commit 35300554e23f8e9abaf429f2dcd9c0f574c99cd9 Author: Chris Cromer Date: Thu Nov 10 21:56:29 2022 -0300 add games diff --git a/assignment10final/.gitignore b/assignment10final/.gitignore new file mode 100644 index 0000000..bf17e78 --- /dev/null +++ b/assignment10final/.gitignore @@ -0,0 +1,36 @@ +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/Assets/AssetStoreTools* +/LameHeli_Data/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.app +*.vscode + +# Unity3D generated meta files +*.pidb.meta + +# Unity3D Generated File On Crash Reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage +*.app + +.DS_Store diff --git a/assignment10final/Assets/FireFireWeapon.meta b/assignment10final/Assets/FireFireWeapon.meta new file mode 100644 index 0000000..73e6a68 --- /dev/null +++ b/assignment10final/Assets/FireFireWeapon.meta @@ -0,0 +1,8 @@ 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pb_EditorUtility.onMeshCompiled delegate. + * + * Whenever ProBuilder compiles a mesh it removes the colors, tangents, and uv attributes. + */ + +// Uncomment this line to enable this script. +// #define PROBUILDER_API_EXAMPLE + +#if PROBUILDER_API_EXAMPLE + +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +[InitializeOnLoad] +public class ClearUnusedAttributes : Editor +{ + /** + * Static constructor is called and subscribes to the OnMeshCompiled delegate. + */ + static ClearUnusedAttributes() + { + pb_EditorUtility.AddOnMeshCompiledListener(OnMeshCompiled); + } + + ~ClearUnusedAttributes() + { + pb_EditorUtility.RemoveOnMeshCompiledListener(OnMeshCompiled); + } + + /** + * When a ProBuilder object is compiled to UnityEngine.Mesh this is called. + */ + static void OnMeshCompiled(pb_Object pb, Mesh mesh) + { + mesh.uv = null; + mesh.colors32 = null; + mesh.tangents = null; + + // Print out the mesh attributes in a neatly formatted string. + // Debug.Log( pb_MeshUtility.Print(mesh) ); + } +} + +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/ClearUnusedAttributes.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/ClearUnusedAttributes.cs.meta new file mode 100644 index 0000000..50ab80d --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/ClearUnusedAttributes.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 255036df22ecf4d7a97b59060752d963 +timeCreated: 1471362751 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs new file mode 100644 index 0000000..d6c26be --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs @@ -0,0 +1,257 @@ +/** + * This script demonstrates how to create a new action that can be accessed from the + * ProBuilder toolbar. + * + * A new menu item is registered under "Geometry" actions called "Gen. Shadows". + * + * To enable, remove the #if PROBUILDER_API_EXAMPLE and #endif directives. + */ + +// Uncomment this line to enable the menu action. +// #define PROBUILDER_API_EXAMPLE + +#if PROBUILDER_API_EXAMPLE + +using UnityEngine; +using UnityEditor; +using ProBuilder2.Common; +using ProBuilder2.MeshOperations; +using ProBuilder2.EditorCommon; +using ProBuilder2.Interface; +using System.Linq; +using System.Collections.Generic; +using UnityEngine.Rendering; + +/** + * When creating your own actions please use your own namespace. + */ +namespace ProBuilder2.Actions +{ + /** + * This class is responsible for loading the pb_MenuAction into the toolbar and menu. + */ + [InitializeOnLoad] + static class RegisterCustomAction + { + /** + * Static initializer is called when Unity loads the assembly. + */ + static RegisterCustomAction() + { + // This registers a new CreateShadowObject menu action with the toolbar. + pb_EditorToolbarLoader.RegisterMenuItem(InitCustomAction); + } + + /** + * Helper function to load a new menu action object. + */ + static pb_MenuAction InitCustomAction() + { + return new CreateShadowObject(); + } + + /** + * Usually you'll want to add a menu item entry for your action. + * https://docs.unity3d.com/ScriptReference/MenuItem.html + */ + [MenuItem("Tools/ProBuilder/Object/Create Shadow Object", true)] + static bool MenuVerifyDoSomethingWithPbObject() + { + // Using pb_EditorToolbarLoader.GetInstance keeps MakeFacesDoubleSided as a singleton. + CreateShadowObject instance = pb_EditorToolbarLoader.GetInstance(); + return instance != null && instance.IsEnabled(); + } + + [MenuItem("Tools/ProBuilder/Object/Create Shadow Object", false, pb_Constant.MENU_GEOMETRY + 3)] + static void MenuDoDoSomethingWithPbObject() + { + CreateShadowObject instance = pb_EditorToolbarLoader.GetInstance(); + + if(instance != null) + pb_EditorUtility.ShowNotification(instance.DoAction().notification); + } + } + + /** + * This is the actual action that will be executed. + */ + public class CreateShadowObject : pb_MenuAction + { + public override pb_ToolbarGroup group { get { return pb_ToolbarGroup.Object; } } + public override Texture2D icon { get { return null; } } + public override pb_TooltipContent tooltip { get { return _tooltip; } } + + private GUIContent gc_volumeSize = new GUIContent("Volume Size", "How far the shadow volume extends from the base mesh. To visualize, imagine the width of walls.\n\nYou can also select the child ShadowVolume object and turn the Shadow Casting Mode to \"One\" or \"Two\" sided to see the resulting mesh."); + + private bool showPreview + { + get { return pb_PreferencesInternal.GetBool("pb_shadowVolumePreview", true); } + set { pb_PreferencesInternal.SetBool("pb_shadowVolumePreview", value); } + } + + /** + * What to show in the hover tooltip window. pb_TooltipContent is similar to GUIContent, with the exception that it also + * includes an optional params[] char list in the constructor to define shortcut keys (ex, CMD_CONTROL, K). + */ + static readonly pb_TooltipContent _tooltip = new pb_TooltipContent + ( + "Gen Shadow Obj", + "Creates a new ProBuilder mesh child with inverted normals that only exists to cast shadows. Use to create lit interior scenes with shadows from directional lights.\n\nNote that this exists largely as a workaround for real-time shadow light leaks. Baked shadows do not require this workaround.", + "" // Some combination of build settings can cause the compiler to not respection optional params in the pb_TooltipContent c'tor? + ); + + /** + * Determines if the action should be enabled or grayed out. + */ + public override bool IsEnabled() + { + // `selection` is a helper property on pb_MenuAction that returns a pb_Object[] array from the current selection. + return pb_Editor.instance != null && + selection != null && + selection.Length > 0; + } + + /** + * Determines if the action should be loaded in the menu (ex, face actions shouldn't be shown when in vertex editing mode). + */ + public override bool IsHidden() + { + return pb_Editor.instance == null; + } + + public override MenuActionState AltState() + { + return MenuActionState.VisibleAndEnabled; + } + + public override void OnSettingsEnable() + { + if( showPreview ) + DoAction(); + } + + public override void OnSettingsGUI() + { + GUILayout.Label("Create Shadow Volume Options", EditorStyles.boldLabel); + + EditorGUI.BeginChangeCheck(); + + EditorGUI.BeginChangeCheck(); + float volumeSize = pb_PreferencesInternal.GetFloat("pb_CreateShadowObject_volumeSize", .07f); + volumeSize = EditorGUILayout.Slider(gc_volumeSize, volumeSize, 0.001f, 1f); + if( EditorGUI.EndChangeCheck() ) + pb_PreferencesInternal.SetFloat("pb_CreateShadowObject_volumeSize", volumeSize); + + #if !UNITY_4_6 && !UNITY_4_7 + EditorGUI.BeginChangeCheck(); + ShadowCastingMode shadowMode = (ShadowCastingMode) pb_PreferencesInternal.GetInt("pb_CreateShadowObject_shadowMode", (int) ShadowCastingMode.ShadowsOnly); + shadowMode = (ShadowCastingMode) EditorGUILayout.EnumPopup("Shadow Casting Mode", shadowMode); + if(EditorGUI.EndChangeCheck()) + pb_PreferencesInternal.SetInt("pb_CreateShadowObject_shadowMode", (int) shadowMode); + #endif + + EditorGUI.BeginChangeCheck(); + ExtrudeMethod extrudeMethod = (ExtrudeMethod) pb_PreferencesInternal.GetInt("pb_CreateShadowObject_extrudeMethod", (int) ExtrudeMethod.FaceNormal); + extrudeMethod = (ExtrudeMethod) EditorGUILayout.EnumPopup("Extrude Method", extrudeMethod); + if(EditorGUI.EndChangeCheck()) + pb_PreferencesInternal.SetInt("pb_CreateShadowObject_extrudeMethod", (int) extrudeMethod); + + if(EditorGUI.EndChangeCheck()) + DoAction(); + + GUILayout.FlexibleSpace(); + + if(GUILayout.Button("Create Shadow Volume")) + { + DoAction(); + SceneView.RepaintAll(); + pb_MenuOption.CloseAll(); + } + } + + /** + * Do the thing. Return a pb_ActionResult indicating the success/failure of action. + */ + public override pb_ActionResult DoAction() + { + #if !UNITY_4_6 && !UNITY_4_7 + ShadowCastingMode shadowMode = (ShadowCastingMode) pb_PreferencesInternal.GetInt("pb_CreateShadowObject_shadowMode", (int) ShadowCastingMode.ShadowsOnly); + #endif + float extrudeDistance = pb_PreferencesInternal.GetFloat("pb_CreateShadowObject_volumeSize", .08f); + ExtrudeMethod extrudeMethod = (ExtrudeMethod) pb_PreferencesInternal.GetInt("pb_CreateShadowObject_extrudeMethod", (int) ExtrudeMethod.FaceNormal); + + foreach(pb_Object pb in selection) + { + pb_Object shadow = GetShadowObject(pb); + + if(shadow == null) + continue; + + foreach(pb_Face f in shadow.faces) { f.ReverseIndices(); f.manualUV = true; } + shadow.Extrude(shadow.faces, extrudeMethod, extrudeDistance); + shadow.ToMesh(); + shadow.Refresh(); + shadow.Optimize(); + + #if !UNITY_4_6 && !UNITY_4_7 + MeshRenderer mr = shadow.gameObject.GetComponent(); + mr.shadowCastingMode = shadowMode; + if(shadowMode == ShadowCastingMode.ShadowsOnly) + mr.receiveShadows = false; + #endif + + Collider collider = shadow.GetComponent(); + + while(collider != null) + { + GameObject.DestroyImmediate(collider); + collider = shadow.GetComponent(); + } + } + + // This is necessary! Otherwise the pb_Editor will be working with caches from + // outdated meshes and throw errors. + pb_Editor.Refresh(); + + return new pb_ActionResult(Status.Success, "Create Shadow Object"); + } + + private pb_Object GetShadowObject(pb_Object pb) + { + if(pb == null || pb.name.Contains("-ShadowVolume")) + return null; + + for(int i = 0; i < pb.transform.childCount; i++) + { + Transform t = pb.transform.GetChild(i); + + if(t.name.Equals(string.Format("{0}-ShadowVolume", pb.name))) + { + pb_Object shadow = t.GetComponent(); + + if(shadow != null) + { + pbUndo.RecordObject(shadow, "Update Shadow Object"); + + pb_Face[] faces = new pb_Face[pb.faces.Length]; + + for(int nn = 0; nn < pb.faces.Length; nn++) + faces[nn] = new pb_Face(pb.faces[nn]); + + shadow.GeometryWithVerticesFaces(pb.vertices, faces); + return shadow; + } + } + } + + pb_Object new_shadow = pb_Object.InitWithObject(pb); + new_shadow.name = string.Format("{0}-ShadowVolume", pb.name); + new_shadow.MakeUnique(); + new_shadow.transform.SetParent(pb.transform, false); + Undo.RegisterCreatedObjectUndo(new_shadow.gameObject, "Create Shadow Object"); + return new_shadow; + } + } +} +#endif + diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs.meta new file mode 100644 index 0000000..b50f6c5 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4bbc3c3e2c0f81a44a2e2d4328f933a3 +timeCreated: 1486739109 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CustomAction.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CustomAction.cs new file mode 100644 index 0000000..06ce30d --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CustomAction.cs @@ -0,0 +1,137 @@ +/** + * This script demonstrates how to create a new action that can be accessed from the + * ProBuilder toolbar. + * + * A new menu item is registered under "Geometry" actions called "Make Double-Sided". + * + * To enable, remove the #if PROBUILDER_API_EXAMPLE and #endif directives. + */ + +// Uncomment this line to enable the menu action. +// #define PROBUILDER_API_EXAMPLE + +#if PROBUILDER_API_EXAMPLE + +using UnityEngine; +using UnityEditor; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using ProBuilder2.MeshOperations; +using ProBuilder2.Interface; +using System.Linq; +using System.Collections.Generic; + +namespace MySpecialNamespace.Actions +{ + /** + * This class is responsible for loading the pb_MenuAction into the toolbar and menu. + */ + [InitializeOnLoad] + static class RegisterCustomAction + { + /** + * Static initializer is called when Unity loads the assembly. + */ + static RegisterCustomAction() + { + // This registers a new MakeFacesDoubleSided menu action with the toolbar. + pb_EditorToolbarLoader.RegisterMenuItem(InitCustomAction); + } + + /** + * Helper function to load a new menu action object. + */ + static pb_MenuAction InitCustomAction() + { + return new MakeFacesDoubleSided(); + } + + /** + * Usually you'll want to add a menu item entry for your action. + * https://docs.unity3d.com/ScriptReference/MenuItem.html + */ + [MenuItem("Tools/ProBuilder/Geometry/Make Faces Double-Sided", true)] + static bool MenuVerifyDoSomethingWithPbObject() + { + // Using pb_EditorToolbarLoader.GetInstance keeps MakeFacesDoubleSided as a singleton. + MakeFacesDoubleSided instance = pb_EditorToolbarLoader.GetInstance(); + return instance != null && instance.IsEnabled(); + } + + [MenuItem("Tools/ProBuilder/Geometry/Make Faces Double-Sided", false, pb_Constant.MENU_GEOMETRY + 3)] + static void MenuDoDoSomethingWithPbObject() + { + MakeFacesDoubleSided instance = pb_EditorToolbarLoader.GetInstance(); + + if(instance != null) + pb_EditorUtility.ShowNotification(instance.DoAction().notification); + } + } + + /** + * This is the actual action that will be executed. + */ + public class MakeFacesDoubleSided : pb_MenuAction + { + public override pb_ToolbarGroup group { get { return pb_ToolbarGroup.Geometry; } } + public override Texture2D icon { get { return null; } } + public override pb_TooltipContent tooltip { get { return _tooltip; } } + + /** + * What to show in the hover tooltip window. pb_TooltipContent is similar to GUIContent, with the exception that it also + * includes an optional params[] char list in the constructor to define shortcut keys (ex, CMD_CONTROL, K). + */ + static readonly pb_TooltipContent _tooltip = new pb_TooltipContent + ( + "Set Double-Sided", + "Adds another face to the back of the selected faces." + ); + + /** + * Determines if the action should be enabled or grayed out. + */ + public override bool IsEnabled() + { + // `selection` is a helper property on pb_MenuAction that returns a pb_Object[] array from the current selection. + return pb_Editor.instance != null && + selection != null && + selection.Length > 0 && + selection.Any(x => x.SelectedFaceCount > 0); + } + + /** + * Determines if the action should be loaded in the menu (ex, face actions shouldn't be shown when in vertex editing mode). + */ + public override bool IsHidden() + { + return pb_Editor.instance == null || + pb_Editor.instance.editLevel != EditLevel.Geometry || + pb_Editor.instance.selectionMode != SelectMode.Face; + } + + /** + * Do the thing. Return a pb_ActionResult indicating the success/failure of action. + */ + public override pb_ActionResult DoAction() + { + pbUndo.RecordObjects(selection, "Make Double-Sided Faces"); + + foreach(pb_Object pb in selection) + { + pb_AppendDelete.DuplicateAndFlip(pb, pb.SelectedFaces); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + // This is necessary! Otherwise the pb_Editor will be working with caches from + // outdated meshes and throw errors. + pb_Editor.Refresh(); + + return new pb_ActionResult(Status.Success, "Make Faces Double-Sided"); + } + } +} +#endif + diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CustomAction.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CustomAction.cs.meta new file mode 100644 index 0000000..5d391db --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/CustomAction.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1b70ba7a133f06b4ebfe9eac07618bb2 +timeCreated: 1470926631 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/EditorCallbackViewer.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/EditorCallbackViewer.cs new file mode 100644 index 0000000..5e3b345 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/EditorCallbackViewer.cs @@ -0,0 +1,157 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using ProBuilder2.EditorCommon; // pb_Editor and pb_EditorUtility +using ProBuilder2.Interface; // pb_GUI_Utility +using ProBuilder2.Common; // EditLevel +using System.Linq; // Sum() + +class EditorCallbackViewer : EditorWindow +{ + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/API Examples/Log Callbacks Window")] + static void MenuInitEditorCallbackViewer() + { + EditorWindow.GetWindow(true, "ProBuilder Callbacks", true).Show(); + } + + List logs = new List(); + Vector2 scroll = Vector2.zero; + bool collapse = true; + + static Color logBackgroundColor + { + get + { + return EditorGUIUtility.isProSkin ? new Color(.15f, .15f, .15f, .5f) : new Color(.8f, .8f, .8f, 1f); + } + } + + static Color disabledColor + { + get + { + return EditorGUIUtility.isProSkin ? new Color(.3f, .3f, .3f, .5f) : new Color(.8f, .8f, .8f, 1f); + } + } + + void OnEnable() + { + // Delegate for Top/Geometry/Texture mode changes. + pb_Editor.AddOnEditLevelChangedListener(OnEditLevelChanged); + + // Called when a new ProBuilder object is created. + // note - this was added in ProBuilder 2.5.1 + pb_EditorUtility.AddOnObjectCreatedListener(OnProBuilderObjectCreated); + + // Called when the ProBuilder selection changes (can be object or element change). + // Also called when the geometry is modified by ProBuilder. + pb_Editor.OnSelectionUpdate += OnSelectionUpdate; + + // Called when vertices are about to be modified. + pb_Editor.OnVertexMovementBegin += OnVertexMovementBegin; + + // Called when vertices have been moved by ProBuilder. + pb_Editor.OnVertexMovementFinish += OnVertexMovementFinish; + + // Called when the Unity mesh is rebuilt from ProBuilder mesh data. + pb_EditorUtility.AddOnMeshCompiledListener(OnMeshCompiled); + } + + void OnDisable() + { + pb_Editor.RemoveOnEditLevelChangedListener(OnEditLevelChanged); + pb_EditorUtility.RemoveOnObjectCreatedListener(OnProBuilderObjectCreated); + pb_EditorUtility.RemoveOnMeshCompiledListener(OnMeshCompiled); + pb_Editor.OnSelectionUpdate -= OnSelectionUpdate; + pb_Editor.OnVertexMovementBegin -= OnVertexMovementBegin; + pb_Editor.OnVertexMovementFinish -= OnVertexMovementFinish; + } + + void OnProBuilderObjectCreated(pb_Object pb) + { + AddLog("Instantiated new ProBuilder Object: " + pb.name); + } + + void OnEditLevelChanged(int editLevel) + { + AddLog("Edit Level Changed: " + (EditLevel) editLevel); + } + + void OnSelectionUpdate(pb_Object[] selection) + { + AddLog("Selection Updated: " + string.Format("{0} objects and {1} vertices selected.", + selection != null ? selection.Length : 0, + selection != null ? selection.Sum(x => x.SelectedTriangleCount) : 0)); + } + + void OnVertexMovementBegin(pb_Object[] selection) + { + AddLog("Began Moving Vertices"); + } + + void OnVertexMovementFinish(pb_Object[] selection) + { + AddLog("Finished Moving Vertices"); + } + + void OnMeshCompiled(pb_Object pb, Mesh mesh) + { + AddLog(string.Format("Mesh {0} rebuilt", pb.name)); + } + + void AddLog(string summary) + { + logs.Add(summary); + Repaint(); + } + + void OnGUI() + { + GUILayout.BeginHorizontal(EditorStyles.toolbar); + + GUILayout.FlexibleSpace(); + + GUI.backgroundColor = collapse ? disabledColor : Color.white; + if(GUILayout.Button("Collapse", EditorStyles.toolbarButton)) + collapse = !collapse; + GUI.backgroundColor = Color.white; + + if(GUILayout.Button("Clear", EditorStyles.toolbarButton)) + logs.Clear(); + + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Callback Log", EditorStyles.boldLabel); + GUILayout.EndHorizontal(); + + Rect r = GUILayoutUtility.GetLastRect(); + r.x = 0; + r.y = r.y + r.height + 6; + r.width = this.position.width; + r.height = this.position.height; + + GUILayout.Space(4); + + pb_EditorGUIUtility.DrawSolidColor(r, logBackgroundColor); + + scroll = GUILayout.BeginScrollView(scroll); + + int len = logs.Count; + int min = System.Math.Max(0, len - 1024); + + for(int i = len - 1; i >= min; i--) + { + if( collapse && + i > 0 && + i < len - 1 && + logs[i].Equals(logs[i-1]) && + logs[i].Equals(logs[i+1]) ) + continue; + + GUILayout.Label(string.Format("{0,3}: {1}", i, logs[i])); + } + + GUILayout.EndScrollView(); + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/EditorCallbackViewer.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/EditorCallbackViewer.cs.meta new file mode 100644 index 0000000..dc29bb2 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/EditorCallbackViewer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4dc43bb4409cdb043b8c42108c20d2eb +timeCreated: 1462295537 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/RenameNewObjects.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/RenameNewObjects.cs new file mode 100644 index 0000000..48cac08 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/RenameNewObjects.cs @@ -0,0 +1,42 @@ +/** + * This script demonstrates how one might use the OnproBuilderObjectCreated delegate. + */ + +// Uncomment this line to enable this script. +// #define PROBUILDER_API_EXAMPLE + +#if PROBUILDER_API_EXAMPLE + +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +[InitializeOnLoad] +public class RenameNewObjects : Editor +{ + /** + * Static constructor is called and subscribes to the OnProBuilderObjectCreated delegate. + */ + static RenameNewObjects() + { + pb_EditorUtility.AddOnObjectCreatedListener(OnProBuilderObjectCreated); + } + + ~RenameNewObjects() + { + pb_EditorUtility.RemoveOnObjectCreatedListener(OnProBuilderObjectCreated); + } + + /** + * When a new object is created this function is called with a reference to the pb_Object + * last built. + */ + static void OnProBuilderObjectCreated(pb_Object pb) + { + pb.gameObject.name = string.Format("pb_{0}{1}", pb.gameObject.name, pb.GetInstanceID()); + } +} + +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/RenameNewObjects.