + Object.DestroyImmediate(copy.transform.GetChild(i).gameObject); + + foreach (var child in mesh.transform.GetComponentsInChildren()) + EditorUtility.SynchronizeWithMeshFilter(child); + } + + Undo.RegisterCreatedObjectUndo(copy.gameObject, "Duplicate Selection"); + + copy.DeleteFaces(inverse); + copy.Rebuild(); + copy.Optimize(); + mesh.ClearSelection(); + copy.ClearSelection(); + copy.SetSelectedFaces(copy.faces); + + copy.gameObject.name = GameObjectUtility.GetUniqueNameForSibling(mesh.transform.parent, mesh.gameObject.name); + duplicated.Add(copy.gameObject); + } + + MeshSelection.SetSelection(duplicated); + ProBuilderEditor.Refresh(); + + if (duplicatedFaceCount > 0) + return new ActionResult(ActionResult.Status.Success, "Duplicate " + duplicatedFaceCount + " faces to new Object"); + + return new ActionResult(ActionResult.Status.Failure, "No Faces Selected"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DuplicateFaces.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DuplicateFaces.cs.meta new file mode 100644 index 0000000..5a3e491 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/DuplicateFaces.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 172d21c82259a0c428b3924edd908358 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/Extrude.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/Extrude.cs new file mode 100644 index 0000000..e090fa0 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/Extrude.cs @@ -0,0 +1,83 @@ +using System; +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; + +namespace UnityEditor.ProBuilder.Actions +{ + // The menu bar entry for Extrude delegates to Face/Edge as appropriate. + sealed class Extrude : MenuAction + { + public override ToolbarGroup @group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => String.Empty; + public override Texture2D icon => null; + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Extrude", "", + keyCommandSuper, 'E' + ); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + public override SelectMode validSelectModes + { + get { return SelectMode.Face | SelectMode.Edge; } + } + + public override bool enabled + { + get + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + return EditorToolbarLoader.GetInstance().enabled; + case SelectMode.Face: + return EditorToolbarLoader.GetInstance().enabled; + default: + return false; + } + } + } + + public override bool hidden + { + get { return true; } + } + + protected override ActionResult PerformActionImplementation() + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + return EditorToolbarLoader.GetInstance().PerformAction(); + case SelectMode.Face: + return EditorToolbarLoader.GetInstance().PerformAction(); + + default: + return ActionResult.NoSelection; + } + } + + internal override string GetMenuItemOverride() + { + return @" switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + case SelectMode.Face: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + }"; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/Extrude.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/Extrude.cs.meta new file mode 100644 index 0000000..38202ed --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/Extrude.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9b24935f60532d7428cbcb5df316e359 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeEdges.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeEdges.cs new file mode 100644 index 0000000..85f8a96 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeEdges.cs @@ -0,0 +1,147 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEngine.UIElements; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ExtrudeEdges : MenuAction + { + Pref m_ExtrudeEdgeDistance = new Pref("ExtrudeEdges.distance", .5f); + + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Edge_Extrude"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return s_Tooltip; } } + protected internal override bool hasFileMenuEntry { get { return false; } } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Extrude Edges", + @"Adds a new face extending from the currently selected edges. Edges must have an open side to be extruded. + NB : Allow non-manifold actions should be authorized in ProBuilder preferences to enable this action.", + keyCommandSuper, 'E' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedEdgeCount > 0 && ProBuilderEditor.s_AllowNonManifoldActions; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var toggle = new Toggle("As Group"); + toggle.tooltip = "Extrude as Group determines whether or not adjacent faces stay attached to one another when extruding."; + toggle.SetValueWithoutNotify(VertexManipulationTool.s_ExtrudeEdgesAsGroup); + toggle.RegisterCallback>(OnEdgesAsGroupChanged); + root.Add(toggle); + + var floatField = new FloatField("Distance"); + floatField.isDelayed = PreviewActionManager.delayedPreview; + floatField.tooltip = "Extrude Amount determines how far an edge will be moved along it's normal when extruding. This value can be negative."; + floatField.SetValueWithoutNotify(m_ExtrudeEdgeDistance); + floatField.RegisterCallback>(OnExtrudeChanged); + + System.Action onDelayedPreviewChanged = () => + { + floatField.isDelayed = PreviewActionManager.delayedPreview; + }; + PreviewActionManager.delayedPreviewChanged += onDelayedPreviewChanged; + root.RegisterCallback(evt => + { + PreviewActionManager.delayedPreviewChanged -= onDelayedPreviewChanged; + }); + root.Add(floatField); + + return root; + } + + void OnEdgesAsGroupChanged(ChangeEvent evt) + { + VertexManipulationTool.s_ExtrudeEdgesAsGroup.SetValue(evt.newValue); + PreviewActionManager.UpdatePreview(); + } + + void OnExtrudeChanged(ChangeEvent evt) + { + m_ExtrudeEdgeDistance.SetValue(evt.newValue); + PreviewActionManager.UpdatePreview(); + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Extrude Settings", EditorStyles.boldLabel); + + EditorGUILayout.HelpBox("Extrude Amount determines how far an edge will be moved along it's normal when extruding. This value can be negative.