forked from BilalY/Rasagar
317 lines
10 KiB
C#
317 lines
10 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System;
|
|
using System.Collections.ObjectModel;
|
|
|
|
namespace UnityEngine.ProBuilder
|
|
{
|
|
public sealed partial class ProBuilderMesh
|
|
{
|
|
[SerializeField]
|
|
bool m_IsSelectable = true;
|
|
|
|
// Serialized for undo in the editor
|
|
[SerializeField]
|
|
int[] m_SelectedFaces = new int[] {};
|
|
[SerializeField]
|
|
Edge[] m_SelectedEdges = new Edge[] {};
|
|
[SerializeField]
|
|
int[] m_SelectedVertices = new int[] {};
|
|
|
|
bool m_SelectedCacheDirty;
|
|
int m_SelectedSharedVerticesCount = 0;
|
|
int m_SelectedCoincidentVertexCount = 0;
|
|
HashSet<int> m_SelectedSharedVertices = new HashSet<int>();
|
|
List<int> m_SelectedCoincidentVertices = new List<int>();
|
|
|
|
/// <summary>
|
|
/// Gets or sets whether elements can be selected.
|
|
/// Used by <see cref="UnityEditor.ProBuilder.ProBuilderEditor" />.
|
|
/// </summary>
|
|
/// <returns>False if mesh elements are not selectable. </returns>
|
|
public bool selectable
|
|
{
|
|
get { return m_IsSelectable; }
|
|
set { m_IsSelectable = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of faces that are currently selected on this object.
|
|
/// </summary>
|
|
/// <returns>Number of selected faces. </returns>
|
|
public int selectedFaceCount
|
|
{
|
|
get { return m_SelectedFaces.Length; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of selected vertex indices.
|
|
/// </summary>
|
|
/// <returns>Number of selected vertices. </returns>
|
|
public int selectedVertexCount
|
|
{
|
|
get { return m_SelectedVertices.Length; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of selected edges.
|
|
/// </summary>
|
|
/// <returns>Number of selected edges. </returns>
|
|
public int selectedEdgeCount
|
|
{
|
|
get { return m_SelectedEdges.Length; }
|
|
}
|
|
|
|
internal int selectedSharedVerticesCount
|
|
{
|
|
get
|
|
{
|
|
CacheSelection();
|
|
return m_SelectedSharedVerticesCount;
|
|
}
|
|
}
|
|
|
|
internal int selectedCoincidentVertexCount
|
|
{
|
|
get
|
|
{
|
|
CacheSelection();
|
|
return m_SelectedCoincidentVertexCount;
|
|
}
|
|
}
|
|
|
|
internal IEnumerable<int> selectedSharedVertices
|
|
{
|
|
get
|
|
{
|
|
CacheSelection();
|
|
return m_SelectedSharedVertices;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all selected vertices and their coincident neighbors.
|
|
/// </summary>
|
|
internal IEnumerable<int> selectedCoincidentVertices
|
|
{
|
|
get
|
|
{
|
|
CacheSelection();
|
|
return m_SelectedCoincidentVertices;
|
|
}
|
|
}
|
|
|
|
void CacheSelection()
|
|
{
|
|
if (m_SelectedCacheDirty)
|
|
{
|
|
m_SelectedCacheDirty = false;
|
|
m_SelectedSharedVertices.Clear();
|
|
m_SelectedCoincidentVertices.Clear();
|
|
var lookup = sharedVertexLookup;
|
|
m_SelectedSharedVerticesCount = 0;
|
|
m_SelectedCoincidentVertexCount = 0;
|
|
|
|
try
|
|
{
|
|
foreach (var i in m_SelectedVertices)
|
|
{
|
|
if (m_SelectedSharedVertices.Add(lookup[i]))
|
|
{
|
|
var coincident = sharedVerticesInternal[lookup[i]];
|
|
|
|
m_SelectedSharedVerticesCount++;
|
|
m_SelectedCoincidentVertexCount += coincident.Count;
|
|
|
|
m_SelectedCoincidentVertices.AddRange(coincident);
|
|
}
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
ClearSelection();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a copy of the array of selected faces.
|
|
/// </summary>
|
|
/// <returns>Array of currently selected faces. </returns>
|
|
public Face[] GetSelectedFaces()
|
|
{
|
|
int len = m_SelectedFaces.Length;
|
|
var selected = new Face[len];
|
|
for (var i = 0; i < len; i++)
|
|
selected[i] = m_Faces[m_SelectedFaces[i]];
|
|
return selected;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a collection of the currently selected faces by their index in the <see cref="ProBuilderMesh.faces" /> array.
|
|
/// </summary>
|
|
/// <returns>Array of indices representing the currently selected faces. </returns>
|
|
public ReadOnlyCollection<int> selectedFaceIndexes
|
|
{
|
|
get { return new ReadOnlyCollection<int>(m_SelectedFaces); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a collection of the currently selected vertices by their index in the <see cref="ProBuilderMesh.positions" /> array.
|
|
/// </summary>
|
|
/// <returns>Array of indices representing the currently selected vertices. </returns>
|
|
public ReadOnlyCollection<int> selectedVertices
|
|
{
|
|
get { return new ReadOnlyCollection<int>(m_SelectedVertices); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a collection of the currently selected edges.