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/RenameNewObjects.cs.meta new file mode 100644 index 0000000..43253ad --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/RenameNewObjects.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d59c0c36da11eb4438626da7051c9092 +timeCreated: 1471362751 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/SetCustomUnwrapParams.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/SetCustomUnwrapParams.cs new file mode 100644 index 0000000..3fd4dbc --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/SetCustomUnwrapParams.cs @@ -0,0 +1,46 @@ +/** + * Set new ProBuilder objects to use special UV2 unwrap params. + */ + +// Uncomment this line to enable this script. +// #define PROBUILDER_API_EXAMPLE + +#if PROBUILDER_API_EXAMPLE + +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +[InitializeOnLoad] +public class SetUnwrapParams : Editor +{ + /** + * Static constructor is called and subscribes to the OnProBuilderObjectCreated delegate. + */ + static SetUnwrapParams() + { + pb_EditorUtility.AddOnObjectCreatedListener(OnProBuilderObjectCreated); + } + + ~SetUnwrapParams() + { + pb_EditorUtility.RemoveOnObjectCreatedListener(OnProBuilderObjectCreated); + } + + /** + * When a new object is created this function is called with a reference to the pb_Object + * last built. + */ + static void OnProBuilderObjectCreated(pb_Object pb) + { + pb_UnwrapParameters up = pb.unwrapParameters; + up.hardAngle = 88f; // range: 1f, 180f + up.packMargin = 15f; // range: 1f, 64f + up.angleError = 30f; // range: 1f, 75f + up.areaError = 15f; // range: 1f, 75f + } +} + +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/SetCustomUnwrapParams.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Editor/SetCustomUnwrapParams.cs.meta new file mode 100644 index 0000000..15a9e9f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API 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Provide an audio clip to the AudioSource component on the FFT Source gameobject for this to work. +2. Once an audio clip is put in the `Audio Clip` field, run the scene. \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/README.txt.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/README.txt.meta new file mode 100644 index 0000000..754ca7d --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/README.txt.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 3a8a34809b06c50418c4d2ae4f91cbf1 +TextScriptImporter: + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts.meta new file mode 100644 index 0000000..f72667f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d4fbaf964fde3a84493b674520e51822 +folderAsset: yes +timeCreated: 1430752196 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/CameraControls.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/CameraControls.cs new file mode 100644 index 0000000..429d025 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/CameraControls.cs @@ -0,0 +1,77 @@ +/** + * Camera orbit controls. + */ + +using UnityEngine; +using System.Collections; + +namespace ProBuilder2.Examples +{ + public class CameraControls : MonoBehaviour + { + const string INPUT_MOUSE_SCROLLWHEEL = "Mouse ScrollWheel"; + const string INPUT_MOUSE_X = "Mouse X"; + const string INPUT_MOUSE_Y = "Mouse Y"; + const float MIN_CAM_DISTANCE = 10f; + const float MAX_CAM_DISTANCE = 40f; + + // how fast the camera orbits + [Range(2f, 15f)] + public float orbitSpeed = 6f; + + // how fast the camera zooms in and out + [Range(.3f,2f)] + public float zoomSpeed = .8f; + + // the current distance from pivot point (locked to Vector3.zero) + float distance = 0f; + + // how fast the idle camera movement is + public float idleRotation = 1f; + + private Vector2 dir = new Vector2(.8f, .2f); + + void Start() + { + distance = Vector3.Distance(transform.position, Vector3.zero); + } + + void LateUpdate() + { + Vector3 eulerRotation = transform.localRotation.eulerAngles; + eulerRotation.z = 0f; + + // orbits + if( Input.GetMouseButton(0) ) + { + float rot_x = Input.GetAxis(INPUT_MOUSE_X); + float rot_y = -Input.GetAxis(INPUT_MOUSE_Y); + + eulerRotation.x += rot_y * orbitSpeed; + eulerRotation.y += rot_x * orbitSpeed; + + // idle direction is derived from last user input. + dir.x = rot_x; + dir.y = rot_y; + dir.Normalize(); + } + else + { + eulerRotation.y += Time.deltaTime * idleRotation * dir.x; + eulerRotation.x += Time.deltaTime * Mathf.PerlinNoise(Time.time, 0f) * idleRotation * dir.y; + } + + transform.localRotation = Quaternion.Euler( eulerRotation ); + transform.position = transform.localRotation * (Vector3.forward * -distance); + + if( Input.GetAxis(INPUT_MOUSE_SCROLLWHEEL) != 0f ) + { + float delta = Input.GetAxis(INPUT_MOUSE_SCROLLWHEEL); + + distance -= delta * (distance/MAX_CAM_DISTANCE) * (zoomSpeed * 1000) * Time.deltaTime; + distance = Mathf.Clamp(distance, MIN_CAM_DISTANCE, MAX_CAM_DISTANCE); + transform.position = transform.localRotation * (Vector3.forward * -distance); + } + } + } +} \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/CameraControls.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/CameraControls.cs.meta new file mode 100644 index 0000000..e6457b9 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/CameraControls.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 32fdb03cf8ee6094c841dd6f93b3e66a +timeCreated: 1430420844 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/IcoBumpin.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/IcoBumpin.cs new file mode 100644 index 0000000..5dc81ce --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Icosphere FFT/Scripts/IcoBumpin.cs @@ -0,0 +1,272 @@ +#if UNITY_EDITOR || UNITY_STANDALONE +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using ProBuilder2.Common; +using ProBuilder2.MeshOperations; + +namespace ProBuilder2.Examples +{ + + [RequireComponent(typeof(AudioSource))] + public class IcoBumpin : MonoBehaviour + { + pb_Object ico; // A reference to the icosphere pb_Object component + Mesh icoMesh; // A reference to the icosphere mesh (cached because we access the vertex array every frame) + Transform icoTransform; // A reference to the icosphere transform component. Cached because I can't remember if GameObject.transform is still a performance drain :| + AudioSource audioSource;// Cached reference to the audiosource. + + /** + * Holds a pb_Face, the normal of that face, and the index of every vertex that touches it (sharedIndices). + */ + struct FaceRef + { + public pb_Face face; + public Vector3 nrm; // face normal + public int[] indices; // all vertex indices (including shared connected vertices) + + public FaceRef(pb_Face f, Vector3 n, int[] i) + { + face = f; + nrm = n; + indices = i; + } + } + + // All faces that have been extruded + FaceRef[] outsides; + + // Keep a copy of the original vertex array to calculate the distance from origin. + Vector3[] original_vertices, displaced_vertices; + + // The radius of the mesh icosphere on instantiation. + [Range(1f, 10f)] + public float icoRadius = 2f; + + // The number of subdivisions to give the icosphere. + [Range(0, 3)] + public int icoSubdivisions = 2; + + // How far along the normal should each face be extruded when at idle (no audio input). + [Range(0f, 1f)] + public float startingExtrusion = .1f; + + // The material to apply to the icosphere. + public Material material; + + // The max distance a frequency range will extrude a face. + [Range(1f, 50f)] + public float extrusion = 30f; + + // An FFT returns a spectrum including frequencies that are out of human hearing range - + // this restricts the number of bins used from the spectrum to the lower @fftBounds. + [Range(8, 128)] + public int fftBounds = 32; + + // How high the icosphere transform will bounce (sample volume determines height). + [Range(0f, 10f)] + public float verticalBounce = 4f; + + // Optionally weights the frequency amplitude when calculating extrude distance. + public AnimationCurve frequencyCurve; + + // A reference to the line renderer that will be used to render the raw waveform. + public LineRenderer waveform; + + // The y size of the waveform. + public float waveformHeight = 2f; + + // How far from the icosphere should the waveform be. + public float waveformRadius = 20f; + + // If @rotateWaveformRing is true, this is the speed it will travel. + public float waveformSpeed = .1f; + + // If true, the waveform ring will randomly orbit the icosphere. + public bool rotateWaveformRing = false; + + // If true, the waveform will bounce up and down with the icosphere. + public bool bounceWaveform = false; + + public GameObject missingClipWarning; + + // Icosphere's starting position. + Vector3 icoPosition = Vector3.zero; + float faces_length; + + const float TWOPI = 6.283185f; // 2 * PI + const int WAVEFORM_SAMPLES = 1024; // How many samples make up the waveform ring. + const int FFT_SAMPLES = 4096; // How many samples are used in the FFT. More means higher resolution. + + // Keep copy of the last frame's sample data to average with the current when calculating + // deformation amounts. Smoothes the visual effect. + float[] fft = new float[FFT_SAMPLES], + fft_history = new float[FFT_SAMPLES], + data = new float[WAVEFORM_SAMPLES], + data_history = new float[WAVEFORM_SAMPLES]; + + // Root mean square of raw data (volume, but not in dB). + float rms = 0f, rms_history = 0f; + + /** + * Creates the icosphere, and loads all the cache information. + */ + void Start() + { + audioSource = GetComponent(); + + if( audioSource.clip == null ) + missingClipWarning.SetActive(true); + + // Create a new icosphere. + ico = pb_ShapeGenerator.IcosahedronGenerator(icoRadius, icoSubdivisions); + + // Shell is all the faces on the new icosphere. + pb_Face[] shell = ico.faces; + + // Materials are set per-face on pb_Object meshes. pb_Objects will automatically + // condense the mesh to the smallest set of subMeshes possible based on materials. +#if !PROTOTYPE + foreach(pb_Face f in shell) + f.material = material; +#else + ico.gameObject.GetComponent().sharedMaterial = material; +#endif + + // Extrude all faces on the icosphere by a small amount. The third boolean parameter + // specifies that extrusion should treat each face as an individual, not try to group + // all faces together. + ico.Extrude(shell, ExtrudeMethod.IndividualFaces, startingExtrusion); + + // ToMesh builds the mesh positions, submesh, and triangle arrays. Call after adding + // or deleting vertices, or changing face properties. + ico.ToMesh(); + + // Refresh builds the normals, tangents, and UVs. + ico.Refresh(); + + outsides = new FaceRef[shell.Length]; + Dictionary lookup = ico.sharedIndices.ToDictionary(); + + // Populate the outsides[] cache. This is a reference to the tops of each extruded column, including + // copies of the sharedIndices. + for(int i = 0; i < shell.Length; ++i) + outsides[i] = new FaceRef( shell[i], + pb_Math.Normal(ico, shell[i]), + ico.sharedIndices.AllIndicesWithValues(lookup, shell[i].distinctIndices).ToArray() + ); + + // Store copy of positions array un-modified + original_vertices = new Vector3[ico.vertices.Length]; + System.Array.Copy(ico.vertices, original_vertices, ico.vertices.Length); + + // displaced_vertices should mirror icosphere mesh vertices. + displaced_vertices = ico.vertices; + + icoMesh = ico.msh; + icoTransform = ico.transform; + + faces_length = (float)outsides.Length; + + // Build the waveform ring. + icoPosition = icoTransform.position; +#if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 + waveform.SetVertexCount(WAVEFORM_SAMPLES); +#elif UNITY_5_5 + waveform.numPositions = WAVEFORM_SAMPLES; +#else + waveform.positionCount = WAVEFORM_SAMPLES; +#endif + + + if( bounceWaveform ) + waveform.transform.parent = icoTransform; + + audioSource.Play(); + } + + void Update() + { + // fetch the fft spectrum + audioSource.GetSpectrumData(fft, 0, FFTWindow.BlackmanHarris); + + // get raw data for waveform + audioSource.GetOutputData(data, 0); + + // calculate root mean square (volume) + rms = RMS(data); + + /** + * For each face, translate the vertices some distance depending on the frequency range assigned. + * Not using the TranslateVertices() pb_Object extension method because as a convenience, that method + * gathers the sharedIndices per-face on every call, which while not tremondously expensive in most + * contexts, is far too slow for use when dealing with audio, and especially so when the mesh is + * somewhat large. + */ + for(int i = 0; i < outsides.Length; i++) + { + float normalizedIndex = (i/faces_length); + + int n = (int)(normalizedIndex*fftBounds); + + Vector3 displacement = outsides[i].nrm * ( ((fft[n]+fft_history[n]) * .5f) * (frequencyCurve.Evaluate(normalizedIndex) * .5f + .5f)) * extrusion; + + foreach(int t in outsides[i].indices) + { + displaced_vertices[t] = original_vertices[t] + displacement; + } + } + + Vector3 vec = Vector3.zero; + + // Waveform ring + for(int i = 0; i < WAVEFORM_SAMPLES; i++) + { + int n = i < WAVEFORM_SAMPLES-1 ? i : 0; + vec.x = Mathf.Cos((float)n/WAVEFORM_SAMPLES * TWOPI) * (waveformRadius + (((data[n] + data_history[n]) * .5f) * waveformHeight)); + vec.z = Mathf.Sin((float)n/WAVEFORM_SAMPLES * TWOPI) * (waveformRadius + (((data[n] + data_history[n]) * .5f) * waveformHeight)); + + vec.y = 0f; + + waveform.SetPosition(i, vec); + } + + // Ring rotation + if( rotateWaveformRing ) + { + Vector3 rot = waveform.transform.localRotation.eulerAngles; + + rot.x = Mathf.PerlinNoise(Time.time * waveformSpeed, 0f) * 360f; + rot.y = Mathf.PerlinNoise(0f, Time.time * waveformSpeed) * 360f; + + waveform.transform.localRotation = Quaternion.Euler(rot); + } + + icoPosition.y = -verticalBounce + ((rms + rms_history) * verticalBounce); + icoTransform.position = icoPosition; + + // Keep copy of last FFT samples so we can average with the current. 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@@ +fileFormatVersion: 2 +guid: 0729ab30ccdbbab4aabff8d0a7cb8357 +folderAsset: yes +DefaultImporter: + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Misc/HueCube.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Misc/HueCube.cs new file mode 100644 index 0000000..8e0fdfc --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Misc/HueCube.cs @@ -0,0 +1,110 @@ +#if UNITY_EDITOR || UNITY_STANDALONE +using UnityEngine; +using System.Collections; +using ProBuilder2.Common; +using System.Collections.Generic; + +namespace ProBuilder2.Examples +{ + /** + * Creates a cube on start and colors it's vertices programmitically. + */ + public class HueCube : MonoBehaviour + { + pb_Object pb; + + void Start() + { + // Create a new ProBuilder cube to work with. + pb = pb_ShapeGenerator.CubeGenerator(Vector3.one); + + // Cycle through each unique vertex in the cube (8 total), and assign a color + // to the index in the sharedIndices array. + int si_len = pb.sharedIndices.Length; + Color[] vertexColors = new Color[si_len]; + for(int i = 0; i < si_len; i++) + { + vertexColors[i] = HSVtoRGB( (i/(float)si_len) * 360f, 1f, 1f); + } + + // Now go through each face (vertex colors are stored the pb_Face class) and + // assign the pre-calculated index color to each index in the triangles array. + Color[] colors = pb.colors; + + for(int CurSharedIndex = 0; CurSharedIndex < pb.sharedIndices.Length; CurSharedIndex++) + { + foreach(int CurIndex in pb.sharedIndices[CurSharedIndex].array) + { + colors[CurIndex] = vertexColors[CurSharedIndex]; + } + } + + pb.SetColors(colors); + + // In order for these changes to take effect, you must refresh the mesh + // object. + pb.Refresh(); + } + + /** + * Convert HSV to RGB. + * http://www.cs.rit.edu/~ncs/color/t_convert.html + * r,g,b values are from 0 to 1 + * h = [0,360], s = [0,1], v = [0,1] + * if s == 0, then h = -1 (undefined) + */ + static Color HSVtoRGB(float h, float s, float v ) 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+using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.MeshOperations; // Extrude lives here +using System.Linq; + +/** + * Do a snake-like thing with a quad and some extrudes. + */ +public class ExtrudeRandomEdges : MonoBehaviour +{ + private pb_Object pb; + pb_Face lastExtrudedFace = null; + public float distance = 1f; + + /** + * Build a starting point (in this case, a quad) + */ + void Start() + { + pb = pb_ShapeGenerator.PlaneGenerator(1, 1, 0, 0, ProBuilder2.Common.Axis.Up, false); + pb.SetFaceMaterial(pb.faces, pb_Constant.DefaultMaterial); + lastExtrudedFace = pb.faces[0]; + } + + void OnGUI() + { + if(GUILayout.Button("Extrude Random Edge")) + { + ExtrudeEdge(); + } + } + + void ExtrudeEdge() + { + pb_Face sourceFace = lastExtrudedFace; + + // fetch a random perimeter edge connected to the last face extruded + List wings = pb_WingedEdge.GetWingedEdges(pb); + IEnumerable sourceWings = wings.Where(x => x.face == sourceFace); + List nonManifoldEdges = sourceWings.Where(x => x.opposite == null).Select(y => y.edge.local).ToList(); + int rand = (int) Random.Range(0, nonManifoldEdges.Count); + pb_Edge sourceEdge = nonManifoldEdges[rand]; + + // get the direction this edge should extrude in + Vector3 dir = ((pb.vertices[sourceEdge.x] + pb.vertices[sourceEdge.y]) * .5f) - sourceFace.distinctIndices.Average(x => pb.vertices[x]); + dir.Normalize(); + + // this will be populated with the extruded edge + pb_Edge[] extrudedEdges; + + // perform extrusion + pb.Extrude(new pb_Edge[] { sourceEdge }, 0f, false, true, out extrudedEdges); + + // get the last extruded face + lastExtrudedFace = pb.faces.Last(); + + // not strictly necessary, but makes it easier to handle element selection + pb.SetSelectedEdges( extrudedEdges ); + + // translate the vertices + pb.TranslateVertices(pb.SelectedTriangles, dir * distance); + + // rebuild mesh with new geometry added by extrude + pb.ToMesh(); + + // rebuild 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247a692b4ab40424eb62d238e05454d9 diff --git a/assignment10final/Assets/ProCore/ProBuilder/API Examples/Runtime Editing/RuntimeEdit.cs b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Runtime Editing/RuntimeEdit.cs new file mode 100644 index 0000000..370bfad --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/API Examples/Runtime Editing/RuntimeEdit.cs @@ -0,0 +1,236 @@ +#if UNITY_STANDALONE || UNITY_EDITOR + +using UnityEngine; +using System.Collections; +using ProBuilder2.Common; + +namespace ProBuilder2.Examples +{ + + /** + * \brief This class allows the user to select a single face at a time and move it forwards or backwards. + * More advanced usage of the ProBuilder API should make use of the pb_Object->SelectedFaces list to keep + * track of the selected faces. + */ + public class RuntimeEdit : MonoBehaviour + { + class pb_Selection + { + public pb_Object pb; ///< This is the currently selected ProBuilder object. + public pb_Face face; ///< Keep a reference to the currently selected face. + + public pb_Selection(pb_Object _pb, pb_Face _face) + { + pb = _pb; + face = _face; + } + + public bool HasObject() + { + return pb != null; + } + + public bool IsValid() + { + return pb != null && face != null; + } + + public bool Equals(pb_Selection sel) + { + if(sel != null && sel.IsValid()) + return (pb == sel.pb && face == sel.face); + else + return false; + } + + public void Destroy() + { + if(pb != null) + GameObject.Destroy(pb.gameObject); + } + + public override string ToString() + { + return "pb_Object: " + pb == null ? "Null" : pb.name + + "\npb_Face: " + ( (face == null) ? "Null" : face.ToString() ); + } + } + + pb_Selection currentSelection; + pb_Selection previousSelection; + + private pb_Object preview; + public Material previewMaterial; + + /** + * \brief Wake up! + */ + void Awake() + { + SpawnCube(); + } + + /** + * \brief This is the usual Unity OnGUI method. We only use it to show a 'Reset' button. + */ + void OnGUI() + { + // To reset, nuke the pb_Object and build a new one. + if(GUI.Button(new Rect(5, Screen.height - 25, 80, 20), "Reset")) + { + currentSelection.Destroy(); + Destroy(preview.gameObject); + SpawnCube(); + } + } + + /** + * \brief Creates a new ProBuilder cube and sets it up with a concave MeshCollider. + */ + void SpawnCube() + { + // This creates a basic cube with ProBuilder features enabled. See the ProBuilder.Shape enum to + // see all possible primitive types. + pb_Object pb = pb_ShapeGenerator.CubeGenerator(Vector3.one); + + // The runtime component requires that a concave mesh collider be present in order for face selection + // to work. + pb.gameObject.AddComponent().convex = false; + + // Now set it to the currentSelection + currentSelection = new pb_Selection(pb, null); + } + + Vector2 mousePosition_initial = Vector2.zero; + bool dragging = false; + public float rotateSpeed = 100f; + + /** + * \brief This is responsible for moving the camera around and not much else. + */ + public void LateUpdate() + { + if(!currentSelection.HasObject()) + return; + + if(Input.GetMouseButtonDown(1) || (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftAlt))) + { + mousePosition_initial = Input.mousePosition; + dragging = true; + } + + if(dragging) + { + Vector2 delta = (Vector3)mousePosition_initial - (Vector3)Input.mousePosition; + Vector3 dir = new Vector3(delta.y, delta.x, 0f); + + currentSelection.pb.gameObject.transform.RotateAround(Vector3.zero, dir, rotateSpeed * Time.deltaTime); + + // If there is a currently selected face, update the preview. + if(currentSelection.IsValid()) + RefreshSelectedFacePreview(); + } + + if(Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(0)) + { + dragging = false; + } + } + + /** + * \brief The 'meat' of the operation. This listens for a click event, then checks for a positive + * face selection. If the click has hit a pb_Object, select it. + */ + public void Update() + { + if(Input.GetMouseButtonUp(0) && !Input.GetKey(KeyCode.LeftAlt)) { + + if(FaceCheck(Input.mousePosition)) + { + if(currentSelection.IsValid()) + { + // Check if this face has been