\n\nExtrude as Group determines whether or not adjacent faces stay attached to one another when extruding.", MessageType.Info); + + EditorGUI.BeginChangeCheck(); + + VertexManipulationTool.s_ExtrudeEdgesAsGroup.value = EditorGUILayout.Toggle("As Group", VertexManipulationTool.s_ExtrudeEdgesAsGroup); + + m_ExtrudeEdgeDistance.value = EditorGUILayout.FloatField("Distance", m_ExtrudeEdgeDistance); + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Extrude Edges")) + PerformAction(); + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Extrude"); + + int extrudedFaceCount = 0; + bool success = false; + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + pb.ToMesh(); + pb.Refresh(RefreshMask.Normals); + + if (pb.selectedEdgeCount < 1) + continue; + + extrudedFaceCount += pb.selectedEdgeCount; + + Edge[] newEdges = pb.Extrude(pb.selectedEdges, + m_ExtrudeEdgeDistance, + VertexManipulationTool.s_ExtrudeEdgesAsGroup, + ProBuilderEditor.s_AllowNonManifoldActions); + + success |= newEdges != null; + + if (success) + pb.SetSelectedEdges(newEdges); + else + extrudedFaceCount -= pb.selectedEdgeCount; + + pb.Rebuild(); + } + + ProBuilderEditor.Refresh(); + + if (extrudedFaceCount > 0) + return new ActionResult(ActionResult.Status.Success, "Extrude"); + + return new ActionResult(ActionResult.Status.Canceled, "Extrude\nEmpty Selection"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeEdges.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeEdges.cs.meta new file mode 100644 index 0000000..875ce5e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeEdges.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 97626f417dcf4f68a68db312995f9e6b +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeFaces.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeFaces.cs new file mode 100644 index 0000000..218e41a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeFaces.cs @@ -0,0 +1,186 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEngine.UIElements; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class ExtrudeFaces : MenuAction + { + Pref m_ExtrudeDistance = new Pref("ExtrudeFaces.distance", .5f); + + ExtrudeMethod extrudeMethod + { + get { return VertexManipulationTool.s_ExtrudeMethod; } + set { VertexManipulationTool.s_ExtrudeMethod.value = value; } + } + + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Face_Extrude"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + protected internal override bool hasFileMenuEntry + { + get { return false; } + } + + Texture2D[] m_Icons = null; + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Extrude Faces", + "Extrude selected faces, either as a group or individually.\n\nAlt + Click this button to show additional Extrude options.", + keyCommandSuper, 'E' + ); + + public ExtrudeFaces() + { + m_Icons = new Texture2D[3]; + m_Icons[(int)ExtrudeMethod.IndividualFaces] = IconUtility.GetIcon("Toolbar/ExtrudeFace_Individual"); + m_Icons[(int)ExtrudeMethod.VertexNormal] = IconUtility.GetIcon("Toolbar/ExtrudeFace_VertexNormals"); + m_Icons[(int)ExtrudeMethod.FaceNormal] = IconUtility.GetIcon("Toolbar/ExtrudeFace_FaceNormals"); + } + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCount > 0; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var extrudeMethodLabel = new Label(); + extrudeMethodLabel.tooltip = " You may also choose to Extrude by Face Normal, Vertex Normal, or as Individual Faces."; + extrudeMethodLabel.style.backgroundImage = m_Icons[(int)extrudeMethod]; + extrudeMethodLabel.style.height = 22; + extrudeMethodLabel.style.width = 36; + + var extrudeMethodField = new EnumField("Extrude By", extrudeMethod); + extrudeMethodField.tooltip = " You may also choose to Extrude by Face Normal, Vertex Normal, or as Individual Faces."; + extrudeMethodField.RegisterCallback>(evt => + { + var newEnumValue = (ExtrudeMethod)evt.newValue; + if (extrudeMethod != newEnumValue) + { + extrudeMethod = newEnumValue; + extrudeMethodLabel.style.backgroundImage = m_Icons[(int)extrudeMethod]; + ProBuilderSettings.Save(); + PreviewActionManager.UpdatePreview(); + } + }); + extrudeMethodField.style.flexGrow = 1; + var line = new VisualElement(); + line.style.flexDirection = FlexDirection.Row; + line.Add(extrudeMethodField); + line.Add(extrudeMethodLabel); + root.Add(line); + + var distanceField = new FloatField("Distance"); + distanceField.tooltip = "Extrude Amount determines how far a face will be moved along it's normal when extruding. This value can be negative."; + distanceField.SetValueWithoutNotify(m_ExtrudeDistance.value); + distanceField.isDelayed = PreviewActionManager.delayedPreview; + distanceField.RegisterCallback>(evt => + { + m_ExtrudeDistance.SetValue(evt.newValue); + PreviewActionManager.UpdatePreview(); + }); + root.Add(distanceField); + + System.Action onDelayedPreviewChanged = () => + { + distanceField.isDelayed = PreviewActionManager.delayedPreview; + }; + PreviewActionManager.delayedPreviewChanged += onDelayedPreviewChanged; + root.RegisterCallback(evt => + { + PreviewActionManager.delayedPreviewChanged -= onDelayedPreviewChanged; + }); + + return root; + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Extrude Settings", EditorStyles.boldLabel); + + EditorGUILayout.HelpBox("Extrude Amount determines how far a face will be moved along it's normal when extruding. This value can be negative.