forked from BilalY/Rasagar
33 lines
1.0 KiB
C#
33 lines
1.0 KiB
C#
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namespace UnityEngine.ProBuilder
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{
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/// <summary>
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/// Defines how the handle gizmo is oriented with regards to the current element selection.
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/// </summary>
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/// <remarks>
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/// This overrides the Unity Pivot / Global setting when editing vertices, faces, or edges.
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/// </remarks>
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/// <remarks>Editor only.</remarks>
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public enum HandleOrientation
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{
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/// <summary>
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/// The gizmo is aligned to identity in world space.
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/// </summary>
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World = 0,
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/// <summary>
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/// The gizmo is aligned relative to the active mesh transform. This is also called "coordinate" or "model" space.
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/// </summary>
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ActiveObject = 1,
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/// <summary>
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/// The gizmo is aligned relative to the currently selected face. When editing vertices or edges, this falls back to <see cref="ActiveObject"/> alignment.
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/// </summary>
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ActiveElement = 2,
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// /// <summary>
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// /// The transform gizmo is user-set.
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// /// </summary>
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// Custom = 3
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}
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}
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