previously selected, and if so, move the face. + // Otherwise, just accept this click as a selection. + if(!currentSelection.Equals(previousSelection)) + { + previousSelection = new pb_Selection(currentSelection.pb, currentSelection.face); + RefreshSelectedFacePreview(); + return; + } + + Vector3 localNormal = pb_Math.Normal( pbUtil.ValuesWithIndices(currentSelection.pb.vertices, currentSelection.face.distinctIndices) ); + + if(Input.GetKey(KeyCode.LeftShift)) + currentSelection.pb.TranslateVertices( currentSelection.face.distinctIndices, localNormal.normalized * -.5f ); + else + currentSelection.pb.TranslateVertices( currentSelection.face.distinctIndices, localNormal.normalized * .5f ); + + // Refresh will update the Collision mesh volume, face UVs as applicatble, and normal information. + currentSelection.pb.Refresh(); + + // this create the selected face preview + RefreshSelectedFacePreview(); + } + } + } + } + + /** + * \brief This is how we figure out what face is clicked. + */ + public bool FaceCheck(Vector3 pos) + { + Ray ray = Camera.main.ScreenPointToRay (pos); + RaycastHit hit; + + if( Physics.Raycast(ray.origin, ray.direction, out hit)) + { + pb_Object hitpb = hit.transform.gameObject.GetComponent(); + + if(hitpb == null) + return false; + + Mesh m = hitpb.msh; + + int[] tri = new int[3] { + m.triangles[hit.triangleIndex * 3 + 0], + m.triangles[hit.triangleIndex * 3 + 1], + m.triangles[hit.triangleIndex * 3 + 2] + }; + + currentSelection.pb = hitpb; + + return hitpb.FaceWithTriangle(tri, out currentSelection.face); + } + return false; + } + + void RefreshSelectedFacePreview() + { + // Copy the currently selected vertices in world space. + // World space so that we don't have to apply transforms + // to 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primitive in a new scene, then attach + * this script to the sphere. Press 'Play' + */ +public class HighlightNearestFace : MonoBehaviour +{ + // The distance covered by the plane. + public float travel = 50f; + // The speed at which the sphere will move. + public float speed = .2f; + // ProBuilder mesh component + private pb_Object target; + // The nearest face to this sphere. + private pb_Face nearest = null; + + void Start() + { + // Generate a 50x50 plane with 25 subdivisions, facing up, with no smoothing applied. + target = pb_ShapeGenerator.PlaneGenerator(travel, travel, 25, 25, ProBuilder2.Common.Axis.Up, false); + + target.SetFaceMaterial(target.faces, pb_Constant.DefaultMaterial); + + target.transform.position = new Vector3(travel * .5f, 0f, travel * .5f); + + // Rebuild the mesh (apply pb_Object data to UnityEngine.Mesh) + target.ToMesh(); + + // Rebuild UVs, Colors, Collisions, Normals, and Tangents + target.Refresh(); + + // Orient the camera in a good position + Camera cam = Camera.main; + cam.transform.position = new Vector3(25f, 40f, 0f); + cam.transform.localRotation = Quaternion.Euler( new Vector3(65f, 0f, 0f) ); + } + + void Update() + { + float time = Time.time * speed; + + Vector3 position = new Vector3( + Mathf.PerlinNoise(time, time) * travel, + 2, + Mathf.PerlinNoise(time + 1f, time + 1f) * travel + ); + + transform.position = position; + + if(target == null) + { + Debug.LogWarning("Missing the ProBuilder Mesh target!"); + return; + } + + // instead of testing distance by converting each face's center to world space, + // convert the world space of this object to the pb-Object local transform. + Vector3 pbRelativePosition = target.transform.InverseTransformPoint(transform.position); + + // reset the last colored face to white + if(nearest != null) + target.SetFaceColor(nearest, Color.white); + + // iterate each face in the pb_Object looking for the one nearest + // to this object. + int faceCount = target.faces.Length; + float smallestDistance = Mathf.Infinity; + nearest = target.faces[0]; + + for(int i = 0; i < faceCount; i++) + { + float distance = Vector3.Distance(pbRelativePosition, FaceCenter(target, target.faces[i])); + + if(distance < smallestDistance) + { + smallestDistance = distance; + nearest = target.faces[i]; + } + } + + // Set a single face's vertex colors. If you're updating more than one face, consider using + // the pb_Object.SetColors(Color[] colors); function instead. + target.SetFaceColor(nearest, Color.blue); + + // Apply the stored vertex color array to the Unity mesh. + target.RefreshColors(); + } + + /** + * Returns the average of each vertex position in a face. + * In local space. + */ + private Vector3 FaceCenter(pb_Object pb, pb_Face face) + { + Vector3[] vertices = pb.vertices; + + Vector3 average = Vector3.zero; + + // face holds triangle data. distinctIndices is a + // cached collection of the distinct indices that + // make up the triangles. 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Only modify properties in the USER SETTINGS region. + * - All content is loaded from external files (pc_AboutEntry_YourProduct. Use the templates! + */ + + /** + * Used to pop up the window on import. + */ + [InitializeOnLoad] + static class pb_AboutWindowSetup + { + static pb_AboutWindowSetup() + { + EditorApplication.delayCall += () => { pb_AboutWindow.Init(false); }; + } + } + + /** + * Changelog.txt file should follow this format: + * + * | # Product Name 2.1.0 + * | + * | ## Features + * | + * | - All kinds of awesome stuff + * | - New flux capacitor design achieves time travel at lower velocities. + * | - Dark matter reactor recalibrated. + * | + * | ## Bug Fixes + * | + * | - No longer explodes when spacebar is pressed. + * | - Fix rolling issue in rickmeter. + * | + * | # Changes + * | + * | - Changed Blue to Red. + * | - Enter key now causes explosions. + * + * This path is relative to the PRODUCT_ROOT path. + * + * Note that your changelog may contain multiple entries. Only the top-most + * entry will be displayed. + */ + public class pb_AboutWindow : EditorWindow + { + // Modify these constants to customize about screen. + const string PACKAGE_NAME = "ProBuilder"; + + private static string aboutRoot = "Assets/ProCore/" + PACKAGE_NAME + "/About"; + + // Path to the root folder + internal static string AboutRoot + { + get + { + if( Directory.Exists(aboutRoot) ) + { + return aboutRoot; + } + else + { + aboutRoot = pb_FileUtil.FindFolder("ProBuilder/About"); + if(aboutRoot.EndsWith("/")) + aboutRoot = aboutRoot.Remove(aboutRoot.LastIndexOf("/"), 1); + return aboutRoot; + } + } + } + + GUIContent gc_Learn = new GUIContent("Learn ProBuilder", "Documentation"); + GUIContent gc_Forum = new GUIContent("Support Forum", "ProCore Support Forum"); + GUIContent gc_Contact = new GUIContent("Contact Us", "Send us an email!"); + GUIContent gc_Banner = new GUIContent("", "ProBuilder Quick-Start Video Tutorials"); + + private const string VIDEO_URL = @"http://bit.ly/pbstarter"; + private const string LEARN_URL = @"http://procore3d.com/docs/probuilder"; + private const string SUPPORT_URL = @"http://www.procore3d.com/forum/"; + private const string CONTACT_EMAIL = @"http://www.procore3d.com/about/"; + private const float BANNER_WIDTH = 480f; + private const float BANNER_HEIGHT = 270f; + + internal const string FONT_REGULAR = "Asap-Regular.otf"; + internal const string FONT_MEDIUM = "Asap-Medium.otf"; + + // Use less contast-y white and black font colors for better readabililty + public static readonly Color font_white = HexToColor(0xCECECE); + public static readonly Color font_black = HexToColor(0x545454); + public static readonly Color font_blue_normal = HexToColor(0x00AAEF); + public static readonly Color font_blue_hover = HexToColor(0x008BEF); + + + private string productName = pb_Constant.PRODUCT_NAME; + private pb_AboutEntry about = null; + private string changelogRichText = ""; + + internal static GUIStyle bannerStyle, + header1Style, + versionInfoStyle, + linkStyle, + separatorStyle, + changelogStyle, + changelogTextStyle; + + Vector2 scroll = Vector2.zero; + + /** + * Return true if Init took place, false if not. + */ + public static bool Init (bool fromMenu) + { + pb_AboutEntry about; + + if(!pb_VersionUtil.GetAboutEntry(out about)) + { + Debug.LogWarning("Couldn't find pb_AboutEntry_ProBuilder.txt"); + return false; + } + + if(fromMenu || pb_PreferencesInternal.GetString(about.identifier) != about.version) + { + pb_AboutWindow win; + win = (pb_AboutWindow)EditorWindow.GetWindow(typeof(pb_AboutWindow), true, about.name, true); + win.ShowUtility(); + win.SetAbout(about); + pb_PreferencesInternal.SetString(about.identifier, about.version, pb_PreferenceLocation.Global); + return true; + } + else + { + return false; + } + } + + private static Color HexToColor(uint x) + { + return new Color( ((x >> 16) & 0xFF) / 255f, + ((x >> 8) & 0xFF) / 255f, + (x & 0xFF) / 255f, + 1f); + } + + public static void InitGuiStyles() + { + bannerStyle = new GUIStyle() + { + // RectOffset(left, right, top, bottom) + margin = new RectOffset(12, 12, 12, 12), + normal = new GUIStyleState() { + background = LoadAssetAtPath(string.Format("{0}/Images/Banner_Normal.png", AboutRoot)) + }, + hover = new GUIStyleState() { + background = LoadAssetAtPath(string.Format("{0}/Images/Banner_Hover.png", AboutRoot)) + }, + }; + + header1Style = new GUIStyle() + { + margin = new RectOffset(10, 10, 10, 10), + alignment = TextAnchor.MiddleCenter, + fontSize = 24, + // fontStyle = FontStyle.Bold, + font = LoadAssetAtPath(string.Format("{0}/Font/{1}", AboutRoot, FONT_MEDIUM)), + normal = new GUIStyleState() { textColor = EditorGUIUtility.isProSkin ? font_white : font_black } + }; + + versionInfoStyle = new GUIStyle() + { + margin = new RectOffset(10, 10, 10, 10), + fontSize = 14, + font = LoadAssetAtPath(string.Format("{0}/Font/{1}", AboutRoot, FONT_REGULAR)), + normal = new GUIStyleState() { textColor = EditorGUIUtility.isProSkin ? font_white : font_black } + }; + + linkStyle = new GUIStyle() + { + margin = new RectOffset(10, 10, 10, 10), + alignment = TextAnchor.MiddleCenter, + fontSize = 16, + font = LoadAssetAtPath(string.Format("{0}/Font/{1}", AboutRoot, FONT_REGULAR)), + normal = new GUIStyleState() { + textColor = font_blue_normal, + background = LoadAssetAtPath( + string.Format("{0}/Images/ScrollBackground_{1}.png", + AboutRoot, + EditorGUIUtility.isProSkin ? "Pro" : "Light")) + }, + hover = new GUIStyleState() { + textColor = font_blue_hover, + background = LoadAssetAtPath( + string.Format("{0}/Images/ScrollBackground_{1}.png", + AboutRoot, + EditorGUIUtility.isProSkin ? "Pro" : "Light")) + } + }; + + separatorStyle = new GUIStyle() + { + margin = new RectOffset(10, 10, 10, 10), + alignment = TextAnchor.MiddleCenter, + fontSize = 16, + font = LoadAssetAtPath(string.Format("{0}/Font/{1}", AboutRoot, FONT_REGULAR)), + normal = new GUIStyleState() { textColor = EditorGUIUtility.isProSkin ? font_white : font_black } + }; + + changelogStyle = new GUIStyle() + { + margin = new RectOffset(10, 10, 10, 10), + font = LoadAssetAtPath(string.Format("{0}/Font/{1}", AboutRoot, FONT_REGULAR)), + richText = true, + normal = new GUIStyleState() { background = LoadAssetAtPath( + string.Format("{0}/Images/ScrollBackground_{1}.png", + AboutRoot, + EditorGUIUtility.isProSkin ? "Pro" : "Light")) + } + }; + + changelogTextStyle = new GUIStyle() + { + margin = new RectOffset(10, 10, 10, 10), + font = LoadAssetAtPath(string.Format("{0}/Font/{1}", AboutRoot, FONT_REGULAR)), + fontSize = 14, + normal = new GUIStyleState() { textColor = EditorGUIUtility.isProSkin ? font_white : font_black }, + richText = true, + wordWrap = true + }; + } + + public void OnEnable() + { + InitGuiStyles(); + + Texture2D banner = bannerStyle.normal.background; + + if(banner == null) + { + Debug.LogWarning("Could not load About window resources"); + this.Close(); + } + else + { + bannerStyle.fixedWidth = BANNER_WIDTH; // banner.width; + bannerStyle.fixedHeight = BANNER_HEIGHT; // banner.height; + + this.wantsMouseMove = true; + + this.minSize = new Vector2(BANNER_WIDTH + 24, BANNER_HEIGHT * 2.5f); + this.maxSize = new Vector2(BANNER_WIDTH + 24, BANNER_HEIGHT * 2.5f); + + if(!productName.Contains("Basic")) + productName = "ProBuilder Advanced"; + } + } + + void SetAbout(pb_AboutEntry about) + { + this.about = about; + + if(!File.Exists(about.changelogPath)) + about.changelogPath = pb_FileUtil.FindFile("ProBuilder/About/changelog.txt"); + + if(File.Exists(about.changelogPath)) + { + string raw = File.ReadAllText(about.changelogPath); + + if(!string.IsNullOrEmpty(raw)) + { + pb_VersionInfo vi; + pb_VersionUtil.FormatChangelog(raw, out vi, out changelogRichText); + } + } + } + + internal static T LoadAssetAtPath(string InPath) where T : UnityEngine.Object + { + return (T) AssetDatabase.LoadAssetAtPath(InPath, typeof(T)); + } + + void OnGUI() + { + Vector2 mousePosition = Event.current.mousePosition; + + if( GUILayout.Button(gc_Banner, bannerStyle) ) + Application.OpenURL(VIDEO_URL); + + if(GUILayoutUtility.GetLastRect().Contains(mousePosition)) + Repaint(); + + GUILayout.BeginVertical(changelogStyle); + + GUILayout.Label(productName, header1Style); + + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + + if(GUILayout.Button(gc_Learn, linkStyle)) + Application.OpenURL(LEARN_URL); + + GUILayout.Label("|", separatorStyle); + + if(GUILayout.Button(gc_Forum, linkStyle)) + Application.OpenURL(SUPPORT_URL); + + GUILayout.Label("|", separatorStyle); + + if(GUILayout.Button(gc_Contact, linkStyle)) + Application.OpenURL(CONTACT_EMAIL); + + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + + if(GUILayoutUtility.GetLastRect().Contains(mousePosition)) + Repaint(); + + GUILayout.EndVertical(); + + // always bold the first line (cause it's the version info stuff) + scroll = EditorGUILayout.BeginScrollView(scroll, changelogStyle); + GUILayout.Label(string.Format("Version: {0}", about.version), versionInfoStyle); + GUILayout.Label("\n" + changelogRichText, changelogTextStyle); + EditorGUILayout.EndScrollView(); + } + + /** + * Draw a horizontal line across the screen and update the guilayout. + */ + void HorizontalLine() + { + Rect r = GUILayoutUtility.GetLastRect(); + Color og = GUI.backgroundColor; + GUI.backgroundColor = Color.black; + GUI.Box(new Rect(0f, r.y + r.height + 2, Screen.width, 2f), ""); + GUI.backgroundColor = og; + + GUILayout.Space(6); + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_AboutWindow.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_AboutWindow.cs.meta new file mode 100644 index 0000000..6b43521 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_AboutWindow.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: fca06bdb2c29e7344b757645530b0eff +timeCreated: 1485893835 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - gravityFont: {fileID: 12800000, guid: 28ed1153d48f34485be1063881729e18, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateAvailable.cs b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateAvailable.cs new file mode 100644 index 0000000..33d6ea4 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateAvailable.cs @@ -0,0 +1,91 @@ +using UnityEngine; +using UnityEditor; +using ProBuilder2.Common; + +namespace ProBuilder2.EditorCommon +{ + class pb_UpdateAvailable : EditorWindow + { + public static void Init(pb_VersionInfo newVersion, string changelog) + { + pb_UpdateAvailable win = EditorWindow.GetWindow(true, "ProBuilder Update Available", true); + win.m_NewVersion = newVersion; + win.m_NewChangelog = changelog; + } + + [SerializeField] pb_VersionInfo m_NewVersion; + [SerializeField] string m_NewChangelog; + Vector2 scroll = Vector2.zero; + GUIContent gc_DownloadUpdate = new GUIContent("", "Open Asset Store Download Page"); + + private static GUIStyle downloadImageStyle = null, + updateHeader = null; + + private bool checkForProBuilderUpdates + { + get { return pb_PreferencesInternal.GetBool(pb_Constant.pbCheckForProBuilderUpdates, true); } + set { pb_PreferencesInternal.SetBool(pb_Constant.pbCheckForProBuilderUpdates, value); } + } + + void OnEnable() + { + pb_AboutWindow.InitGuiStyles(); + + wantsMouseMove = true; + minSize = new Vector2(400f, 350f); + + downloadImageStyle = new GUIStyle() + { + margin = new RectOffset(10, 10, 10, 10), + fixedWidth = 154, + fixedHeight = 85, + normal = new GUIStyleState() { + background = pb_AboutWindow.LoadAssetAtPath(string.Format("{0}/Images/DownloadPB_Normal.png", pb_AboutWindow.AboutRoot)) + }, + hover = new GUIStyleState() { + background = pb_AboutWindow.LoadAssetAtPath(string.Format("{0}/Images/DownloadPB_Hover.png", pb_AboutWindow.AboutRoot)) + }, + }; + + updateHeader = new GUIStyle() + { + margin = new RectOffset(0, 0, 0, 0), + alignment = TextAnchor.MiddleCenter, + fixedHeight = 85, + fontSize = 24, + wordWrap = true, + font = pb_AboutWindow.LoadAssetAtPath(string.Format("{0}/Font/{1}", pb_AboutWindow.AboutRoot, pb_AboutWindow.FONT_MEDIUM)), + normal = new GUIStyleState() { textColor = EditorGUIUtility.isProSkin ? pb_AboutWindow.font_white : pb_AboutWindow.font_black } + }; + } + + void OnGUI() + { + GUILayout.BeginHorizontal(); + + if( GUILayout.Button(gc_DownloadUpdate, downloadImageStyle) ) + Application.OpenURL("http://u3d.as/30b"); + + if(GUILayoutUtility.GetLastRect().Contains(Event.current.mousePosition)) + Repaint(); + + GUILayout.BeginVertical(pb_AboutWindow.changelogStyle); + GUILayout.Label("ProBuilder Update\nAvailable", updateHeader); + GUILayout.EndVertical(); + + GUILayout.EndHorizontal(); + + scroll = EditorGUILayout.BeginScrollView(scroll, pb_AboutWindow.changelogStyle); + GUILayout.Label(string.Format("Version: {0}", m_NewVersion.text), pb_AboutWindow.versionInfoStyle); + GUILayout.Label("\n" + m_NewChangelog, pb_AboutWindow.changelogTextStyle); + EditorGUILayout.EndScrollView(); + + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + checkForProBuilderUpdates = EditorGUILayout.Toggle("Show Update Notifications", checkForProBuilderUpdates); + GUILayout.Space(4); + GUILayout.EndHorizontal(); + GUILayout.Space(10); + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateAvailable.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateAvailable.cs.meta new file mode 100644 index 0000000..d594677 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateAvailable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9d4c868a7342844649d0dce8c2a58a4f +timeCreated: 1487708635 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateCheck.cs b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateCheck.cs new file mode 100644 index 0000000..731b9d3 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateCheck.cs @@ -0,0 +1,116 @@ +using UnityEngine; +using UnityEditor; +using System.Text.RegularExpressions; +using ProBuilder2.Common; + +namespace ProBuilder2.EditorCommon +{ + /** + * Check for updates to ProBuilder. + */ + [InitializeOnLoad] + static class pb_UpdateCheck + { + const string PROBUILDER_VERSION_URL = "http://procore3d.github.io/probuilder2/current.txt"; + const string pbLastWebVersionChecked = "pbLastWebVersionChecked"; + static WWW updateQuery; + static bool calledFromMenu = false; + + static pb_UpdateCheck() + { + if(pb_PreferencesInternal.GetBool(pb_Constant.pbCheckForProBuilderUpdates)) + { + calledFromMenu = false; + CheckForUpdate(); + } + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Check for Updates", false, pb_Constant.MENU_ABOUT + 1)] + static void MenuCheckForUpdate() + { + calledFromMenu = true; + CheckForUpdate(); + } + + public static void CheckForUpdate() + { + if(updateQuery == null) + { + updateQuery = new WWW(PROBUILDER_VERSION_URL); + EditorApplication.update += Update; + } + } + + static void Update() + { + if (updateQuery != null) + { + if (!updateQuery.isDone) + return; + + try + { + if (string.IsNullOrEmpty(updateQuery.error) || !Regex.IsMatch(updateQuery.text, "404 not found", RegexOptions.IgnoreCase) ) + { + pb_VersionInfo webVersion; + string webChangelog; + + if(!pb_VersionUtil.FormatChangelog(updateQuery.text, out webVersion, out webChangelog)) + { + FailedConnection(); + } + else + { + pb_VersionInfo current; + + // first test if the installed version is already up to date + if( !pb_VersionUtil.GetCurrent(out current) || webVersion.CompareTo(current) > 0 ) + { + // next, test if a notification for this version has already been shown + string lastNotification = pb_PreferencesInternal.GetString(pbLastWebVersionChecked, ""); + + if(calledFromMenu || !lastNotification.Equals(webVersion.text)) + { + pb_UpdateAvailable.Init(webVersion, webChangelog); + pb_PreferencesInternal.SetString(pbLastWebVersionChecked, webVersion.text); + } + } + else + { + UpToDate(current.ToString()); + } + } + } + else + { + FailedConnection(); + } + } + catch(System.Exception e) + { + FailedConnection(string.Format("Error: Is build target is Webplayer?\n\n{0}", e.ToString())); + } + + updateQuery = null; + } + + calledFromMenu = false; + EditorApplication.update -= Update; + } + + static void UpToDate(string version) + { + if(calledFromMenu) + EditorUtility.DisplayDialog("ProBuilder Update Check", string.Format("You're up to date!\n\nInstalled Version: {0}\nLatest Version: {0}", version), "Okay"); + } + + static void FailedConnection(string error = null) + { + if(calledFromMenu) + EditorUtility.DisplayDialog( + "ProBuilder Update Check", + error == null ? "Failed to connect to server!" : string.Format("Failed to connect to server!\n\n{0}", error.ToString()), + "Okay"); + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateCheck.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateCheck.cs.meta new file mode 100644 index 0000000..fb8a07f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_UpdateCheck.