\n\nYou may also choose to Extrude by Face Normal, Vertex Normal, or as Individual Faces.", MessageType.Info); + + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + GUILayout.Label(m_Icons[(int)extrudeMethod]); + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + + EditorGUI.BeginChangeCheck(); + + extrudeMethod = (ExtrudeMethod)EditorGUILayout.EnumPopup("Extrude By", extrudeMethod); + m_ExtrudeDistance.value = EditorGUILayout.FloatField("Distance", m_ExtrudeDistance); + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Extrude Faces")) + PerformAction(); + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Extrude"); + + int extrudedFaceCount = 0; + + foreach (ProBuilderMesh mesh in MeshSelection.topInternal) + { + mesh.ToMesh(); + mesh.Refresh(RefreshMask.Normals); + + if (mesh.selectedFaceCount < 1) + continue; + + extrudedFaceCount += mesh.selectedFaceCount; + var selectedFaces = mesh.GetSelectedFaces(); + + mesh.Extrude(selectedFaces, + VertexManipulationTool.s_ExtrudeMethod, + m_ExtrudeDistance); + + mesh.SetSelectedFaces(selectedFaces); + + mesh.Rebuild(); + mesh.Optimize(); + } + + ProBuilderEditor.Refresh(); + + if (extrudedFaceCount > 0) + return new ActionResult(ActionResult.Status.Success, "Extrude"); + + return new ActionResult(ActionResult.Status.Canceled, "Extrude\nEmpty Selection"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeFaces.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeFaces.cs.meta new file mode 100644 index 0000000..3f7c5b9 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/ExtrudeFaces.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d790e5dd7e634bac936d5dc0e026ae20 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FillHole.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FillHole.cs new file mode 100644 index 0000000..603afc6 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FillHole.cs @@ -0,0 +1,190 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEngine.UIElements; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class FillHole : MenuAction + { + Pref m_SelectEntirePath = new Pref("FillHole.selectEntirePath", true); + + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Edge_FillHole"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Fill Hole", + @"Create a new face connecting all selected vertices." + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge | SelectMode.Vertex; } + } + + public override bool enabled + { + get { return base.enabled && (MeshSelection.selectedEdgeCount > 0 || MeshSelection.selectedSharedVertexCount > 0); } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var toggle = new Toggle("Fill Entire Hole"); + toggle.tooltip = "Fill Hole can optionally fill entire holes (default) or just the selected vertices on the hole edges. If no elements are selected, the entire object will be scanned for holes."; + toggle.style.flexGrow =1; + toggle.SetValueWithoutNotify(m_SelectEntirePath); + toggle.RegisterCallback>(OnFillHoleToggleChanged); + root.Add(toggle); + + return root; + } + + void OnFillHoleToggleChanged(ChangeEvent evt) + { + m_SelectEntirePath.SetValue(evt.newValue); + PreviewActionManager.UpdatePreview(); + } + + protected override void OnSettingsGUI() + { + GUILayout.Label("Fill Hole Settings", EditorStyles.boldLabel); + + EditorGUILayout.HelpBox("Fill Hole can optionally fill entire holes (default) or just the selected vertices on the hole edges.\n\nIf no elements are selected, the entire object will be scanned for holes.", MessageType.Info); + + EditorGUI.BeginChangeCheck(); + + m_SelectEntirePath.value = EditorGUILayout.Toggle("Fill Entire Hole", m_SelectEntirePath); + + if (EditorGUI.EndChangeCheck()) + ProBuilderSettings.Save(); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Fill Hole")) + EditorUtility.ShowNotification(PerformAction().notification); + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Fill Hole"); + + ActionResult res = new ActionResult(ActionResult.Status.NoChange, "No Holes Found"); + int filled = 0; + bool wholePath = m_SelectEntirePath; + + foreach (ProBuilderMesh mesh in MeshSelection.topInternal) + { + bool selectAll = mesh.selectedIndexesInternal == null || mesh.selectedIndexesInternal.Length < 1; + IEnumerable indexes = selectAll ? mesh.facesInternal.SelectMany(x => x.indexes) : mesh.selectedIndexesInternal; + + mesh.ToMesh(); + + List wings = WingedEdge.GetWingedEdges(mesh); + HashSet common = mesh.GetSharedVertexHandles(indexes); + List> holes = ElementSelection.FindHoles(wings, common); + + HashSet appendedFaces = new HashSet(); + + foreach (List hole in holes) + { + List holeIndexes; + Face face; + + if (wholePath) + { + // if selecting whole path and in edge mode, make sure the path contains + // at least one complete edge from the selection. + if (ProBuilderEditor.selectMode == SelectMode.Edge && + !hole.Any(x => common.Contains(x.edge.common.a) && + common.Contains(x.edge.common.b))) + continue; + + holeIndexes = hole.Select(x => x.edge.local.a).ToList(); + face = AppendElements.CreatePolygon(mesh, holeIndexes, false); + } + else + { + IEnumerable selected = hole.Where(x => common.Contains(x.edge.common.a)); + holeIndexes = selected.Select(x => x.edge.local.a).ToList(); + face = AppendElements.CreatePolygon(mesh, holeIndexes, true); + } + + if (face != null) + { + filled++; + appendedFaces.Add(face); + } + } + + mesh.SetSelectedFaces(appendedFaces); + + wings = WingedEdge.GetWingedEdges(mesh); + + // make sure the appended faces match the first adjacent face found + // both in winding and face properties + foreach (var appendedFace in appendedFaces) + { + var wing = wings.FirstOrDefault(x => x.face == appendedFace); + + if (wing == null) + continue; + + using (var it = new WingedEdgeEnumerator(wing)) + { + while (it.MoveNext()) + { + if (it.Current == null) + continue; + + var currentWing = it.Current; + var oppositeFace = it.Current.opposite != null ? it.Current.opposite.face : null; + + if (oppositeFace != null && !appendedFaces.Contains(oppositeFace)) + { + currentWing.face.submeshIndex = oppositeFace.submeshIndex; + currentWing.face.uv = new AutoUnwrapSettings(oppositeFace.uv); + SurfaceTopology.ConformOppositeNormal(currentWing.opposite); + break; + } + } + } + } + + mesh.ToMesh(); + mesh.Refresh(); + mesh.Optimize(); + } + + ProBuilderEditor.Refresh(); + + if (filled > 0) + res = new ActionResult(ActionResult.Status.Success, filled > 1 ? string.Format("Filled {0} Holes", filled) : "Fill Hole"); + return res; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FillHole.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FillHole.cs.meta new file mode 100644 index 0000000..e1455a5 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FillHole.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2871f338d8894523bcde8a078df337c2 +timeCreated: 1466443265 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceEdge.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceEdge.cs new file mode 100644 index 0000000..45bcc81 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceEdge.cs @@ -0,0 +1,70 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class FlipFaceEdge : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Face_FlipTri"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Flip Face Edge", + @"Reverses the direction of the middle edge in a quad. Use this to fix ridges in quads with varied height corners." + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Flip Face Edges"); + int success = 0; + int attempts = 0; + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + foreach (Face face in pb.selectedFacesInternal) + { + if (pb.FlipEdge(face)) + success++; + } + + attempts++; + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + ProBuilderEditor.Refresh(); + + if (success > 0) + return new ActionResult(ActionResult.Status.Success, "Flipped " + success + " Edges"); + + return new ActionResult(ActionResult.Status.Failure, string.Format("Flip Edges\n{0}", attempts > 0 ? "Faces Must Be Quads" : "No Faces Selected")); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceEdge.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceEdge.cs.meta new file mode 100644 index 0000000..38ee6da --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceEdge.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4e7e1880876747d1823604bc506e3772 +timeCreated: 1457564632 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceNormals.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceNormals.cs new file mode 100644 index 0000000..ca46c45 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceNormals.cs @@ -0,0 +1,81 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class FlipFaceNormals : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Face_FlipNormals"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Flip Face Normals", + @"Reverses the direction of all faces in selection.", + keyCommandAlt, 'N' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Flip Face Normals"); + + int c = 0; + int faceCount = MeshSelection.selectedFaceCount; + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + if (pb.selectedFaceCount < 1 && faceCount < 1) + { + foreach (var face in pb.facesInternal) + face.Reverse(); + + c += pb.facesInternal.Length; + } + else + { + foreach (var face in pb.GetSelectedFaces()) + face.Reverse(); + + c += pb.selectedFaceCount; + } + + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + if (c > 0) + return new ActionResult(ActionResult.Status.Success, "Flip " + c + (c > 1 ? " Face Normals" : " Face Normal")); + + return new ActionResult(ActionResult.Status.Canceled, "Flip Normals\nNo Faces Selected"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceNormals.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceNormals.cs.meta new file mode 100644 index 0000000..9e8ef4c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/FlipFaceNormals.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 71cfb4d65045470facb2a2e1e41bec03 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/InsertEdgeLoop.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/InsertEdgeLoop.cs new file mode 100644 index 0000000..55e7798 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/InsertEdgeLoop.