|
|
/// </summary>
|
|
/// <returns>Collection of <see cref="Edge" /> objects representing the currently selected edges. </returns>
|
|
public ReadOnlyCollection<Edge> selectedEdges
|
|
{
|
|
get { return new ReadOnlyCollection<Edge>(m_SelectedEdges); }
|
|
}
|
|
|
|
internal Face[] selectedFacesInternal
|
|
{
|
|
get { return GetSelectedFaces(); }
|
|
set { m_SelectedFaces = value.Select(x => Array.IndexOf(m_Faces, x)).ToArray(); }
|
|
}
|
|
|
|
internal int[] selectedFaceIndicesInternal
|
|
{
|
|
get { return m_SelectedFaces; }
|
|
set { m_SelectedFaces = value; }
|
|
}
|
|
|
|
internal Edge[] selectedEdgesInternal
|
|
{
|
|
get { return m_SelectedEdges; }
|
|
set { m_SelectedEdges = value; }
|
|
}
|
|
|
|
internal int[] selectedIndexesInternal
|
|
{
|
|
get { return m_SelectedVertices; }
|
|
set { m_SelectedVertices = value; }
|
|
}
|
|
|
|
internal Face GetActiveFace()
|
|
{
|
|
if (selectedFaceCount < 1)
|
|
return null;
|
|
return m_Faces[selectedFaceIndicesInternal[selectedFaceCount - 1]];
|
|
}
|
|
|
|
internal Edge GetActiveEdge()
|
|
{
|
|
if (selectedEdgeCount < 1)
|
|
return Edge.Empty;
|
|
return m_SelectedEdges[selectedEdgeCount - 1];
|
|
}
|
|
|
|
internal int GetActiveVertex()
|
|
{
|
|
if (selectedVertexCount < 1)
|
|
return -1;
|
|
return m_SelectedVertices[selectedVertexCount - 1];
|
|
}
|
|
|
|
internal void AddToFaceSelection(int index)
|
|
{
|
|
if (index > -1)
|
|
SetSelectedFaces(m_SelectedFaces.Add(index));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the face selection for this mesh. Also sets the vertex and edge selection to match.
|
|
/// </summary>
|
|
/// <param name="selected">A set of faces to select.</param>
|
|
public void SetSelectedFaces(IEnumerable<Face> selected)
|
|
{
|
|
SetSelectedFaces(selected != null ? selected.Select(x => Array.IndexOf(facesInternal, x)) : null);
|
|
}
|
|
|
|
internal void SetSelectedFaces(IEnumerable<int> selected)
|
|
{
|
|
if (selected == null)
|
|
{
|
|
ClearSelection();
|
|
}
|
|
else
|
|
{
|
|
m_SelectedFaces = selected.ToArray();
|
|
m_SelectedVertices = m_SelectedFaces.SelectMany(x => facesInternal[x].distinctIndexesInternal).ToArray();
|
|
m_SelectedEdges = m_SelectedFaces.SelectMany(x => facesInternal[x].edges).ToArray();
|
|
}
|
|
|
|
m_SelectedCacheDirty = true;
|
|
|
|
if (elementSelectionChanged != null)
|
|
elementSelectionChanged(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the edge selection for this mesh. Also sets the vertex selection to match and clears the selected faces.
|
|
/// </summary>
|
|
/// <param name="edges">A set of edges to select.</param>
|
|
public void SetSelectedEdges(IEnumerable<Edge> edges)
|
|
{
|
|
if (edges == null)
|
|
{
|
|
ClearSelection();
|
|
}
|
|
else
|
|
{
|
|
m_SelectedFaces = new int[0];
|
|
m_SelectedEdges = edges.ToArray();
|
|
m_SelectedVertices = m_SelectedEdges.AllTriangles();
|
|
}
|
|
|
|
m_SelectedCacheDirty = true;
|
|
|
|
if (elementSelectionChanged != null)
|
|
elementSelectionChanged(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the selected vertices array. Clears the selected faces and selected edges arrays.
|
|
/// </summary>
|
|
/// <param name="vertices">The new vertices to select.</param>
|
|
public void SetSelectedVertices(IEnumerable<int> vertices)
|
|
{
|
|
m_SelectedFaces = new int[0];
|
|
m_SelectedEdges = new Edge[0];
|
|
m_SelectedVertices = vertices != null ? vertices.Distinct().ToArray() : new int[0];
|
|
|
|
m_SelectedCacheDirty = true;
|
|
|
|
if (elementSelectionChanged != null)
|
|
elementSelectionChanged(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes the specified face from the selection. Also updates the SelectedTriangles and SelectedEdges arrays to match.
|
|
/// </summary>
|
|
/// <param name="index">The index from the selected faces array that corresponds to the face to remove from the selection.</param>
|
|
internal void RemoveFromFaceSelectionAtIndex(int index)
|
|
{
|
|
SetSelectedFaces(m_SelectedFaces.RemoveAt(index));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the arrays of selected faces, edges, and vertices. You don't need to call this when setting
|
|
/// an individual array, as the setter methods handle updating the associated caches.
|
|
/// </summary>
|
|
public void ClearSelection()
|
|
{
|
|
m_SelectedFaces = new int[0];
|
|
m_SelectedEdges = new Edge[0];
|
|
m_SelectedVertices = new int[0];
|
|
m_SelectedCacheDirty = true;
|
|
}
|
|
}
|
|
}
|