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 67dd077e8983d4474916d2b02018b937 +timeCreated: 1487703505 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionInfo.cs b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionInfo.cs new file mode 100644 index 0000000..35270c7 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionInfo.cs @@ -0,0 +1,145 @@ +using System.Text.RegularExpressions; + +namespace ProBuilder2.EditorCommon +{ + public enum VersionType + { + Final = 3, + Beta = 2, + Patch = 1 + } + + [System.Serializable] + public struct pb_VersionInfo : System.IEquatable, System.IComparable + { + public int major; + public int minor; + public int patch; + public int build; + public VersionType type; + public string text; + public bool valid; + + public override bool Equals(object o) + { + return o is pb_VersionInfo && this.Equals((pb_VersionInfo) o); + } + + public override int GetHashCode() + { + int hash = 13; + + unchecked + { + if(valid) + { + hash = (hash * 7) + major.GetHashCode(); + hash = (hash * 7) + minor.GetHashCode(); + hash = (hash * 7) + patch.GetHashCode(); + hash = (hash * 7) + build.GetHashCode(); + hash = (hash * 7) + type.GetHashCode(); + } + else + { + return text.GetHashCode(); + } + } + + return hash; + } + + public bool Equals(pb_VersionInfo version) + { + if(valid != version.valid) + return false; + + if(valid) + { + return major == version.major && + minor == version.minor && + patch == version.patch && + type == version.type && + build == version.build; + } + else + { + if( string.IsNullOrEmpty(text) || string.IsNullOrEmpty(version.text) ) + return false; + + return text.Equals(version.text); + } + } + + public int CompareTo(pb_VersionInfo version) + { + const int GREATER = 1; + const int LESS = -1; + + if(this.Equals(version)) + return 0; + else if(major > version.major) + return GREATER; + else if(major < version.major) + return LESS; + else if(minor > version.minor) + return GREATER; + else if(minor < version.minor) + return LESS; + else if(patch > version.patch) + return GREATER; + else if(patch < version.patch) + return LESS; + else if((int)type > (int)version.type) + return GREATER; + else if((int)type < (int)version.type) + return LESS; + else if(build > version.build) + return GREATER; + else + return LESS; + } + + public override string ToString() + { + return string.Format("{0}.{1}.{2}{3}{4}", major, minor, patch, type.ToString().ToLower()[0], build); + } + + /** + * Create a pb_VersionInfo type from a string. + * Ex: "2.5.3b1" + */ + public static pb_VersionInfo FromString(string str) + { + pb_VersionInfo version = new pb_VersionInfo(); + version.text = str; + + try + { + string[] split = Regex.Split(str, @"[\.A-Za-z]"); + Match type = Regex.Match(str, @"A-Za-z"); + int.TryParse(split[0], out version.major); + int.TryParse(split[1], out version.minor); + int.TryParse(split[2], out version.patch); + int.TryParse(split[3], out version.build); + version.type = GetVersionType(type != null && type.Success ? type.Value : ""); + version.valid = true; + } + catch + { + version.valid = false; + } + + return version; + } + + static VersionType GetVersionType(string type) + { + if( type.Equals("b") || type.Equals("B") ) + return VersionType.Beta; + else if( type.Equals("p") || type.Equals("P") ) + return VersionType.Patch; + + return VersionType.Final; + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionInfo.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionInfo.cs.meta new file mode 100644 index 0000000..3fa432e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionInfo.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3d9c925b318d04a55bd2d4ad282f4f9f +timeCreated: 1487711113 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionUtil.cs b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionUtil.cs new file mode 100644 index 0000000..679980b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionUtil.cs @@ -0,0 +1,133 @@ +using UnityEngine; +using UnityEditor; +using System.IO; +using System.Text; +using System.Collections; +using System.Text.RegularExpressions; + +namespace ProBuilder2.EditorCommon +{ + /** + * Contains information that the pb_AboutEntry.txt file holds. + */ + [System.Serializable] + internal class pb_AboutEntry + { + public string name; + public string identifier; + public string version; + public string date; + public string changelogPath; + + public const string KEY_NAME = "name: "; + public const string KEY_IDENTIFIER = "identifier: "; + public const string KEY_VERSION = "version: "; + public const string KEY_DATE = "date: "; + public const string KEY_CHANGELOG = "changelog: "; + } + + /** + * Utility methods for finding and extracting version & changelog information. + */ + internal static class pb_VersionUtil + { + /** + * Get information from the currently installed ProBuilder version. + */ + public static bool GetAboutEntry(out pb_AboutEntry about) + { + about = null; + + string[] matches = Directory.GetFiles("./Assets", "pc_AboutEntry_ProBuilder.txt", SearchOption.AllDirectories); + + if(matches == null || matches.Length < 1) + return false; + + for(int i = 0; i < matches.Length && about == null; i++) + about = ParseAboutEntry(matches[i]); + + return about != null; + } + + public static bool GetCurrent(out pb_VersionInfo version) + { + pb_AboutEntry about; + + if(!GetAboutEntry(out about)) + { + version = new pb_VersionInfo(); + return false; + } + + version = pb_VersionInfo.FromString(about.version); + return true; + } + + /** + * Extracts and formats the latest changelog entry into rich text. Also grabs the version. + */ + public static bool FormatChangelog(string raw, out pb_VersionInfo version, out string formatted_changes) + { + bool success = true; + + // get first version entry + string[] split = Regex.Split(raw, "(?mi)^#\\s", RegexOptions.Multiline); + + // get the version info + try + { + Match versionMatch = Regex.Match(split[1], @"(?<=^ProBuilder\s).[0-9]*\.[0-9]*\.[0-9]*[a-z][0-9]*"); + version = pb_VersionInfo.FromString(versionMatch.Success ? versionMatch.Value : split[1].Split('\n')[0]); + } + catch + { + version = pb_VersionInfo.FromString("not found"); + success = false; + } + + try + { + StringBuilder sb = new StringBuilder(); + string[] newLineSplit = split[1].Trim().Split('\n'); + for(int i = 2; i < newLineSplit.Length; i++) + sb.AppendLine(newLineSplit[i]); + + formatted_changes = sb.ToString(); + formatted_changes = Regex.Replace(formatted_changes, "^-", "\u2022", RegexOptions.Multiline); + formatted_changes = Regex.Replace(formatted_changes, @"(?<=^##\\s).*", "${0}", RegexOptions.Multiline); + formatted_changes = Regex.Replace(formatted_changes, @"^##\ ", "", RegexOptions.Multiline); + } + catch + { + formatted_changes = ""; + success = false; + } + + return success; + } + + private static pb_AboutEntry ParseAboutEntry(string path) + { + if (!File.Exists(path)) + return null; + + pb_AboutEntry about = new pb_AboutEntry(); + + foreach(string str in File.ReadAllLines(path)) + { + if(str.StartsWith(pb_AboutEntry.KEY_NAME)) + about.name = str.Replace(pb_AboutEntry.KEY_NAME, "").Trim(); + else if(str.StartsWith(pb_AboutEntry.KEY_IDENTIFIER)) + about.identifier = str.Replace(pb_AboutEntry.KEY_IDENTIFIER, "").Trim(); + else if(str.StartsWith(pb_AboutEntry.KEY_VERSION)) + about.version = str.Replace(pb_AboutEntry.KEY_VERSION, "").Trim(); + else if(str.StartsWith(pb_AboutEntry.KEY_DATE)) + about.date = str.Replace(pb_AboutEntry.KEY_DATE, "").Trim(); + else if(str.StartsWith(pb_AboutEntry.KEY_CHANGELOG)) + about.changelogPath = str.Replace(pb_AboutEntry.KEY_CHANGELOG, "").Trim(); + } + + return about; + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionUtil.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionUtil.cs.meta new file mode 100644 index 0000000..96bf452 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Editor/pb_VersionUtil.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d1add08945e58c444a133612549b4260 +timeCreated: 1487944665 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Font.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Font.meta new file mode 100644 index 0000000..8581a99 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Font.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ae10479e200f949b4af89b788185b48f +folderAsset: yes +timeCreated: 1485893747 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Medium.otf b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Medium.otf new file mode 100644 index 0000000..9f251bf Binary files /dev/null and b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Medium.otf differ diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Medium.otf.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Medium.otf.meta new file mode 100644 index 0000000..cf1e450 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Medium.otf.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: f79c0638c9ad24986acd8d34c0e20256 +timeCreated: 1485898685 +licenseType: Store +TrueTypeFontImporter: + serializedVersion: 3 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + fontNames: [] + fallbackFontReferences: + - {fileID: 12800000, guid: ff3a015580ef046ac85fa087703e0a2d, type: 3} + customCharacters: + fontRenderingMode: 3 + ascentCalculationMode: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Regular.otf b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Regular.otf new file mode 100644 index 0000000..4e73bd4 Binary files /dev/null and b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Regular.otf differ diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Regular.otf.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Regular.otf.meta new file mode 100644 index 0000000..6c491bd --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Font/Asap-Regular.otf.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: ff3a015580ef046ac85fa087703e0a2d +timeCreated: 1485898392 +licenseType: Store +TrueTypeFontImporter: + serializedVersion: 3 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + fontNames: [] + fallbackFontReferences: + - {fileID: 12800000, guid: f79c0638c9ad24986acd8d34c0e20256, type: 3} + customCharacters: + fontRenderingMode: 3 + ascentCalculationMode: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Font/SIL Open Font License.txt b/assignment10final/Assets/ProCore/ProBuilder/About/Font/SIL Open Font License.txt new file mode 100644 index 0000000..abe181f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Font/SIL Open Font License.txt @@ -0,0 +1,47 @@ +Copyright (c) 2011-2015, Omnibus-Type (www.omnibus-type.com|omnibus.type@gmail.com). + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Font/SIL Open Font License.txt.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Font/SIL Open Font License.txt.meta new file mode 100644 index 0000000..a0763be --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Font/SIL Open Font License.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 18e88fe929cd84916b50f8677be466e3 +timeCreated: 1485898392 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Images.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Images.meta new file mode 100644 index 0000000..f695e0b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Images.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f326e8a65c528eb42a075a91b0dfafd8 diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Images/Banner.png b/assignment10final/Assets/ProCore/ProBuilder/About/Images/Banner.png new file mode 100644 index 0000000..17a903a Binary files /dev/null and b/assignment10final/Assets/ProCore/ProBuilder/About/Images/Banner.png differ diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/Images/Banner.png.meta b/assignment10final/Assets/ProCore/ProBuilder/About/Images/Banner.png.meta new file mode 100644 index 0000000..673b158 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/Images/Banner.png.meta @@ -0,0 +1,88 @@ +fileFormatVersion: 2 +guid: 549ff69cefce9de4b9bca905c53fdafb +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 9 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 0 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 0 + aniso: -1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - 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serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/ThirdPartyLicenses.txt b/assignment10final/Assets/ProCore/ProBuilder/About/ThirdPartyLicenses.txt new file mode 100644 index 0000000..8a0e81e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/ThirdPartyLicenses.txt @@ -0,0 +1,287 @@ +# Third-party code & licenses + +Third-party code and licenses used in ProBuilder. + +Where applicable links to ports & forks are also listed (original project +is always listed first). + +--- + +## Poly2Tri + +- https://github.com/greenm01/poly2tri +- https://github.com/MaulingMonkey/poly2tri-cs +- https://github.com/procore3d/poly2tri-cs + +Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors +http://code.google.com/p/poly2tri/ + +All rights reserved. +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + +* Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. +* Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. +* Neither the name of Poly2Tri nor the names of its contributors may be + used to endorse or promote products derived from this software without + specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR +CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF +LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING +NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +--- + +## csg.js + +- https://github.com/evanw/csg.js +- https://github.com/karl-/pb_CSG + +Copyright (c) 2011 Evan Wallace (http://madebyevan.com/) + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +--- + +## KdTree + +- https://github.com/codeandcats/KdTree +- https://github.com/procore3d/KdTree + +The MIT License (MIT) + +Copyright (c) 2013 codeandcats + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of +the Software, and to permit persons to whom the Software is furnished to do so, +subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +--- + +## MkDocs + +- http://www.mkdocs.org/ + +BSD 2-clause "Simplified" License + +Copyright © 2014, Tom Christie. All rights reserved. + +Redistribution and use in source and binary forms, with or +without modification, are permitted provided that the following +conditions are met: + +Redistributions of source code must retain the above copyright +notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright +notice, this list of conditions and the following disclaimer in +the documentation and/or other materials provided with the +distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND +CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, +INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR +CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF +USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED +AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. + +--- + +## Cinder + +- https://github.com/chrissimpkins/cinder +- https://github.com/procore3d/cinder + +The MIT License (MIT) + +Copyright (c) 2016 Chris Simpkins + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of +the Software, and to permit persons to whom the Software is furnished to do so, +subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +--- + +## pb_Stl + +- https://github.com/karl-/pb_Stl + +The MIT License (MIT) + +Copyright (c) 2016 Karl Henkel + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +--- + +## Asap Font + +Copyright (c) 2011-2015, Omnibus-Type +(www.omnibus-type.com|omnibus.type@gmail.com). + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide development +of collaborative font projects, to support the font creation efforts of +academic and linguistic communities, and to provide a free and open framework +in which fonts may be shared and improved in partnership with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The fonts, +including any derivative works, can be bundled, embedded, redistributed and/or +sold with any software provided that any reserved names are not used by +derivative works. The fonts and derivatives, however, cannot be released under +any other type of license. The requirement for fonts to remain under this +license does not apply to any document created using the fonts or their +derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) +under this license and clearly marked as such. This may include source files, +build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright +statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or +substituting -- in part or in whole -- any of the components of the Original +Version, by changing formats or by porting the Font Software to a new +environment. + +"Author" refers to any designer, engineer, programmer, technical writer or +other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of +the Font Software, to use, study, copy, merge, embed, modify, redistribute, and +sell modified and unmodified copies of the Font Software, subject to the +following conditions: + +1) Neither the Font Software nor any of its individual components, in Original +or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy contains +the above copyright notice and this license. These can be included either as +stand-alone text files, human-readable headers or in the appropriate +machine-readable metadata fields within text or binary files as long as those +fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) +unless explicit written permission is granted by the corresponding Copyright +Holder. This restriction only applies to the primary font name as presented to +the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software +shall not be used to promote, endorse or advertise any Modified Version, except +to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) +or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be +distributed entirely under this license, and must not be distributed under any +other license. The requirement for fonts to remain under this license does not +apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, +TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR +ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, +INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF +CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE +THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/ThirdPartyLicenses.txt.meta b/assignment10final/Assets/ProCore/ProBuilder/About/ThirdPartyLicenses.txt.meta new file mode 100644 index 0000000..a5456ac --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/ThirdPartyLicenses.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 33a80148273263043b571d27ae904a61 +timeCreated: 1494518066 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/About/changelog.txt b/assignment10final/Assets/ProCore/ProBuilder/About/changelog.txt new file mode 100644 index 0000000..9d34961 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/About/changelog.txt @@ -0,0 +1,1549 @@ +# ProBuilder 2.9.8f3 + +## 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. + +# ProBuilder 2.9.7f5 + +## 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." + +# ProBuilder 2.9.5f3 + +## 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). + +# ProBuilder 2.9.4f1 + +## 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. + +# ProBuilder 2.9.3f0 + +## 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. + +# ProBuilder 2.9.2f1 + +## Bug Fixes + +- Add file stubs for deprecated repair actions to prevent compilation errors when updating. + +# ProBuilder 2.9.1f0 + +## 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. + +# ProBuilder 2.9.0f3 + +## 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. + +# ProBuilder 2.8.1f0 + +## 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. + +# ProBuilder 2.8.0f1 + +## 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. + +# ProBuilder 2.7.0f7 + +## 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. + +# ProBuilder 2.6.9f3 + +## 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. + +# ProBuilder 2.6.8f1 + +## 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. + +# ProBuilder 2.6.7f4 + +## 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. + +# ProBuilder 2.6.6f0 + +## 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". + +# ProBuilder 2.6.5f0 + +## 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. + +# ProBuilder 2.6.4f1 + +## 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. + +# ProBuilder 2.6.3f4 + +## 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). + +# ProBuilder 2.6.2f0 + +## 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. + +# ProBuilder 2.6.1f0 + +## 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. + +# ProBuilder 2.6.0f1 + +## 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. + +# ProBuilder 2.5.0f0 (r4241) + +## 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. + +# ProBuilder 2.4.11f0 (r4081) + +## 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). + +# ProBuilder 2.4.10f2 (r4027) + +## 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). + +# ProBuilder 2.4.9f1 (r3978) + +## 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). + +# ProBuilder 2.4.8f1 (r3764) + +## 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. + +# ProBuilder 2.4.7f0 (r3664) + +## 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. + +# ProBuilder 2.4.6f0 (r3616) + +## 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. + +# ProBuilder 2.4.5p0 (r3531) + +## Bug Fixes + +- Fix bugs in Copy UV Settings and Quick Apply Material shortcuts. + +# ProBuilder 2.4.5f1 (r3519) + +## 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. + +# ProBuilder 2.4.4p1 (r3425) + +## 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. + +# ProBuilder 2.4.4f1 (r3385) + +## 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. + +# ProBuilder 2.4.3p0 (r3216) + +## 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. + +# ProBuilder 2.4.3f0 (r3202) + +## 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. + +# ProBuilder 2.4.2f0 (r3202) + +## 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. + +# ProBuilder 2.4.1f1 (r3174) + +## 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. + + +# ProBuilder 2.4.0f4 (r3132) + +## 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. + +## Bug Fixes (since 2.4.0f1) + +- Fix issue where "Repair Missing Script References" script could get stuck on prefab instances. +- Silence cast exception error in pb_Object_Editor. + +# ProBuilder 2.3.3f1 (r2970) + +## Features + +- Significantly improve performance of Subdivide action. + +## Bug Fixes + +- Fix incorrect language in Plane generator. +- Fix bug that resulted in mangled vertices when Welding. + +# ProBuilder 2.3.2f2 (r2947) + +## 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. + +# ProBuilder 2.3.1f1 (r2900) + +## 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. + +# ProBuilder 2.3.0f14 (r2861) + +## 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. + +# ProBuilder 2.2.5f5 + +## 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. + +# ProBuilder 2.2.4f0 + +## Bug Fixes + +- Fix 'Null Reference Error' when editing objects at runtime. +- Fix crash at runtime when ProBuilder object is selected. + +# ProBuilder 2.2.3f0 + +## 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!). + +# ProBuilder 2.2.2f4 + +## 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. + +# ProBuilder 2.2.0f4 + +## 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. + +# ProBuilder 2.1.4 + +## 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. + +# ProBuilder 2.1.3 + +## 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. + +# ProBuilder 2.1.2 + +## 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. + +# ProBuilder 2.1.1 + +## 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. + +# ProBuilder 2.1 + +## 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 - feel free to drop by the forums with any questions). +- Add SharedTrianglesWithFacesExclusive for extracting shared triangle indices exclusive to passed faces. +- VerticesWithIndiceArray is now VerticesWithTriangleArray. +- Remove pb_Object::CreatePrimitive. 