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class InsertEdgeLoop : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Edge_InsertLoop"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return _tooltip; } + } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Insert Edge Loop", + @"Connects all edges in a ring around the object.", + keyCommandAlt, 'U' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedEdgeCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + int success = 0; + UndoUtility.RecordSelection("Insert Edge Loop"); + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + Edge[] edges = pb.Connect(ElementSelection.GetEdgeRing(pb, pb.selectedEdges)).item2; + + if (edges != null) + { + pb.SetSelectedEdges(edges); + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + success++; + } + } + + ProBuilderEditor.Refresh(); + + if (success > 0) + return new ActionResult(ActionResult.Status.Success, "Insert Edge Loop"); + + return new ActionResult(ActionResult.Status.Success, "Insert Edge Loop"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/InsertEdgeLoop.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/InsertEdgeLoop.cs.meta new file mode 100644 index 0000000..8a82ed2 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/InsertEdgeLoop.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d3ba8385f1f540519a3524dceb13733b +timeCreated: 1457564632 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/MergeFaces.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/MergeFaces.cs new file mode 100644 index 0000000..2e73c0e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/MergeFaces.cs @@ -0,0 +1,72 @@ +using UnityEngine; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class MergeFaces : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Face_Merge"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Merge Faces", + @"Tells ProBuilder to treat the selected faces as if they were a single face. Be careful not to use this with unconnected faces!" + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedFaceCount > 0; } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Merge Faces"); + + int success = 0; + + foreach (ProBuilderMesh pb in MeshSelection.topInternal) + { + if (pb.selectedFaceCount > 1) + { + success += pb.selectedFaceCount; + + Face face = MergeElements.Merge(pb, pb.selectedFacesInternal); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + + pb.SetSelectedFaces(new Face[] { face }); + } + } + + ProBuilderEditor.Refresh(); + + if (success > 0) + return new ActionResult(ActionResult.Status.Success, "Merged " + success + " Faces"); + + return new ActionResult(ActionResult.Status.Failure, "Merge Faces\nNo Faces Selected"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/MergeFaces.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/MergeFaces.cs.meta new file mode 100644 index 0000000..dc93d59 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/MergeFaces.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 72b17ff6fd2249038e3d0e0d8969cef0 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/OffsetElements.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/OffsetElements.cs new file mode 100644 index 0000000..c4013f8 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/OffsetElements.cs @@ -0,0 +1,272 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UIElements; +using UnityEngine.ProBuilder; +using ColorUtility = UnityEngine.ProBuilder.ColorUtility; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class OffsetElements : MenuAction + { + internal enum CoordinateSpace + { + World, + Local, + Element, + Handle + } + + internal static Pref s_Translation = new Pref("MoveElements.s_Translation", Vector3.up); + internal static Pref s_CoordinateSpace = new Pref("MoveElements.s_CoordinateSpace", CoordinateSpace.World); + + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + + public override string iconPath => "Toolbar/OffsetElements"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip => new TooltipContent ( "Offset Elements", "Move the selected elements by a set amount." ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Face | SelectMode.Edge | SelectMode.Vertex; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedVertexCount > 0; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var dist = s_Translation.value; + var coord = s_CoordinateSpace.value; + + var spaceField = new EnumField("Coordinate Space", coord); + root.Add(spaceField); + spaceField.RegisterCallback>(evt => + { + CoordinateSpace newValue = (CoordinateSpace)evt.newValue; + if (s_CoordinateSpace.value == newValue) + return; + s_CoordinateSpace.SetValue(newValue); + PreviewActionManager.UpdatePreview(); + }); + + var distField = new Vector3Field("Translate"); + distField.SetValueWithoutNotify(dist); + distField.Query().ForEach(ff => ff.isDelayed = PreviewActionManager.delayedPreview); + root.Add(distField); + distField.RegisterCallback>(evt => + { + s_Translation.SetValue(evt.newValue, true); + PreviewActionManager.UpdatePreview(); + }); + + Action onDelayedPreviewChanged = () => + { + distField.Query().ForEach(ff => ff.isDelayed = PreviewActionManager.delayedPreview); + }; + PreviewActionManager.delayedPreviewChanged += onDelayedPreviewChanged; + root.RegisterCallback(evt => + { + PreviewActionManager.delayedPreviewChanged -= onDelayedPreviewChanged; + }); + + return root; + } + + public override void DoSceneGUI(SceneView sceneView) + => MoveElementsSettings.OnSceneGUI(sceneView); + + protected override void DoAlternateAction() + { + ConfigurableWindow.GetWindow(true, "Offset Settings", true); + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + UndoUtility.RecordSelection("Offset Elements(s)"); + + var handleRotation = MeshSelection.GetHandleRotation(); + + foreach (var group in MeshSelection.elementSelection) + { + var mesh = group.mesh; + var positions = mesh.positionsInternal; + var