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69 lines
2.1 KiB
C#

using UnityEngine;
using UnityEditor;
using UnityEditor.ProBuilder.UI;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.ProBuilder;
using UnityEditor.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
namespace UnityEditor.ProBuilder.Actions
{
sealed class SelectHole : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Selection; }
}
public override Texture2D icon
{
get { return IconUtility.GetIcon("Toolbar/Selection_SelectHole", IconSkin.Pro); }
}
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
private static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Select Holes",
"Selects holes on the mesh.\n\nUses the current element selection, or tests the whole mesh if no edges or vertices are selected."
);
public override SelectMode validSelectModes
{
get { return SelectMode.Vertex | SelectMode.Edge; }
}
public override bool enabled
{
get { return base.enabled && MeshSelection.selectedObjectCount > 0; }
}
protected override ActionResult PerformActionImplementation()
{
UndoUtility.RecordSelection("Select Hole");
ActionResult res = ActionResult.NoSelection;
foreach (ProBuilderMesh pb in MeshSelection.topInternal)
{
bool selectAll = pb.selectedIndexesInternal == null || pb.selectedIndexesInternal.Length < 1;
IEnumerable<int> indexes = selectAll ? pb.facesInternal.SelectMany(x => x.indexes) : pb.selectedIndexesInternal;
List<List<Edge>> holes = ElementSelection.FindHoles(pb, indexes);
res = new ActionResult(ActionResult.Status.Success, holes.Count > 0 ? string.Format("{0} holes found", holes.Count) : "No Holes in Selection");
pb.SetSelectedEdges(holes.SelectMany(x => x));
}
ProBuilderEditor.Refresh();
return res;
}
}
}