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Provides some additional functionality when the FbxSdk and FbxExporter packages + * are available in the project. + */ + +using UnityEngine; +using UnityEditor; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using ProBuilder2.MeshOperations; +using System.Collections.Generic; +using System; +using System.Linq; +using System.Reflection; +#if PROBUILDER_FBX_ENABLED +using Unity.FbxSdk; +using FbxExporters; +using FbxExporters.Editor; +#endif + +namespace ProBuilder2.Common +{ + /* + * Options when exporting FBX files. + */ + public class pb_FbxOptions + { + public bool quads; + } + + [InitializeOnLoad] + public static class pb_Fbx + { + private static bool m_FbxIsLoaded = false; + + public static bool FbxEnabled { get { return m_FbxIsLoaded; } } + +#if PROBUILDER_FBX_ENABLED + + private static pb_FbxOptions m_FbxOptions = new pb_FbxOptions() { + quads = true + }; + + static pb_Fbx() + { + TryLoadFbxSupport(); + + if(m_FbxIsLoaded) + PrefabUtility.prefabInstanceUpdated += PrefabInstanceUpdated; + } + + static void TryLoadFbxSupport() + { + if(m_FbxIsLoaded) + return; + FbxPrefab.OnUpdate += OnFbxUpdate; + ModelExporter.RegisterMeshCallback(GetMeshForComponent, true); + m_FbxOptions.quads = pb_PreferencesInternal.GetBool("Export::m_FbxQuads", true); + m_FbxIsLoaded = true; + } + + private static void OnFbxUpdate(FbxPrefab updatedInstance, IEnumerable updatedObjects) + { + // System.Text.StringBuilder sb = new System.Text.StringBuilder(); + // sb.AppendLine("OnFbxUpdate:"); + // sb.AppendLine("instance: " + updatedInstance.name + " is asset: " + !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(updatedInstance))); + // sb.AppendLine("objects:"); + // foreach(GameObject go in updatedObjects) + // sb.AppendLine("\t" + go.name); + // pb_Log.Debug(sb.ToString()); + } + + private static bool GetMeshForComponent(ModelExporter exporter, pb_Object component, FbxNode fbxNode) + { + Mesh mesh = new Mesh(); + Material[] materials = null; + pb_MeshCompiler.Compile(component, ref mesh, out materials, m_FbxOptions.quads ? MeshTopology.Quads : MeshTopology.Triangles); + exporter.ExportMesh(mesh, fbxNode, materials); + UnityEngine.Object.DestroyImmediate(mesh); + + // since probuilder can't handle mesh assets that may be externally reloaded, just strip pb + // stuff for now. + pb_Entity entity = component.GetComponent(); + component.dontDestroyMeshOnDelete = true; + UnityEngine.Object.DestroyImmediate(component); + if(entity != null) + UnityEngine.Object.DestroyImmediate(entity); + + return true; + } + + private static void PrefabInstanceUpdated(GameObject go) + { + // pb_Log.Debug("instance updated: " + go.name); + } +#endif + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/Addons/pb_Fbx.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/Addons/pb_Fbx.cs.meta new file mode 100644 index 0000000..6a26220 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/Addons/pb_Fbx.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3fce8ab926626f84a988bc7e668a97ba +timeCreated: 1505754415 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems.meta new file mode 100644 index 0000000..455b077 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 47f6046931f8f4bcaa07e69a86e4b9d4 diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions.meta new file mode 100644 index 0000000..281af21 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 183b3c0f260e2b14b9acdedcf3da349d diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ExportObj.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ExportObj.cs new file mode 100644 index 0000000..ebfaebe --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ExportObj.cs @@ -0,0 +1,14 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Deprecated - see MenuActions/Export/ExportObj.cs + */ + public class pb_ExportObj : Editor + {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ExportObj.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ExportObj.cs.meta new file mode 100644 index 0000000..06b3018 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ExportObj.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fa9d263a6f6fb4e809bbd52002af2cca +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_GenerateUV2.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_GenerateUV2.cs new file mode 100644 index 0000000..f0d2285 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_GenerateUV2.cs @@ -0,0 +1,70 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + public class pb_GenerateUV2 : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Actions/Generate UV2 - Selection", true, pb_Constant.MENU_ACTIONS + 20)] + public static bool VerifyGenerateUV2Selection() + { + return pbUtil.GetComponents(Selection.transforms).Length > 0; + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Actions/Generate UV2 - Selection", false, pb_Constant.MENU_ACTIONS + 20)] + public static void MenuGenerateUV2Selection() + { + pb_Object[] sel = Selection.transforms.GetComponents(); + + if( !Menu_GenerateUV2(sel) ) + return; // user canceled + + if(sel.Length > 0) + pb_EditorUtility.ShowNotification("Generated UV2 for " + sel.Length + " Meshes"); + else + pb_EditorUtility.ShowNotification("Nothing Selected"); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Actions/Generate UV2 - Scene", false, pb_Constant.MENU_ACTIONS + 20)] + public static void MenuGenerateUV2Scene() + { + pb_Object[] sel = (pb_Object[])FindObjectsOfType(typeof(pb_Object)); + + if( !Menu_GenerateUV2(sel) ) + return; + + if(sel.Length > 0) + pb_EditorUtility.ShowNotification("Generated UV2 for " + sel.Length + " Meshes"); + else + pb_EditorUtility.ShowNotification("No ProBuilder Objects Found"); + } + + static bool Menu_GenerateUV2(pb_Object[] selected) + { + for(int i = 0; i < selected.Length; i++) + { + if(selected.Length > 3) + { + if( EditorUtility.DisplayCancelableProgressBar( + "Generating UV2 Channel", + "pb_Object: " + selected[i].name + ".", + (((float)i+1) / selected.Length))) + { + EditorUtility.ClearProgressBar(); + Debug.LogWarning("User canceled UV2 generation. " + (selected.Length-i) + " pb_Objects left without lightmap UVs."); + return false; + } + } + + // True parameter forcibly generates UV2. Otherwise if pbDisableAutoUV2Generation is true then UV2 wouldn't be built. + selected[i].Optimize(true); + } + + EditorUtility.ClearProgressBar(); + return true; + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_GenerateUV2.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_GenerateUV2.cs.meta new file mode 100644 index 0000000..995cf41 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_GenerateUV2.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5f1099344d2fd4346ac294e9360c6335 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_MakeMeshAsset.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_MakeMeshAsset.cs new file mode 100644 index 0000000..f6f2a0d --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_MakeMeshAsset.cs @@ -0,0 +1,14 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * See MenuActions/Export/ExportAsset.cs + */ + [System.Obsolete] + public class pb_MakeMeshAsset : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_MakeMeshAsset.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_MakeMeshAsset.cs.meta new file mode 100644 index 0000000..38e40fc --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_MakeMeshAsset.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a6e30a090463d5f4083d9e62cdedc291 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs new file mode 100644 index 0000000..1ee81cc --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs @@ -0,0 +1,26 @@ +#if !PROTOTYPE +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using ProBuilder2.MeshOperations; +using System.Linq; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for pb_ProBuilderize functions. + * + * Deprecated as of 2.6.1. + * This file remains only for backwards compatibility; you may + * safely delete it. + * + * See also: ProBuilder2.Actions.ProBuilderize. + */ + public class pb_ProBuilderize : Editor + { + } +} +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs.meta new file mode 100644 index 0000000..6d02da6 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 11e1d123bde81b142a53aa85e15df6b4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_StripProBuilderScripts.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_StripProBuilderScripts.cs new file mode 100644 index 0000000..dbfcfbd --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_StripProBuilderScripts.cs @@ -0,0 +1,119 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + public class pb_StripProBuilderScripts : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Actions/Strip All ProBuilder Scripts in Scene")] + public static void StripAllScenes() + { + + if(!EditorUtility.DisplayDialog("Strip ProBuilder Scripts", "This will remove all ProBuilder scripts in the scene. You will no longer be able to edit these objects. There is no undo, please exercise caution!\n\nAre you sure you want to do this?", "Okay", "Cancel")) + return; + + pb_Object[] all = (pb_Object[]) Resources.FindObjectsOfTypeAll(typeof(pb_Object) ); + + Strip(all); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Actions/Strip ProBuilder Scripts in Selection", true, 0)] + public static bool VerifyStripSelection() + { + return pbUtil.GetComponents(Selection.transforms).Length > 0; + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Actions/Strip ProBuilder Scripts in Selection")] + public static void StripAllSelected() + { + if(!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. There is no undo, please exercise caution!\n\nAre you sure you want to do this?", "Okay", "Cancel")) + return; + + foreach(Transform t in Selection.transforms) + { + foreach(pb_Object pb in t.GetComponentsInChildren(true)) + DoStrip(pb); + } + } + + public static void Strip(pb_Object[] all) + { + for(int i = 0; i < all.Length; i++) + { + if( EditorUtility.DisplayCancelableProgressBar( + "Stripping ProBuilder Scripts", + "Working over " + all[i].id + ".", + ((float)i / all.Length)) ) + break; + + DoStrip(all[i]); + } + + EditorUtility.ClearProgressBar(); + EditorUtility.DisplayDialog("Strip ProBuilder Scripts", "Successfully stripped out all ProBuilder components.", "Okay"); + + if(pb_Editor.instance) + pb_Editor.instance.UpdateSelection(); + } + + + public static void DoStrip(pb_Object pb) + { + try + { + GameObject go = pb.gameObject; + + Renderer ren = go.GetComponent(); + + if(ren != null) + pb_EditorUtility.SetSelectionRenderState(ren, pb_EditorUtility.GetSelectionRenderState()); + + if( PrefabUtility.GetPrefabType(go) == PrefabType.Prefab ) + return; + + pb_EditorUtility.VerifyMesh(pb); + + if(pb.msh == null) + { + DestroyImmediate(pb); + + if(go.GetComponent()) + DestroyImmediate(go.GetComponent()); + + return; + } + + + string cachedMeshPath; + Mesh cachedMesh; + + // if meshes are assets and the mesh cache is valid don't duplicate the mesh to an instance. + if( pb_PreferencesInternal.GetBool(pb_Constant.pbMeshesAreAssets) && pb_EditorMeshUtility.GetCachedMesh(pb, out cachedMeshPath, out cachedMesh) ) + { + pb.dontDestroyMeshOnDelete = true; + DestroyImmediate(pb); + if(go.GetComponent()) + DestroyImmediate(go.GetComponent()); + } + else + { + Mesh m = pb_MeshUtility.DeepCopy(pb.msh); + + DestroyImmediate(pb); + + if(go.GetComponent()) + DestroyImmediate(go.GetComponent()); + + go.GetComponent().sharedMesh = m; + if(go.GetComponent()) + go.GetComponent().sharedMesh = m; + } + } + catch {} + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_StripProBuilderScripts.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_StripProBuilderScripts.cs.meta new file mode 100644 index 0000000..ee32920 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_StripProBuilderScripts.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5e4bb3a0bf3880243833bb679201e676 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry.meta new file mode 100644 index 0000000..89c2f5c --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 95ffe97929f188343b04cec5d95e9db9 diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_BridgeEdges.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_BridgeEdges.cs new file mode 100644 index 0000000..683f105 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_BridgeEdges.cs @@ -0,0 +1,21 @@ +#if !PROTOTYPE + +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for Bridge edges functions. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_BridgeEdges : Editor {} +} +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_BridgeEdges.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_BridgeEdges.cs.meta new file mode 100644 index 0000000..a643123 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_BridgeEdges.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3d47ec8636eedb54bbd43b455ba5a552 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConformNormals.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConformNormals.cs new file mode 100644 index 0000000..f152cdd --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConformNormals.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using ProBuilder2.MeshOperations; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for 'Conform Normals' action. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_ConformNormals : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConformNormals.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConformNormals.cs.meta new file mode 100644 index 0000000..f4f9604 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConformNormals.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bb28d804d51dbfa47bc622ef7a5185bd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConnectEdges.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConnectEdges.cs new file mode 100644 index 0000000..0fc33ec --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConnectEdges.cs @@ -0,0 +1,20 @@ +#if !PROTOTYPE +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using System.Linq; + +namespace ProBuilder2.Actions +{ + /** + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_ConnectEdges : Editor {} +} +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConnectEdges.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConnectEdges.cs.meta new file mode 100644 index 0000000..393ccce --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ConnectEdges.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b8c23873415ae5a42b9fd20c21b4be67 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_DetachDeleteFace.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_DetachDeleteFace.cs new file mode 100644 index 0000000..e92917a --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_DetachDeleteFace.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for deleting and detaching faces. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_DetachDeleteFace : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_DetachDeleteFace.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_DetachDeleteFace.cs.meta new file mode 100644 index 0000000..3f9633e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_DetachDeleteFace.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 513fdd2b40fc74479babf983da872481 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ExtrudeElement.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ExtrudeElement.cs new file mode 100644 index 0000000..33bd03f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ExtrudeElement.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using ProBuilder2.MeshOperations; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for extruding elements. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_ExtrudeElement : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ExtrudeElement.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ExtrudeElement.cs.meta new file mode 100644 index 0000000..995b4e3 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_ExtrudeElement.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c00f613790b6fff49b970d38a9db8e38 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipEdge.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipEdge.cs new file mode 100644 index 0000000..ed899c8 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipEdge.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for flip edges actions. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_FlipEdge : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipEdge.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipEdge.cs.meta new file mode 100644 index 0000000..4de2555 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipEdge.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4c1c713b5d3d64b5abbfa9dd85a4d3a3 +timeCreated: 1446755455 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipNormals.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipNormals.cs new file mode 100644 index 0000000..94560c4 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipNormals.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for flip normals actions. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_FlipNormals : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipNormals.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipNormals.cs.meta new file mode 100644 index 0000000..62a4780 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FlipNormals.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e9004076e3f925b4c88587fae435c19a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FreezeTransform.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FreezeTransform.cs new file mode 100644 index 0000000..a8779d7 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FreezeTransform.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + + /** + * Set the pivot point of a pb_Object mesh to 0,0,0 while retaining current world space. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_FreezeTransform : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FreezeTransform.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FreezeTransform.cs.meta new file mode 100644 index 0000000..fdbe138 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_FreezeTransform.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9636271c872be7643b621a5f9766de4d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_MergeFaces.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_MergeFaces.cs new file mode 100644 index 0000000..7ac53f2 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_MergeFaces.cs @@ -0,0 +1,26 @@ +#if !PROTOTYPE + +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using ProBuilder2.MeshOperations; + +namespace ProBuilder2.Actions +{ + + /** + * Merge 2 or more faces into a single face. Merged face + * retains the properties of the first selected face in the + * event of conflicts. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_MergeFaces : Editor {} +} + +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_MergeFaces.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_MergeFaces.cs.meta new file mode 100644 index 0000000..3798530 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_MergeFaces.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 82309ed2f1b8d5d46a4b10b95dfa2338 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_SetPivot.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_SetPivot.cs new file mode 100644 index 0000000..d5e4787 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_SetPivot.cs @@ -0,0 +1,20 @@ +/** +* @ Matt1988 +* This extension was built by @Matt1988 +*/ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_SetPivot : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_SetPivot.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_SetPivot.cs.meta new file mode 100644 index 0000000..84eba1c --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_SetPivot.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 65a620b923aa1cb48a88b3c30dab222a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_Triangulate.