offset = s_Translation.value; + + switch (s_CoordinateSpace.value) + { + case CoordinateSpace.World: + case CoordinateSpace.Handle: + { + var pre = mesh.transform.localToWorldMatrix; + var post = mesh.transform.worldToLocalMatrix; + + if (s_CoordinateSpace.value == CoordinateSpace.Handle) + offset = handleRotation * offset; + + foreach (var index in mesh.selectedCoincidentVertices) + { + var p = pre.MultiplyPoint3x4(positions[index]); + p += offset; + positions[index] = post.MultiplyPoint3x4(p); + } + break; + } + + case CoordinateSpace.Local: + { + foreach (var index in mesh.selectedCoincidentVertices) + positions[index] += offset; + break; + } + + case CoordinateSpace.Element: + { + foreach (var elements in group.elementGroups) + { + var rotation = Quaternion.Inverse(mesh.transform.rotation) * elements.rotation; + var o = rotation * offset; + foreach (var index in elements.indices) + positions[index] += o; + } + break; + } + } + + mesh.Rebuild(); + mesh.Optimize(); + ProBuilderEditor.Refresh(); + } + + if(ProBuilderEditor.selectMode.ContainsFlag(SelectMode.Edge | SelectMode.TextureEdge)) + return new ActionResult(ActionResult.Status.Success, "Move " + MeshSelection.selectedEdgeCount + (MeshSelection.selectedEdgeCount > 1 ? " Edges" : " Edge")); + if(ProBuilderEditor.selectMode.ContainsFlag(SelectMode.Face | SelectMode.TextureFace)) + return new ActionResult(ActionResult.Status.Success, "Move " + MeshSelection.selectedFaceCount + (MeshSelection.selectedFaceCount > 1 ? " Faces" : " Face")); + return new ActionResult(ActionResult.Status.Success, "Move " + MeshSelection.selectedVertexCount + (MeshSelection.selectedVertexCount > 1 ? " Vertices" : " Vertex")); + } + } + + class MoveElementsSettings : ConfigurableWindow + { + void OnEnable() + { + titleContent.text = L10n.Tr("Offset Element Settings"); + SceneView.duringSceneGui += OnSceneGUI; + } + + void OnDisable() + { + SceneView.duringSceneGui -= OnSceneGUI; + } + + void OnGUI() + { + DoContextMenu(); + + EditorGUI.BeginChangeCheck(); + + var dist = OffsetElements.s_Translation.value; + var coord = OffsetElements.s_CoordinateSpace.value; + + EditorGUI.BeginChangeCheck(); + + coord = (OffsetElements.CoordinateSpace) EditorGUILayout.EnumPopup("Coordinate Space", coord); + dist = EditorGUILayout.Vector3Field("Translate", dist); + + if (EditorGUI.EndChangeCheck()) + { + OffsetElements.s_Translation.SetValue(dist, true); + OffsetElements.s_CoordinateSpace.SetValue(coord); + } + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button(L10n.Tr("Offset Selection"))) + { + var instance = EditorToolbarLoader.GetInstance(); + EditorUtility.ShowNotification(instance.PerformAction().notification); + } + + if (EditorGUI.EndChangeCheck()) + SceneView.RepaintAll(); + } + + static List s_Points = new List(); + + [InitializeOnEnterPlayMode] + static void ResetStaticsOnLoad() + { + s_Points.Clear(); + } + + internal static void OnSceneGUI(SceneView view) + { + s_Points.Clear(); + + var coord = OffsetElements.s_CoordinateSpace.value; + var offset = OffsetElements.s_Translation.value; + var handleRotation = MeshSelection.GetHandleRotation(); + var camera = view.camera.transform.forward * -.01f; + + foreach (var selection in MeshSelection.elementSelection) + { + var mesh = selection.mesh; + + if (coord == OffsetElements.CoordinateSpace.Element) + { + foreach (var elements in selection.elementGroups) + { + s_Points.Add(elements.position + camera); + s_Points.Add(elements.rotation * offset); + } + } + else + { + var preview = offset; + + if (coord == OffsetElements.CoordinateSpace.Handle) + preview = handleRotation * offset; + else if (coord == OffsetElements.CoordinateSpace.Local) + preview = mesh.transform.TransformDirection(offset); + + foreach (var elements in selection.elementGroups) + { + s_Points.Add(elements.position + camera); + s_Points.Add(preview); + } + } + } + + using (var lines = new EditorHandleDrawing.LineDrawingScope(ColorUtility.GetColor(offset))) + { + for (int i = 0; i < s_Points.Count; i += 2) + lines.DrawLine(s_Points[i], s_Points[i] + s_Points[i + 1]); + } + + using (var points = new EditorHandleDrawing.PointDrawingScope(Color.gray)) + { + for (int i = 0; i < s_Points.Count; i += 2) + points.Draw(s_Points[i]); + } + + using(var points = new EditorHandleDrawing.PointDrawingScope(ColorUtility.GetColor(offset))) + { + for (int i = 0; i < s_Points.Count; i += 2) + points.Draw(s_Points[i] + s_Points[i+1]); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/OffsetElements.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/OffsetElements.cs.meta new file mode 100644 index 0000000..873612e --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/OffsetElements.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5fb3641deade84f238d59ad03971b64c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SetPivotToSelection.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SetPivotToSelection.cs new file mode 100644 index 0000000..ca1028b --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SetPivotToSelection.