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_Triangulate.cs new file mode 100644 index 0000000..cc0c855 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_Triangulate.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using ProBuilder2.MeshOperations; + +namespace ProBuilder2.Actions +{ + /** + * Triangulates a ProBuilder object. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_Triangulate : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_Triangulate.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_Triangulate.cs.meta new file mode 100644 index 0000000..176d2b1 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_Triangulate.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 013665b62f86cd34da56ceeceb5b5411 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_VertexMergeWeld.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_VertexMergeWeld.cs new file mode 100644 index 0000000..aa74e4e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_VertexMergeWeld.cs @@ -0,0 +1,22 @@ +#if !PROTOTYPE + +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for vertex merge / weld functions. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_VertexMergeWeld : Editor {} +} +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_VertexMergeWeld.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_VertexMergeWeld.cs.meta new file mode 100644 index 0000000..d4778ea --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Geometry/pb_VertexMergeWeld.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: be7875c6d324f894297948afb22243c5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair.meta new file mode 100644 index 0000000..0671396 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0bbef3fd9ac419a418d9d6ac669e36c9 diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_CleanLeakedMeshes.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_CleanLeakedMeshes.cs new file mode 100644 index 0000000..c6ef381 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_CleanLeakedMeshes.cs @@ -0,0 +1,28 @@ +#if !UNITY_4_6 && !UNITY_4_7 +#define UNITY_5 +#endif + +using UnityEngine; +using System.Collections; +using UnityEditor; +using ProBuilder2.Common; + +namespace ProBuilder2.Actions +{ + public class pb_CleanLeakedMeshes : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Clean Leaked Meshes", false, pb_Constant.MENU_REPAIR)] + public static void CleanUp() + { + // if(EditorUtility.DisplayDialog("Clean Leaked Meshes?", + // "Cleaning leaked meshes will permenantly delete any deleted pb_Objects, are you sure you don't want to undo?", "Clean Up", "Stay Dirty")) + // { + #if !UNITY_5 + EditorUtility.UnloadUnusedAssetsIgnoreManagedReferences(); + #else + EditorUtility.UnloadUnusedAssetsImmediate(); + #endif + // } + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_CleanLeakedMeshes.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_CleanLeakedMeshes.cs.meta new file mode 100644 index 0000000..5721b77 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_CleanLeakedMeshes.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 75ef8594f27154942a55ce5d30f0fb1e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ForceSceneRefresh.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ForceSceneRefresh.cs new file mode 100644 index 0000000..cd95270 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ForceSceneRefresh.cs @@ -0,0 +1,50 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.EditorCommon; +using ProBuilder2.Common; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for manually re-generating all ProBuilder geometry in scene. + */ + public class pb_ForceSceneRefresh : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Force Refresh Scene", false, pb_Constant.MENU_REPAIR)] + public static void MenuForceSceneRefresh() + { + ForceRefresh(true); + } + + /** + * \brief Force refreshes all meshes in scene. + */ + private static void ForceRefresh(bool interactive) + { + pb_Object[] all = (pb_Object[])GameObject.FindObjectsOfType(typeof(pb_Object)); + for(int i = 0; i < all.Length; i++) + { + if(interactive) + EditorUtility.DisplayProgressBar( + "Refreshing ProBuilder Objects", + "Reshaping pb_Object " + all[i].id + ".", + ((float)i / all.Length)); + + try + { + all[i].ToMesh(); + all[i].Refresh(); + all[i].Optimize(); + } + catch {} + } + + if(interactive) + { + EditorUtility.ClearProgressBar(); + EditorUtility.DisplayDialog("Refresh ProBuilder Objects", "Successfully refreshed all ProBuilder objects in scene.", "Okay"); + } + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ForceSceneRefresh.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ForceSceneRefresh.cs.meta new file mode 100644 index 0000000..1ab01ee --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ForceSceneRefresh.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b154e25dde0355e43a8eaa4d844baca6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildMeshes.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildMeshes.cs new file mode 100644 index 0000000..8a0a0c3 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildMeshes.cs @@ -0,0 +1,92 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.MeshOperations; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for manually regenerating all ProBuilder mesh references in scene. + */ + public class pb_RebuildMeshes : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Rebuild ProBuilder Objects", true, pb_Constant.MENU_REPAIR)] + private static bool VertifyRebuildMeshes() + { + return pbUtil.GetComponents(Selection.transforms).Length > 0; + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Rebuild ProBuilder Objects", false, pb_Constant.MENU_REPAIR)] + public static void DoRebuildMeshes() + { + StripAndProBuilderize( pbUtil.GetComponents(Selection.transforms) ); + } + + /** + * \brief Rebuild targets if they can't be refreshed. + */ + private static void StripAndProBuilderize(pb_Object[] targets, bool interactive = true) + { + for(int i = 0; i < targets.Length; i++) + { + if(interactive) + { + EditorUtility.DisplayProgressBar( + "Refreshing ProBuilder Objects", + "Reshaping pb_Object " + targets[i].id + ".", + ((float)i / targets.Length)); + } + + pb_Object pb = targets[i]; + + try + { + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + catch + { + if(pb.msh != null) + RebuildProBuilderMesh(pb); + } + } + + if(interactive) + { + EditorUtility.ClearProgressBar(); + EditorUtility.DisplayDialog("Rebuild ProBuilder Objects", "Successfully rebuilt " + targets.Length + " ProBuilder Objects", "Okay"); + } + } + + private static void RebuildProBuilderMesh(pb_Object pb) + { + try + { + GameObject go = pb.gameObject; + pb.dontDestroyMeshOnDelete = 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); + pbMeshOps.ResetPbObjectWithMeshFilter(pb, true); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + catch(System.Exception e) + { + Debug.LogError("Failed rebuilding ProBuilder mesh: " + e.ToString()); + } + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildMeshes.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildMeshes.cs.meta new file mode 100644 index 0000000..c1ffb6b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildMeshes.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d512ac746ccb7d54697ea83dad6af888 +timeCreated: 1487601952 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildSharedIndices.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildSharedIndices.cs new file mode 100644 index 0000000..1bb3ec1 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildSharedIndices.cs @@ -0,0 +1,66 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.MeshOperations; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for manually regenerating all ProBuilder shared indices caches in selection. + */ + public class pb_RebuildSharedIndices : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Rebuild Shared Indices Cache", true, pb_Constant.MENU_REPAIR)] + private static bool VertifyRebuildMeshes() + { + return pbUtil.GetComponents(Selection.transforms).Length > 0; + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Rebuild Shared Indices Cache", false, pb_Constant.MENU_REPAIR)] + public static void DoRebuildMeshes() + { + RebuildSharedIndices( pbUtil.GetComponents(Selection.transforms) ); + } + + /** + * \brief Rebuild targets if they can't be refreshed. + */ + private static void RebuildSharedIndices(pb_Object[] targets, bool interactive = true) + { + for(int i = 0; i < targets.Length; i++) + { + if(interactive) + { + EditorUtility.DisplayProgressBar( + "Refreshing ProBuilder Objects", + "Reshaping pb_Object " + targets[i].id + ".", + ((float)i / targets.Length)); + } + + pb_Object pb = targets[i]; + + try + { + pb.SetSharedIndices(pb_IntArrayUtility.ExtractSharedIndices(pb.vertices)); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + catch(System.Exception e) + { + Debug.LogError("Failed rebuilding " + pb.name + " shared indices cache.\n" + e.ToString()); + } + } + + if(interactive) + { + EditorUtility.ClearProgressBar(); + EditorUtility.DisplayDialog("Rebuild Shared Index Cache", "Successfully rebuilt " + targets.Length + " shared index caches", "Okay"); + } + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildSharedIndices.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildSharedIndices.cs.meta new file mode 100644 index 0000000..ee3461f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RebuildSharedIndices.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ef9241e5284141547955d3f7f7fe3c64 +timeCreated: 1487604518 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RemoveDegenerateTris.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RemoveDegenerateTris.cs new file mode 100644 index 0000000..31650af --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RemoveDegenerateTris.cs @@ -0,0 +1,35 @@ +using UnityEditor; +using UnityEngine; +using System.Collections; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for removing degerate triangles. + */ + public class pb_RemoveDegenerateTris : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Remove Degenerate Triangles", false, pb_Constant.MENU_REPAIR)] + public static void MenuRemoveDegenerateTriangles() + { + int count = 0; + foreach(pb_Object pb in pbUtil.GetComponents(Selection.transforms)) + { + pb.ToMesh(); + + int[] rm; + pb.RemoveDegenerateTriangles(out rm); + count += rm.Length; + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + pb_EditorUtility.ShowNotification("Removed " + (count/3) + " degenerate triangles."); + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RemoveDegenerateTris.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RemoveDegenerateTris.cs.meta new file mode 100644 index 0000000..a763b1b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RemoveDegenerateTris.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a81d2e96055698b44978529b4db3ce83 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairColors.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairColors.cs new file mode 100644 index 0000000..dc02425 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairColors.cs @@ -0,0 +1,35 @@ +using UnityEditor; +using UnityEngine; +using System.Collections; +using ProBuilder2.MeshOperations; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for replacing vertex colors on broken objces. + */ + public class pb_RepairColors : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Rebuild Vertex Colors", false, pb_Constant.MENU_REPAIR)] + public static void MenuRepairColors() + { + int count = 0; + foreach(pb_Object pb in pbUtil.GetComponents(Selection.transforms)) + { + if( pb.colors == null || pb.colors.Length != pb.vertexCount ) + { + pb.ToMesh(); + pb.SetColors(pbUtil.FilledArray(Color.white, pb.vertexCount)); + pb.Refresh(); + pb.Optimize(); + + count++; + } + } + + pb_EditorUtility.ShowNotification("Rebuilt colors for " + count + " ProBuilder Objects."); + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairColors.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairColors.cs.meta new file mode 100644 index 0000000..715f0e4 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairColors.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1485aec81bad32546971ab90a4790c0a +timeCreated: 1430525119 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairMeshReferences.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairMeshReferences.cs new file mode 100644 index 0000000..0f04511 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairMeshReferences.cs @@ -0,0 +1,9 @@ +namespace ProBuilder2.Actions +{ + /** + * File stub retained for backwards compatibility. + * You may safely delete this file. + */ + [System.Obsolete] + static class pb_RepairMeshReferences {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairMeshReferences.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairMeshReferences.cs.meta new file mode 100644 index 0000000..a2f270f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairMeshReferences.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c5d698f0521a16d4aa395123cc981041 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairUV.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairUV.cs new file mode 100644 index 0000000..71b8857 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairUV.cs @@ -0,0 +1,9 @@ +namespace ProBuilder2.Actions +{ + /** + * File stub retained for backwards compatibility. + * You may safely delete this file. + */ + [System.Obsolete] + static class pb_RepairUV {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairUV.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairUV.cs.meta new file mode 100644 index 0000000..4031874 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_RepairUV.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 47dbe8bc6aaf4444096d7e2fd54224b8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ResetEntityMaterials.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ResetEntityMaterials.cs new file mode 100644 index 0000000..803e7e0 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ResetEntityMaterials.cs @@ -0,0 +1,54 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.EditorCommon; +using ProBuilder2.Common; +using System.Linq; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for resetting the materials associated with special entity types. + */ + public class pb_ResetEntityMaterials : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Repair Entity Materials", false, pb_Constant.MENU_REPAIR)] + public static void MenuRefreshMeshReferences() + { + RepairEntityMaterials(); + } + + /** + * \brief Force refreshes all meshes in scene. + */ + private static void RepairEntityMaterials() + { + IEnumerable all = GameObject.FindObjectsOfType(typeof(pb_Entity)) + .Where(x => ((pb_Entity)x).entityType == EntityType.Collider || ((pb_Entity)x).entityType == EntityType.Trigger); + + Material ColliderMat = pb_Constant.ColliderMaterial; + Material TriggerMat = pb_Constant.TriggerMaterial; + + if( ColliderMat == null ) + { + Debug.LogError("ProBuilder cannot find Collider material! Make sure the Collider material asset is in \"Assets/ProCore/ProBuilder/Resources/Material\" folder."); + return; + } + + if( TriggerMat == null ) + { + Debug.LogError("ProBuilder cannot find Trigger material! Make sure the Trigger material asset is in \"Assets/ProCore/ProBuilder/Resources/Material\" folder."); + return; + } + + foreach(pb_Entity ent in all) + { + MeshRenderer mr = ent.transform.GetComponent() ?? ent.gameObject.AddComponent(); + + mr.sharedMaterials = new Material[1] { ent.entityType == EntityType.Collider ? ColliderMat : TriggerMat }; + } + + EditorUtility.DisplayDialog("Repair Entity Materials", "Successfully reset special entity materials in scene.", "Okay"); + } + } +} \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ResetEntityMaterials.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ResetEntityMaterials.cs.meta new file mode 100644 index 0000000..42fa4a1 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_ResetEntityMaterials.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8381dcce248500d4dbe16edf867ea9d6 +timeCreated: 1432643405 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_UpgradeBasicToAdvanced.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_UpgradeBasicToAdvanced.cs new file mode 100644 index 0000000..86487b8 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_UpgradeBasicToAdvanced.cs @@ -0,0 +1,67 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.EditorCommon; +using System.Linq; +using ProBuilder2.Common; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for applying materials to pb_Object after upgrading from Basic to Advanced. + */ + public class pb_UpgradeBasicToAdvanced : Editor + { + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Upgrade Scene to Advanced", false, pb_Constant.MENU_REPAIR + 10)] + public static void MenuUpgradeSceneAdvanced() + { + if( !EditorUtility.DisplayDialog("Upgrade Scene to Advanced", "This utility sets the materials on every ProBuilder object in the scene. Continue?", "Okay", "Cancel") ) + return; + + DoUpgrade((pb_Object[]) Resources.FindObjectsOfTypeAll(typeof(pb_Object))); + + EditorUtility.DisplayDialog("Upgrade ProBuilder Objects", "Successfully upgraded all ProBuilder objects in scene.\n\nIf any of the objects in the scene were prefabs you'll need to 'Apply' changes.", "Okay"); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Upgrade Selection to Advanced", false, pb_Constant.MENU_REPAIR + 10)] + public static void MenuUpgradeSelectionAdvanced() + { + if( !EditorUtility.DisplayDialog("Upgrade Selection to Advanced", "This utility sets the materials on every selected ProBuilder object. Continue?", "Okay", "Cancel") ) + return; + + DoUpgrade( Selection.gameObjects.SelectMany(x => x.GetComponentsInChildren()).ToArray() ); + + EditorUtility.DisplayDialog("Upgrade ProBuilder Objects", "Successfully upgraded all ProBuilder objects in selection", "Okay"); + } + + private static void DoUpgrade(pb_Object[] all) + { + bool interactive = all != null && all.Length > 8; + + for(int i = 0 ; i < all.Length; i++) + { + pb_Object pb = all[i]; + + if(interactive) + { + EditorUtility.DisplayProgressBar( + "Applying Materials", + "Setting pb_Object " + all[i].id + ".", + ((float)i / all.Length)); + } + + pb.SetFaceMaterial(pb.faces, pb.gameObject.GetComponent().sharedMaterial); + + pb.ToMesh(); + pb.Refresh(); + pb.Optimize(); + } + + if(interactive) + { + EditorUtility.ClearProgressBar(); + } + + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_UpgradeBasicToAdvanced.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_UpgradeBasicToAdvanced.cs.meta new file mode 100644 index 0000000..3b2c7a7 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Repair/pb_UpgradeBasicToAdvanced.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2bc5914fb09a6db40abae1d25f7c85ee +timeCreated: 1485808349 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection.meta new file mode 100644 index 0000000..4268305 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 56b05877db1c0b244b90f66abe6a5b9b diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_EdgeSelection.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_EdgeSelection.cs new file mode 100644 index 0000000..69f31da --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_EdgeSelection.cs @@ -0,0 +1,17 @@ +using UnityEditor; +using UnityEngine; +using ProBuilder2.MeshOperations; +using System.Collections.Generic; +using System.Linq; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_EdgeSelection : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_EdgeSelection.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_EdgeSelection.cs.meta new file mode 100644 index 0000000..0a39e93 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_EdgeSelection.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c61d11485194048a3bd2b542a79c6ca6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_ExpandSelection.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_ExpandSelection.cs new file mode 100644 index 0000000..90d3e92 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_ExpandSelection.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for 'Grow Selection' and 'Shrink Selection' + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_ExpandSelection : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_ExpandSelection.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_ExpandSelection.cs.meta new file mode 100644 index 0000000..95d6b60 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_ExpandSelection.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b65bcdf2cdd5c4642a467fa1923e4e33 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_InvertSelection.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_InvertSelection.cs new file mode 100644 index 0000000..eaa8219 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_InvertSelection.cs @@ -0,0 +1,21 @@ +// Thanks to forum member @Igmon for this feature suggestion: +// http://www.sixbysevenstudio.com/forum/viewtopic.php?f=14&t=2374&p=4351#p4351 + +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Menu interface for inverting the current element selection. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_InvertSelection : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_InvertSelection.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_InvertSelection.cs.meta new file mode 100644 index 0000000..0935fd8 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_InvertSelection.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 254380e632ef56c4bbadfe9c7bf38a54 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_MaterialSelection.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_MaterialSelection.cs new file mode 100644 index 0000000..12fff15 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_MaterialSelection.cs @@ -0,0 +1,19 @@ +using UnityEditor; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using System.Linq; + +namespace ProBuilder2.Actions +{ + /** + * Menu actions for selecting faces with a material or vertex color. + * + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_MaterialSelection : Editor {} +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_MaterialSelection.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_MaterialSelection.cs.meta new file mode 100644 index 0000000..c037abd --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Selection/pb_MaterialSelection.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8fa537ad62e88074ca9dd3bf2c1c4733 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools.meta new file mode 100644 index 0000000..2b736a1 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 61334a31eca0fa14aa6c8c2f89cfc981 diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_BooleanInterface.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_BooleanInterface.cs new file mode 100644 index 0000000..ddd491e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_BooleanInterface.cs @@ -0,0 +1,3 @@ +/** + * Moved to EditorCore. This file remains for backwards compatibility reasons. You may safely delete it. + */ diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_BooleanInterface.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_BooleanInterface.cs.meta new file mode 100644 index 0000000..8ec6868 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_BooleanInterface.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0c92e8890b3c18e4fa925168cb2ea002 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_MaterialSelection.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_MaterialSelection.cs new file mode 100644 index 0000000..3eb6106 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_MaterialSelection.cs @@ -0,0 +1,20 @@ +#if !PROTOTYPE + +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + /** + * Moved to pb_MenuAction implementation. + */ + [System.Obsolete("Moved to pb_MenuAction implementation. See SelectMaterial & SelectVertexColor")] + public class pb_MaterialSelectionShortcut : EditorWindow {} +} + +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_MaterialSelection.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_MaterialSelection.cs.meta new file mode 100644 index 0000000..8c39526 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Tools/pb_MaterialSelection.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e2fd96fc912386d428fb624a682acd70 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window.meta new file mode 100644 index 0000000..dbe3cd8 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1bf1d34ad531e104ab09517dbe835d2a diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window/pb_ProBuilderMenuItems.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window/pb_ProBuilderMenuItems.cs new file mode 100644 index 0000000..13c3d56 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window/pb_ProBuilderMenuItems.cs @@ -0,0 +1,17 @@ +#if !PROTOTYPE +using UnityEngine; +using UnityEditor; +using System.Collections; +using ProBuilder2.EditorCommon; + +namespace ProBuilder2.Actions +{ + + /** + * Deprecated as of 2.6.0. + * This file remains only for backwards compatibility; you may + * safely delete it. + */ + public class pb_ProBuilderMenuItems : Editor {} +} +#endif diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window/pb_ProBuilderMenuItems.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window/pb_ProBuilderMenuItems.cs.meta new file mode 100644 index 0000000..4aa6378 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/MenuItems/Window/pb_ProBuilderMenuItems.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bd9936dd0dc8c26479f3f4170f4735a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/ProBuilderEditor-Unity5.dll b/assignment10final/Assets/ProCore/ProBuilder/Editor/ProBuilderEditor-Unity5.dll new file mode 100644 index 0000000..fa77a54 Binary files /dev/null and b/assignment10final/Assets/ProCore/ProBuilder/Editor/ProBuilderEditor-Unity5.dll differ diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/ProBuilderEditor-Unity5.dll.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/ProBuilderEditor-Unity5.dll.meta new file mode 100644 index 0000000..99e6136 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/ProBuilderEditor-Unity5.dll.meta @@ -0,0 +1,25 @@ +fileFormatVersion: 2 +guid: 4df21bd079886d84699ca7be1316c7a7 +timeCreated: 1494265284 +licenseType: Store +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Any: + enabled: 0 + settings: {} + Editor: + enabled: 1 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MenuItems.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MenuItems.cs new file mode 100644 index 0000000..109b218 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MenuItems.cs @@ -0,0 +1,170 @@ +using UnityEngine; +using UnityEditor; +using System.Linq; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; + +public class pb_MenuItems : EditorWindow +{ + // const string DOCUMENTATION_URL = "http://www.protoolsforunity3d.com/docs/probuilder/"; + const string DOCUMENTATION_URL = "http://procore3d.github.io/probuilder2/"; + + private static pb_Editor editor { get { return pb_Editor.instance; } } + +#region WINDOW + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/About", false, pb_Constant.MENU_ABOUT)] + public static void MenuInitAbout() + { + pb_AboutWindow.Init(true); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Documentation", false, pb_Constant.MENU_ABOUT)] + public static void MenuInitDocumentation() + { + Application.OpenURL(DOCUMENTATION_URL); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/" + pb_Constant.PRODUCT_NAME + " Window", false, pb_Constant.MENU_EDITOR)] + public static void OpenEditorWindow() + { + pb_Editor.MenuOpenWindow(); + } +#endregion + +#region CONTEXT SENSITIVE SHORTCUTS + + static pb_Object[] selection { get { return Selection.transforms.GetComponents(); } } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Geometry/Extrude %e", true)] + private static bool MenuVerifyExtrude() + { + pb_Editor e = pb_Editor.instance; + + return e != null && + e.editLevel == EditLevel.Geometry && + selection != null && + selection.Length > 0 && + (selection.Any(x => x.SelectedEdgeCount > 0) || selection.Any(x => x.SelectedFaces.Length > 0)); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Geometry/Extrude %e", false, pb_Constant.MENU_GEOMETRY + 3)] + private static void MenuDoExtrude() + { + pb_Menu_Commands.MenuExtrude(selection, false); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Selection/Select Loop &l", true, pb_Constant.MENU_SELECTION)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Selection/Select Ring &r", true, pb_Constant.MENU_SELECTION)] + private static bool MenuVerifyRingLoop() + { + if (editor == null || editor.editLevel != EditLevel.Geometry) + return false; + + if (editor.selectionMode == SelectMode.Edge) + return pb_Selection.Top().Any(x => x.SelectedEdgeCount > 0); + else if (editor.selectionMode == SelectMode.Face) + return pb_Selection.Top().Any(x => x.SelectedFaceCount > 0); + return false; + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Selection/Select Loop &l", false, pb_Constant.MENU_SELECTION)] + private static void MenuSelectLoop() + { + switch (editor.selectionMode) + { + case SelectMode.Edge: + pb_Menu_Commands.MenuLoopSelection(selection); + break; + + case SelectMode.Face: + pb_Menu_Commands.MenuLoopFaces(selection); + break; + } + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Selection/Select Ring &r", false, pb_Constant.MENU_SELECTION)] + private static void MenuSelectRing() + { + switch (editor.selectionMode) + { + case SelectMode.Edge: + pb_Menu_Commands.MenuRingSelection(selection); + break; + + case SelectMode.Face: + pb_Menu_Commands.MenuRingFaces(selection); + break; + } + } + +#endregion + +#region VERTEX COLORS + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 1 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 2 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 3 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 4 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 5 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 6 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 7 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 8 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 9 ", true, pb_Constant.MENU_VERTEX_COLORS)] + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 0 �", true, pb_Constant.MENU_VERTEX_COLORS)] + public static bool VerifyApplyVertexColor() + { + return pb_Editor.instance != null && pb_Editor.instance.selectedVertexCount > 0; + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 1 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset1() { + pb_Vertex_Color_Toolbar.SetFaceColors(1); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 2 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset2() { + pb_Vertex_Color_Toolbar.SetFaceColors(2); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 3 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset3() { + pb_Vertex_Color_Toolbar.SetFaceColors(3); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 4 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset4() { + pb_Vertex_Color_Toolbar.SetFaceColors(4); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 5 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset5() { + pb_Vertex_Color_Toolbar.SetFaceColors(5); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 6 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset6() { + pb_Vertex_Color_Toolbar.SetFaceColors(6); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 7 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset7() { + pb_Vertex_Color_Toolbar.SetFaceColors(7); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 8 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset8() { + pb_Vertex_Color_Toolbar.SetFaceColors(8); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 9 ", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset9() { + pb_Vertex_Color_Toolbar.SetFaceColors(9); + } + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Vertex Colors/Set Selected Faces to Preset 0 �", false, pb_Constant.MENU_VERTEX_COLORS)] + public static void MenuSetVertexColorPreset0() { + pb_Vertex_Color_Toolbar.SetFaceColors(0); + } +#endregion +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MenuItems.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MenuItems.cs.meta new file mode 100644 index 0000000..7fed87b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MenuItems.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a241196dd31138e4ca612fcf4c3e07ca +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MissingScriptEditor.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MissingScriptEditor.cs new file mode 100644 index 0000000..9a3e5e9 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MissingScriptEditor.cs @@ -0,0 +1,497 @@ +/** + * Repairs missing pb_Object and pb_Entity references. It is based + * on this article by Unity Gems: http://unitygems.com/lateral1/ + */ + +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using System.Linq; +using ProBuilder2.Common; +using ProBuilder2.MeshOperations; + +namespace ProBuilder2.EditorCommon +{ + /** + * Extends MonoBehaviour Inspector, automatically fixing missing script + * references (typically caused by ProBuilder upgrade process). + */ + [CustomEditor(typeof(MonoBehaviour))] + public class pb_MissingScriptEditor : Editor + { + #region Members + + static bool applyDummyScript = true; ///< If true, any null components that can't be set will have this script applied to their reference, allowing us to later remove them. + static float index = 0; ///< general idea of where we are in terms of processing this scene. + static float total; ///< general idea of how many missing script references are in this scene. + + static bool doFix = false; ///< while true, the inspector will attempt to cycle to broken gameobjects until none are found. + static List unfixable = new List(); ///< if a non-pb missing reference is encountered, need to let the iterator know not to bother, + + static MonoScript _mono_pb; ///< MonoScript assets + static MonoScript _mono_pe; ///< MonoScript assets + static MonoScript _mono_dummy; ///< MonoScript assets + + /** + * Load the pb_Object and pb_Entity classes to MonoScript assets. Saves us from having to fall back on Reflection. + */ + static void LoadMonoScript() + { + GameObject go = new GameObject(); + + pb_Object pb = go.AddComponent(); + pb_Entity pe = go.GetComponent(); + if(pe == null) + pe = go.AddComponent(); + pb_DummyScript du = go.AddComponent(); + + _mono_pb = MonoScript.FromMonoBehaviour( pb ); + _mono_pe = MonoScript.FromMonoBehaviour( pe ); + _mono_dummy = MonoScript.FromMonoBehaviour( du ); + + DestroyImmediate(go); + } + + public MonoScript pb_monoscript + { + get + { + if(_mono_pb == null) LoadMonoScript(); + return _mono_pb; + } + } + + public MonoScript pe_monoscript + { + get + { + if(_mono_pe == null) LoadMonoScript(); + return _mono_pe; + } + } + + public MonoScript dummy_monoscript + { + get + { + if(_mono_dummy == null) LoadMonoScript(); + return _mono_dummy; + } + } + #endregion + + [MenuItem("Tools/" + pb_Constant.PRODUCT_NAME + "/Repair/Repair Missing Script References")] + public static void MenuRepairMissingScriptReferences() + { + FixAllScriptReferencesInScene(); + } + + static void FixAllScriptReferencesInScene() + { + EditorApplication.ExecuteMenuItem("Window/Inspector"); + + Object[] all = Resources.FindObjectsOfTypeAll(typeof(GameObject)).Where(x => ((GameObject)x).GetComponents().Any(n => n == null) ).ToArray(); + total = all.Length; + + unfixable.Clear(); + + if(total > 1) + { + Undo.RecordObjects(all, "Fix missing script references"); + + index = 0; + doFix = true; + + Next(); + } + else + { + if( applyDummyScript ) + DeleteDummyScripts(); + + EditorUtility.DisplayDialog("Success", "No missing ProBuilder script references found.", "Okay"); + } + } + + /** + * Advance to the next gameobject with missing components. If none are found, display dialog and exit. + */ + static void Next() + { + bool earlyExit = false; + + if( EditorUtility.DisplayCancelableProgressBar("Repair ProBuilder Script References", "Fixing " + (int)Mathf.Floor(index+1) + " out of " + total + " objects in scene.", ((float)index/total) ) ) + { + earlyExit = true; + doFix = false; + } + + if(!earlyExit) + { + // Cycle through FindObjectsOfType on every Next() because using a static list didn't work for some reason. + foreach(GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject))) + { + if(go.GetComponents().Any(x => x == null) && !unfixable.Contains(go)) + { + if( (PrefabUtility.GetPrefabType(go) == PrefabType.PrefabInstance || + PrefabUtility.GetPrefabType(go) == PrefabType.Prefab ) ) + { + GameObject pref = (GameObject)PrefabUtility.GetPrefabParent(go); + + if(pref && (pref.GetComponent() || pref.GetComponent())) + { + unfixable.Add(go); + continue; + } + } + + if(go.hideFlags != HideFlags.None) + { + unfixable.Add(go); + continue; + } + + Selection.activeObject = go; + + return; + } + } + } + + pb_Object[] pbs = (pb_Object[])Resources.FindObjectsOfTypeAll(typeof(pb_Object)); + + for(int i = 0; i < pbs.Length; i++) + { + EditorUtility.DisplayProgressBar("Checking ProBuilder Meshes", "Refresh " + (i+1) + " out of " + total + " objects in scene.", ((float)i/pbs.Length) ); + + try + { + pbs[i].ToMesh(); + pbs[i].Refresh(); + pbs[i].Optimize(); + } catch (System.Exception e) + { + Debug.LogWarning("Failed reconstituting " + pbs[i].name + ". Proceeding with upgrade anyways. Usually this means a prefab is already fixed, and just needs to be instantiated to take effect.\n" + e.ToString()); + } + } + + EditorUtility.ClearProgressBar(); + + if( applyDummyScript ) + DeleteDummyScripts(); + + EditorUtility.DisplayDialog("Success", "Successfully repaired " + total + " ProBuilder objects.", "Okay"); + + if(!pb_EditorSceneUtility.SaveCurrentSceneIfUserWantsTo()) + Debug.LogWarning("Repaired script references will be lost on exit if this scene is not saved!"); + + doFix = false; + skipEvent = true; + } + + /** + * SerializedProperty names found in pb_Entity. + */ + List PB_OBJECT_SCRIPT_PROPERTIES = new List() + { + "_sharedIndices", + "_vertices", + "_uv", + "_sharedIndicesUV", + "_quads" + }; + + /** + * SerializedProperty names found in pb_Object. + */ + List PB_ENTITY_SCRIPT_PROPERTIES = new List() + { + "pb", + "userSetDimensions", + "_entityType", + "forceConvex" + }; + + // Prevents ArgumentException after displaying 'Done' dialog. For some reason the Event loop skips layout phase after DisplayDialog. + private static bool skipEvent = false; + + public override void OnInspectorGUI() + { + if(skipEvent && Event.current.type == EventType.Repaint) + { + skipEvent = false; + return; + } + + SerializedProperty scriptProperty = this.serializedObject.FindProperty("m_Script"); + + if(scriptProperty == null || scriptProperty.objectReferenceValue != null) + { + if(doFix) + { + if(Event.current.type == EventType.Repaint) + { + Next(); + } + } + else + { + base.OnInspectorGUI(); + } + + return; + } + + int pbObjectMatches = 0, pbEntityMatches = 0; + + // Shows a detailed tree view of all the properties in this serializedobject. + // GUILayout.Label( SerializedObjectToString(this.serializedObject) ); + + SerializedProperty iterator = this.serializedObject.GetIterator(); + + iterator.Next(true); + + while( iterator.Next(true) ) + { + if( PB_OBJECT_SCRIPT_PROPERTIES.Contains(iterator.name) ) + pbObjectMatches++; + + if( PB_ENTITY_SCRIPT_PROPERTIES.Contains(iterator.name) ) + pbEntityMatches++; + } + + // If we can fix it, show the help box, otherwise just default inspector it up. + if(pbObjectMatches >= 3 || pbEntityMatches >= 3) + { + EditorGUILayout.HelpBox("Missing Script Reference\n\nProBuilder can automatically fix this missing reference. To fix all references in the scene, click \"Fix All in Scene\". To fix just this one, click \"Reconnect\".", MessageType.Warning); + } + else + { + if(doFix) + { + if( applyDummyScript ) + { + index += .5f; + scriptProperty.objectReferenceValue = dummy_monoscript; + scriptProperty.serializedObject.ApplyModifiedProperties(); + scriptProperty = this.serializedObject.FindProperty("m_Script"); + scriptProperty.serializedObject.Update(); + } + else + { + unfixable.Add( ((Component)target).gameObject ); + } + + Next(); + GUIUtility.ExitGUI(); + return; + } + else + { + base.OnInspectorGUI(); + } + + return; + } + + GUI.backgroundColor = Color.green; + + if(!doFix) + { + if(GUILayout.Button("Fix All in Scene")) + { + FixAllScriptReferencesInScene(); + return; + } + } + + GUI.backgroundColor = Color.cyan; + + if((doFix && Event.current.type == EventType.Repaint) || GUILayout.Button("Reconnect")) + { + if(pbObjectMatches >= 3) // only increment for pb_Object otherwise the progress bar will fill 2x faster than it should + { + index++; + } + else + { + // Make sure that pb_Object is fixed first if we're automatically cycling objects. + if(doFix && ((Component)target).gameObject.GetComponent() == null) + return; + } + + if(!doFix) + { + Undo.RegisterCompleteObjectUndo(target, "Fix missing reference."); + } + + // Debug.Log("Fix: " + (pbObjectMatches > 2 ? "pb_Object" : "pb_Entity") + " " + ((Component)target).gameObject.name); + + scriptProperty.objectReferenceValue = pbObjectMatches >= 3 ? pb_monoscript : pe_monoscript; + scriptProperty.serializedObject.ApplyModifiedProperties(); + scriptProperty = this.serializedObject.FindProperty("m_Script"); + scriptProperty.serializedObject.Update(); + + if(doFix) + Next(); + + GUIUtility.ExitGUI(); + } + + GUI.backgroundColor = Color.white; + } + + /** + * Scan the scene for gameObjects referencing `pb_DummyScript` and delete them. + */ + static void DeleteDummyScripts() + { + pb_DummyScript[] dummies = (pb_DummyScript[])Resources.FindObjectsOfTypeAll(typeof(pb_DummyScript)); + dummies = dummies.Where(x => x.hideFlags == HideFlags.None).ToArray(); + + if(dummies.Length > 0) + { + int ret = EditorUtility.DisplayDialogComplex("Found Unrepairable Objects", "Repair script found " + dummies.Length + " missing components that could not be repaired. Would you like to delete those components now, or attempt to rebuild (ProBuilderize) them?", "Delete", "Cancel", "ProBuilderize"); + + switch(ret) + { + case 1: // cancel + {} + break; + + default: + { + // Delete and ProBuilderize + if(ret == 2) + { + // Only interested in objects that have 2 null components (pb_Object and pb_Entity) + Object[] broken = (Object[])Resources.FindObjectsOfTypeAll(typeof(GameObject)) + .Where(x => !x.Equals(null) && + x is GameObject && + ((GameObject)x).GetComponents().Length == 2 && + ((GameObject)x).GetComponent() != null && + ((GameObject)x).GetComponent() != null && + ((GameObject)x).GetComponent().sharedMesh != null + ).ToArray(); + + broken = broken.Distinct().ToArray(); + + ProBuilder2.Actions.ProBuilderize.DoProBuilderize( + System.Array.ConvertAll(broken, x => (GameObject) x) + .Select(x => x.GetComponent()), + pb_MeshImporter.Settings.Default); + } + + // Always delete components + Undo.RecordObjects(dummies.Select(x=>x.gameObject).ToArray(), "Delete Broken Scripts"); + + for(int i = 0; i < dummies.Length; i++) + GameObject.DestroyImmediate( dummies[i] ); + } + break; + } + + } + } + + /** + * Returns a formatted string with all properties in serialized object. + */ + static string SerializedObjectToString(SerializedObject serializedObject) + { + System.Text.StringBuilder sb = new System.Text.StringBuilder(); + + if(serializedObject == null) + { + sb.Append("NULL"); + return sb.ToString(); + } + + SerializedProperty iterator = serializedObject.GetIterator(); + + iterator.Next(true); + + + while( iterator.Next(true) ) + { + string tabs = ""; + for(int i = 0; i < iterator.depth; i++) tabs += "\t"; + + sb.AppendLine(tabs + iterator.name + (iterator.propertyType == SerializedPropertyType.ObjectReference && iterator.type.Contains("Component") && iterator.objectReferenceValue == null ? " -> NULL" : "") ); + + tabs += " - "; + + sb.AppendLine(tabs + "Type: (" + iterator.type + " / " + iterator.propertyType + " / " + " / " + iterator.name + ")"); + sb.AppendLine(tabs + iterator.propertyPath); + sb.AppendLine(tabs + "Value: " + SerializedPropertyValue(iterator)); + } + + return sb.ToString(); + } + + /** + * Return a string from the value of a SerializedProperty. + */ + static string SerializedPropertyValue(SerializedProperty sp) + { + switch(sp.propertyType) + { + case SerializedPropertyType.Integer: + return sp.intValue.ToString(); + + case SerializedPropertyType.Boolean: + return sp.boolValue.ToString(); + + case SerializedPropertyType.Float: + return sp.floatValue.ToString(); + + case SerializedPropertyType.String: + return sp.stringValue.ToString(); + + case SerializedPropertyType.Color: + return sp.colorValue.ToString(); + + case SerializedPropertyType.ObjectReference: + return (sp.objectReferenceValue == null ? "null" : sp.objectReferenceValue.name); + + case SerializedPropertyType.LayerMask: + return sp.intValue.ToString(); + + case SerializedPropertyType.Enum: + return sp.enumValueIndex.ToString(); + + case SerializedPropertyType.Vector2: + return sp.vector2Value.ToString(); + + case SerializedPropertyType.Vector3: + return sp.vector3Value.ToString(); + + // Not public api as of 4.3? + // case SerializedPropertyType.Vector4: + // return sp.vector4Value.ToString(); + + case SerializedPropertyType.Rect: + return sp.rectValue.ToString(); + + case SerializedPropertyType.ArraySize: + return sp.intValue.ToString(); + + case SerializedPropertyType.Character: + return "Character"; + + case SerializedPropertyType.AnimationCurve: + return sp.animationCurveValue.ToString(); + + case SerializedPropertyType.Bounds: + return sp.boundsValue.ToString(); + + case SerializedPropertyType.Gradient: + return "Gradient"; + + default: + return "Unknown type"; + } + } + + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MissingScriptEditor.