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class SetPivotToSelection : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => "Toolbar/Pivot_CenterOnElements"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + public override TooltipContent tooltip { get { return _tooltip; } } + public override string menuTitle { get { return "Set Pivot To Selection"; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Set Pivot to Center of Selection", + @"Moves the pivot point of each mesh to the average of all selected elements positions. This means the pivot point moves to where-ever the handle currently is." + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Vertex | SelectMode.Edge | SelectMode.Face; } + } + + public override bool enabled + { + get + { + return base.enabled && (MeshSelection.selectedVertexCount > 0 + || MeshSelection.selectedEdgeCount > 0 + || MeshSelection.selectedFaceCount > 0); + } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + Object[] objects = new Object[MeshSelection.selectedObjectCount * 2]; + + for (int i = 0, c = MeshSelection.selectedObjectCount; i < c; i++) + { + objects[i] = MeshSelection.topInternal[i]; + objects[i + c] = MeshSelection.topInternal[i].transform; + } + + UndoUtility.RegisterCompleteObjectUndo(objects, "Set Pivot"); + + foreach (var mesh in MeshSelection.topInternal) + { + TransformUtility.UnparentChildren(mesh.transform); + mesh.CenterPivot(mesh.selectedIndexesInternal); + mesh.Optimize(); + TransformUtility.ReparentChildren(mesh.transform); + } + + ProBuilderEditor.Refresh(); + + return new ActionResult(ActionResult.Status.Success, "Set Pivot"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SetPivotToSelection.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SetPivotToSelection.cs.meta new file mode 100644 index 0000000..0c39bff --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SetPivotToSelection.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a6bc50937fe34666940ca23931be5344 +timeCreated: 1457564631 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartConnect.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartConnect.cs new file mode 100644 index 0000000..f9d6967 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartConnect.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class SmartConnect : MenuAction + { + public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } + public override string iconPath => string.Empty; + public override Texture2D icon => null; + public override TooltipContent tooltip { get { return _tooltip; } } + + static readonly TooltipContent _tooltip = new TooltipContent + ( + "Smart Connect", + "", + keyCommandAlt, 'E' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Vertex | SelectMode.Edge | SelectMode.Face; } + } + + public override bool enabled + { + get + { + return base.enabled && (MeshSelection.selectedVertexCount > 1 + || MeshSelection.selectedEdgeCount > 1 + || MeshSelection.selectedFaceCount > 1); + } + } + + public override bool hidden + { + get { return true; } + } + + protected override ActionResult PerformActionImplementation() + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Vertex: + return EditorToolbarLoader.GetInstance().PerformAction(); + + default: + return EditorToolbarLoader.GetInstance().PerformAction(); + } + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartConnect.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartConnect.cs.meta new file mode 100644 index 0000000..66aed1a --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartConnect.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3e99f90a32784f4d9ff62732e1265f23 +timeCreated: 1467037553 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartSubdivide.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartSubdivide.cs new file mode 100644 index 0000000..548c900 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartSubdivide.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.ProBuilder.UI; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEditor.ProBuilder; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class SmartSubdivide : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + + public override string iconPath => string.Empty; + public override Texture2D icon => null; + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Smart Subdivide", + "", + keyCommandAlt, 'S' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge | SelectMode.Face; } + } + + public override bool enabled + { + get { return base.enabled && (MeshSelection.selectedEdgeCount > 0 || MeshSelection.selectedFaceCount > 0); } + } + + public override bool hidden + { + get { return true; } + } + + protected override ActionResult PerformActionImplementation() + { + switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + return EditorToolbarLoader.GetInstance().PerformAction(); + + default: + return EditorToolbarLoader.GetInstance().PerformAction(); + } + } + + internal override string GetMenuItemOverride() + { + return @" switch (ProBuilderEditor.selectMode) + { + case SelectMode.Edge: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + default: + EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance(), true)); + break; + }"; + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartSubdivide.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartSubdivide.cs.meta new file mode 100644 index 0000000..2eb25cb --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SmartSubdivide.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: da5baec4bf414efb91d2253bef40dd19 +timeCreated: 1469818738 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SplitVertices.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SplitVertices.cs new file mode 100644 index 0000000..57329f3 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SplitVertices.cs @@ -0,0 +1,72 @@ +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class SplitVertices : MenuAction + { + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Vert_Split"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Split Vertices", + @"Disconnects vertices that share the same position in space so that they may be moved independently of one another.", + keyCommandAlt, 'X' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Vertex; } + } + + public override bool enabled + { + get + { + // This isn't completely accurate, because to check that each selected vertex has coincident vertices is + // unnecessarily expensive for the purposes of this property. So here we handle the most common case, + // where a single vertex is selected with no additional coincident vertices. + return base.enabled + && MeshSelection.selectedVertexCountObjectMax > 0 + && !(MeshSelection.selectedVertexCountObjectMax == 1 && MeshSelection.selectedCoincidentVertexCountMax == 1); + } + } + + protected override ActionResult PerformActionImplementation() + { + if (MeshSelection.selectedObjectCount < 1) + return ActionResult.NoSelection; + + int splitCount = 0; + UndoUtility.RecordSelection("Split Vertices"); + + foreach (ProBuilderMesh mesh in MeshSelection.topInternal) + { + var coincident = mesh.selectedCoincidentVertices; + splitCount += mesh.selectedSharedVerticesCount; + mesh.SplitVertices(coincident); + } + + ProBuilderEditor.Refresh(); + + if (splitCount > 0) + return new ActionResult(ActionResult.Status.Success, "Split " + splitCount + (splitCount > 1 ? " Vertices" : " Vertex")); + + return new ActionResult(ActionResult.Status.Failure, "Split Vertices\nInsuffient Vertices Selected"); + } + } +} diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SplitVertices.cs.meta b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SplitVertices.cs.meta new file mode 100644 index 0000000..5f7961c --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SplitVertices.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c339ea7067e6fcd459cb4eac2f0dafb1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SubdivideEdges.cs b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SubdivideEdges.cs new file mode 100644 index 0000000..4611874 --- /dev/null +++ b/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Geometry/SubdivideEdges.cs @@ -0,0 +1,272 @@ +using System; +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.ProBuilder; +using UnityEngine.ProBuilder.MeshOperations; +using UnityEngine.UIElements; + +namespace UnityEditor.ProBuilder.Actions +{ + sealed class SubdivideEdges : MenuAction + { + Pref m_SubdivisionCount = new Pref("SubdivideEdges.subdivisions", 1); + Pref m_SubdivisionUIMin = new Pref("SubdivideEdges.subdivisionsUIMin", 1); + Pref m_SubdivisionUIMax = new Pref("SubdivideEdges.subdivisionsUIMax", 32); + Pref m_SubdivisionRangeExpanded = new Pref("SubdivideEdges.rangeExpanded", false); + const int m_SubdivisionMin = 1; + const int m_SubdivisionMax = 512; + + public override ToolbarGroup group + { + get { return ToolbarGroup.Geometry; } + } + + public override string iconPath => "Toolbar/Edge_Subdivide"; + public override Texture2D icon => IconUtility.GetIcon(iconPath); + + public override TooltipContent tooltip + { + get { return s_Tooltip; } + } + + protected internal override bool hasFileMenuEntry + { + get { return false; } + } + + static readonly TooltipContent s_Tooltip = new TooltipContent + ( + "Subdivide Edges", + "Appends evenly spaced new vertices to the selected edges.", + keyCommandAlt, 'S' + ); + + public override SelectMode validSelectModes + { + get { return SelectMode.Edge; } + } + + public override bool enabled + { + get { return base.enabled && MeshSelection.selectedEdgeCount > 0; } + } + + protected override MenuActionState optionsMenuState + { + get { return MenuActionState.VisibleAndEnabled; } + } + + Vector2IntField m_RangeField; + IntegerField m_SubdivCount; + SliderInt m_Slider; + + public override VisualElement CreateSettingsContent() + { + var root = new VisualElement(); + + var line = new VisualElement(); + line.style.flexDirection = FlexDirection.Row; + var tooltip = "How many vertices to insert on each selected edge. Vertices will be equally spaced between " + + "one another and the boundaries of the edge."; + + var foldout = new Foldout(); + foldout.SetValueWithoutNotify(m_SubdivisionRangeExpanded.value); + foldout.RegisterCallback>(OnFoldoutChanged); + m_Slider = new SliderInt("Subdivisions", m_SubdivisionUIMin, m_SubdivisionUIMax); + m_Slider.SetValueWithoutNotify(m_SubdivisionCount.value); + m_Slider.tooltip = tooltip; + m_Slider.RegisterCallback>(OnSliderChanged); + m_Slider.style.flexGrow = 1f; + m_SubdivCount = new IntegerField(); + m_SubdivCount.isDelayed = PreviewActionManager.delayedPreview; + m_SubdivCount.SetValueWithoutNotify(m_SubdivisionCount.value); + m_SubdivCount.tooltip = tooltip; + m_SubdivCount.RegisterCallback>(OnCountChanged); + m_SubdivCount.style.width = 40; + Action onDelayedPreviewChanged = () => + { + m_SubdivCount.isDelayed = PreviewActionManager.delayedPreview; + }; + PreviewActionManager.delayedPreviewChanged += onDelayedPreviewChanged; + root.RegisterCallback(evt => + { + PreviewActionManager.delayedPreviewChanged -= onDelayedPreviewChanged; + }); + line.Add(foldout); + line.Add(m_Slider); + line.Add(m_SubdivCount); + root.Add(line); + + m_RangeField = new Vector2IntField("Range"); + m_RangeField.style.paddingLeft = new StyleLength(25); + m_RangeField.SetValueWithoutNotify(new Vector2Int(m_SubdivisionUIMin.value, m_SubdivisionUIMax.value)); + m_RangeField.Q