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MissingScriptEditor.cs.meta new file mode 100644 index 0000000..118d300 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_MissingScriptEditor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dd8f47a8919189447ad0df151b5d75eb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_Preferences.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_Preferences.cs new file mode 100644 index 0000000..e1caea2 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_Preferences.cs @@ -0,0 +1,457 @@ +#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 +#define UNITY_5_4_OR_LOWER +#else +#define UNITY_5_5_OR_HIGHER +#endif + +#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 +#define UNITY_5_5_OR_LOWER +#else +#define UNITY_5_6_OR_HIGHER +#endif + +using UnityEngine; +using UnityEditor; +using UnityEngine.Rendering; +using ProBuilder2.Common; +using ProBuilder2.EditorCommon; +using System.Linq; + +public class pb_Preferences : Editor +{ + private static bool prefsLoaded = false; + + static Color pbDefaultFaceColor; + static Color pbDefaultEdgeColor; + static Color pbDefaultSelectedVertexColor; + static Color pbDefaultVertexColor; + + static bool defaultOpenInDockableWindow; + static Material pbDefaultMaterial; + static Vector2 settingsScroll = Vector2.zero; + static bool pbShowEditorNotifications; + static bool pbForceConvex = false; + static bool pbDragCheckLimit = false; + static bool pbForceVertexPivot = true; + static bool pbForceGridPivot = true; + static bool pbPerimeterEdgeBridgeOnly; + static bool pbPBOSelectionOnly; + static bool pbCloseShapeWindow = false; + static bool pbUVEditorFloating = true; + static bool pbStripProBuilderOnBuild = true; + static bool pbDisableAutoUV2Generation = false; + static bool pbShowSceneInfo = false; + static bool pbUniqueModeShortcuts = false; + static bool pbIconGUI = false; + static bool pbShiftOnlyTooltips = false; + static bool pbDrawAxisLines = true; + static bool pbMeshesAreAssets = false; + static bool pbElementSelectIsHamFisted = false; + static bool pbDragSelectWholeElement = false; + static bool pbEnableExperimental = false; + + static bool showMissingLightmapUvWarning = false; + + #if !UNITY_4_6 && !UNITY_4_7 + static ShadowCastingMode pbShadowCastingMode = ShadowCastingMode.On; + #endif + + static ColliderType defaultColliderType = ColliderType.BoxCollider; + static SceneToolbarLocation pbToolbarLocation = SceneToolbarLocation.UpperCenter; + static EntityType pbDefaultEntity = EntityType.Detail; + + static float pbUVGridSnapValue; + static float pbVertexHandleSize; + + static pb_Shortcut[] defaultShortcuts; + + [PreferenceItem(pb_Constant.PRODUCT_NAME)] + private static void PreferencesGUI () + { + // Load the preferences + if (!prefsLoaded) { + LoadPrefs(); + prefsLoaded = true; + } + + settingsScroll = EditorGUILayout.BeginScrollView(settingsScroll, GUILayout.MinHeight(180), GUILayout.MaxHeight(180)); + + EditorGUI.BeginChangeCheck(); + + if(GUILayout.Button("Reset All Preferences")) + ResetToDefaults(); + + /** + * GENERAL SETTINGS + */ + GUILayout.Label("General Settings", EditorStyles.boldLabel); + + pbStripProBuilderOnBuild = EditorGUILayout.Toggle(new GUIContent("Strip PB Scripts on Build", "If true, when building an executable all ProBuilder scripts will be stripped from your built product."), pbStripProBuilderOnBuild); + pbDisableAutoUV2Generation = EditorGUILayout.Toggle(new GUIContent("Disable Auto UV2 Generation", "Disables automatic generation of UV2 channel. If Unity is sluggish when working with large ProBuilder objects, disabling UV2 generation will improve performance. Use `Actions/Generate UV2` or `Actions/Generate Scene UV2` to build lightmap UVs prior to baking."), pbDisableAutoUV2Generation); + pbShowSceneInfo = EditorGUILayout.Toggle(new GUIContent("Show Scene Info", "Displays the selected object vertex and triangle counts in the scene view."), pbShowSceneInfo); + pbShowEditorNotifications = EditorGUILayout.Toggle("Show Editor Notifications", pbShowEditorNotifications); + + /** + * TOOLBAR SETTINGS + */ + GUILayout.Label("Toolbar Settings", EditorStyles.boldLabel); + + pbIconGUI = EditorGUILayout.Toggle(new GUIContent("Use Icon GUI", "Toggles the ProBuilder window interface between text and icon versions."), pbIconGUI); + pbShiftOnlyTooltips = EditorGUILayout.Toggle(new GUIContent("Shift Key Tooltips", "Tooltips will only show when the Shift key is held"), pbShiftOnlyTooltips); + pbToolbarLocation = (SceneToolbarLocation) EditorGUILayout.EnumPopup("Toolbar Location", pbToolbarLocation); + + pbUniqueModeShortcuts = EditorGUILayout.Toggle(new GUIContent("Unique Mode Shortcuts", "When off, the G key toggles between Object and Element modes and H enumerates the element modes. If on, G, H, J, and K are shortcuts to Object, Vertex, Edge, and Face modes respectively."), pbUniqueModeShortcuts); + defaultOpenInDockableWindow = EditorGUILayout.Toggle("Open in Dockable Window", defaultOpenInDockableWindow); + + /** + * DEFAULT SETTINGS + */ + GUILayout.Label("Defaults", EditorStyles.boldLabel); + + pbDefaultMaterial = (Material) EditorGUILayout.ObjectField("Default Material", pbDefaultMaterial, typeof(Material), false); + + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Default Entity"); + pbDefaultEntity = ((EntityType)EditorGUILayout.EnumPopup( (EntityType)pbDefaultEntity )); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Default Collider"); + defaultColliderType = ((ColliderType)EditorGUILayout.EnumPopup( (ColliderType)defaultColliderType )); + GUILayout.EndHorizontal(); + + if((ColliderType)defaultColliderType == ColliderType.MeshCollider) + pbForceConvex = EditorGUILayout.Toggle("Force Convex Mesh Collider", pbForceConvex); + + #if !UNITY_4_6 && !UNITY_4_7 + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Shadow Casting Mode"); + pbShadowCastingMode = (ShadowCastingMode) EditorGUILayout.EnumPopup(pbShadowCastingMode); + GUILayout.EndHorizontal(); + #endif + + /** + * MISC. SETTINGS + */ + GUILayout.Label("Misc. Settings", EditorStyles.boldLabel); + + pbDragCheckLimit = EditorGUILayout.Toggle(new GUIContent("Limit Drag Check to Selection", "If true, when drag selecting faces, only currently selected pb-Objects will be tested for matching faces. If false, all pb_Objects in the scene will be checked. The latter may be slower in large scenes."), pbDragCheckLimit); + pbPBOSelectionOnly = EditorGUILayout.Toggle(new GUIContent("Only PBO are Selectable", "If true, you will not be able to select non probuilder objects in Geometry and Texture mode"), pbPBOSelectionOnly); + pbCloseShapeWindow = EditorGUILayout.Toggle(new GUIContent("Close shape window after building", "If true the shape window will close after hitting the build button"), pbCloseShapeWindow); + pbDrawAxisLines = EditorGUILayout.Toggle(new GUIContent("Dimension Overlay Lines", "When the Dimensions Overlay is on, this toggle shows or hides the axis lines."), pbDrawAxisLines); + showMissingLightmapUvWarning = EditorGUILayout.Toggle("Show Missing Lightmap UVs Warning", showMissingLightmapUvWarning); + + GUILayout.Space(4); + + /** + * GEOMETRY EDITING SETTINGS + */ + GUILayout.Label("Geometry Editing Settings", EditorStyles.boldLabel); + + pbElementSelectIsHamFisted = !EditorGUILayout.Toggle(new GUIContent("Precise Element Selection", "When enabled you will be able to select object faces when in Vertex of Edge mode by clicking the center of a face. When disabled, edge and vertex selection will always be restricted to the nearest element."), !pbElementSelectIsHamFisted); + pbDragSelectWholeElement = EditorGUILayout.Toggle("Precise Drag Select", pbDragSelectWholeElement); + pbDefaultFaceColor = EditorGUILayout.ColorField("Selected Face Color", pbDefaultFaceColor); + pbDefaultEdgeColor = EditorGUILayout.ColorField("Edge Wireframe Color", pbDefaultEdgeColor); + pbDefaultVertexColor = EditorGUILayout.ColorField("Vertex Color", pbDefaultVertexColor); + pbDefaultSelectedVertexColor = EditorGUILayout.ColorField("Selected Vertex Color", pbDefaultSelectedVertexColor); + pbVertexHandleSize = EditorGUILayout.Slider("Vertex Handle Size", pbVertexHandleSize, 0f, 3f); + pbForceVertexPivot = EditorGUILayout.Toggle(new GUIContent("Force Pivot to Vertex Point", "If true, new objects will automatically have their pivot point set to a vertex instead of the center."), pbForceVertexPivot); + pbForceGridPivot = EditorGUILayout.Toggle(new GUIContent("Force Pivot to Grid", "If true, newly instantiated pb_Objects will be snapped to the nearest point on grid. If ProGrids is present, the snap value will be used, otherwise decimals are simply rounded to whole numbers."), pbForceGridPivot); + pbPerimeterEdgeBridgeOnly = EditorGUILayout.Toggle(new GUIContent("Bridge Perimeter Edges Only", "If true, only edges on the perimeters of an object may be bridged. If false, you may bridge any between any two edges you like."), pbPerimeterEdgeBridgeOnly); + + GUILayout.Space(4); + + GUILayout.Label("Experimental", EditorStyles.boldLabel); + + pbEnableExperimental = EditorGUILayout.Toggle(new GUIContent("Experimental Features", "Enables some experimental new features that we're trying out. These may be incomplete or buggy, so please exercise caution when making use of this functionality!"), pbEnableExperimental); + pbMeshesAreAssets = EditorGUILayout.Toggle(new GUIContent("Meshes Are Assets", "Experimental! Instead of storing mesh data in the scene, this toggle creates a Mesh cache in the Project that ProBuilder will use."), pbMeshesAreAssets); + + GUILayout.Space(4); + + /** + * UV EDITOR SETTINGS + */ + GUILayout.Label("UV Editing Settings", EditorStyles.boldLabel); + pbUVGridSnapValue = EditorGUILayout.FloatField("UV Snap Increment", pbUVGridSnapValue); + pbUVGridSnapValue = Mathf.Clamp(pbUVGridSnapValue, .015625f, 2f); + pbUVEditorFloating = EditorGUILayout.Toggle(new GUIContent("Editor window floating", "If true UV Editor window will open as a floating window"), pbUVEditorFloating); + + EditorGUILayout.EndScrollView(); + + GUILayout.Space(4); + + GUILayout.Label("Shortcut Settings", EditorStyles.boldLabel); + + ShortcutSelectPanel(); + ShortcutEditPanel(); + + // Save the preferences + if (EditorGUI.EndChangeCheck()) + SetPrefs(); + } + + public static void ResetToDefaults() + { + if(EditorUtility.DisplayDialog("Delete ProBuilder editor preferences?", "Are you sure you want to delete all existing ProBuilder preferences?\n\nThis action cannot be undone.", "Yes", "No")) + { + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultFaceColor); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultEditLevel); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultSelectionMode); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbHandleAlignment); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbVertexColorTool); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbToolbarLocation); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultEntity); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultFaceColor); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultEdgeColor); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultSelectedVertexColor); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultVertexColor); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultOpenInDockableWindow); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbEditorPrefVersion); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbEditorShortcutsVersion); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultCollider); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbForceConvex); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbVertexColorPrefs); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowEditorNotifications); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDragCheckLimit); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbForceVertexPivot); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbForceGridPivot); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbManifoldEdgeExtrusion); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbPerimeterEdgeBridgeOnly); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbPBOSelectionOnly); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbCloseShapeWindow); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbUVEditorFloating); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbUVMaterialPreview); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowSceneToolbar); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbNormalizeUVsOnPlanarProjection); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbStripProBuilderOnBuild); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDisableAutoUV2Generation); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowSceneInfo); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbEnableBackfaceSelection); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbVertexPaletteDockable); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbExtrudeAsGroup); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbUniqueModeShortcuts); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbMaterialEditorFloating); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShapeWindowFloating); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbIconGUI); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShiftOnlyTooltips); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDrawAxisLines); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbCollapseVertexToFirst); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbMeshesAreAssets); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbElementSelectIsHamFisted); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDragSelectWholeElement); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbEnableExperimental); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbFillHoleSelectsEntirePath); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDetachToNewObject); + #pragma warning disable 0618 + pb_PreferencesInternal.DeleteKey(pb_Constant.pbPreserveFaces); + #pragma warning restore 0618 + pb_PreferencesInternal.DeleteKey(pb_Constant.pbVertexHandleSize); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbUVGridSnapValue); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbUVWeldDistance); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbWeldDistance); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbExtrudeDistance); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbBevelAmount); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbEdgeSubdivisions); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultShortcuts); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbDefaultMaterial); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbGrowSelectionUsingAngle); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbGrowSelectionAngle); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbGrowSelectionAngleIterative); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowDetail); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowOccluder); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowMover); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowCollider); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowTrigger); + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShowNoDraw); + pb_PreferencesInternal.DeleteKey("pb_Lightmapping::showMissingLightmapUvWarning"); + #if !UNITY_4_6 && !UNITY_4_7 + pb_PreferencesInternal.DeleteKey(pb_Constant.pbShadowCastingMode); + #endif + } + + LoadPrefs(); + } + + static int shortcutIndex = 0; + +#if UNITY_5_6_OR_HIGHER + static Rect selectBox = new Rect(0, 214, 183, 156); + static Rect shortcutEditRect = new Rect(190, 191, 178, 300); +#else + static Rect selectBox = new Rect(130, 253, 183, 142); + static Rect shortcutEditRect = new Rect(320, 228, 178, 300); +#endif + + static Vector2 shortcutScroll = Vector2.zero; + static int CELL_HEIGHT = 20; + + static void ShortcutSelectPanel() + { + GUILayout.Space(4); + GUI.contentColor = Color.white; + GUI.Box(selectBox, ""); + + GUIStyle labelStyle = GUIStyle.none; + + if(EditorGUIUtility.isProSkin) + labelStyle.normal.textColor = new Color(1f, 1f, 1f, .8f); + + labelStyle.alignment = TextAnchor.MiddleLeft; + labelStyle.contentOffset = new Vector2(4f, 0f); + + shortcutScroll = EditorGUILayout.BeginScrollView(shortcutScroll, false, true, GUILayout.MaxWidth(183), GUILayout.MaxHeight(156)); + + for(int n = 1; n < defaultShortcuts.Length; n++) + { + if(n == shortcutIndex) + { + GUI.backgroundColor = new Color(0.23f, .49f, .89f, 1f); + labelStyle.normal.background = EditorGUIUtility.whiteTexture; + Color oc = labelStyle.normal.textColor; + labelStyle.normal.textColor = Color.white; + GUILayout.Box(defaultShortcuts[n].action, labelStyle, GUILayout.MinHeight(CELL_HEIGHT), GUILayout.MaxHeight(CELL_HEIGHT)); + labelStyle.normal.background = null; + labelStyle.normal.textColor = oc; + GUI.backgroundColor = Color.white; + } + else + { + + if(GUILayout.Button(defaultShortcuts[n].action, labelStyle, GUILayout.MinHeight(CELL_HEIGHT), GUILayout.MaxHeight(CELL_HEIGHT))) + { + shortcutIndex = n; + } + } + } + + EditorGUILayout.EndScrollView(); + + } + + static void ShortcutEditPanel() + { + GUILayout.BeginArea(shortcutEditRect); + + // descriptionTitleRect = EditorGUI.RectField(new Rect(240,150,200,50), descriptionTitleRect); + GUILayout.Label("Key", EditorStyles.boldLabel); + KeyCode key = defaultShortcuts[shortcutIndex].key; + key = (KeyCode) EditorGUILayout.EnumPopup(key); + defaultShortcuts[shortcutIndex].key = key; + + GUILayout.Label("Modifiers", EditorStyles.boldLabel); + // EnumMaskField returns a bit-mask where the flags correspond to the indices of the enum, not the enum values, + // so this isn't technically correct. +#if UNITY_2017_3_OR_NEWER + EventModifiers em = (EventModifiers) defaultShortcuts[shortcutIndex].eventModifiers; + defaultShortcuts[shortcutIndex].eventModifiers = (EventModifiers) EditorGUILayout.EnumFlagsField(em); +#else + EventModifiers em = (EventModifiers) (((int)defaultShortcuts[shortcutIndex].eventModifiers) * 2); + em = (EventModifiers)EditorGUILayout.EnumMaskField(em); + defaultShortcuts[shortcutIndex].eventModifiers = (EventModifiers) (((int)em) / 2); +#endif + GUILayout.Label("Description", EditorStyles.boldLabel); + + GUILayout.Label(defaultShortcuts[shortcutIndex].description, EditorStyles.wordWrappedLabel); + + GUILayout.EndArea(); + } + + static void LoadPrefs() + { + pbStripProBuilderOnBuild = pb_PreferencesInternal.GetBool(pb_Constant.pbStripProBuilderOnBuild); + pbDisableAutoUV2Generation = pb_PreferencesInternal.GetBool(pb_Constant.pbDisableAutoUV2Generation); + pbShowSceneInfo = pb_PreferencesInternal.GetBool(pb_Constant.pbShowSceneInfo); + defaultOpenInDockableWindow = pb_PreferencesInternal.GetBool(pb_Constant.pbDefaultOpenInDockableWindow); + pbDragCheckLimit = pb_PreferencesInternal.GetBool(pb_Constant.pbDragCheckLimit); + pbForceConvex = pb_PreferencesInternal.GetBool(pb_Constant.pbForceConvex); + pbForceGridPivot = pb_PreferencesInternal.GetBool(pb_Constant.pbForceGridPivot); + pbForceVertexPivot = pb_PreferencesInternal.GetBool(pb_Constant.pbForceVertexPivot); + pbPerimeterEdgeBridgeOnly = pb_PreferencesInternal.GetBool(pb_Constant.pbPerimeterEdgeBridgeOnly); + pbPBOSelectionOnly = pb_PreferencesInternal.GetBool(pb_Constant.pbPBOSelectionOnly); + pbCloseShapeWindow = pb_PreferencesInternal.GetBool(pb_Constant.pbCloseShapeWindow); + pbUVEditorFloating = pb_PreferencesInternal.GetBool(pb_Constant.pbUVEditorFloating); + // pbShowSceneToolbar = pb_Preferences_Internal.GetBool(pb_Constant.pbShowSceneToolbar); + pbShowEditorNotifications = pb_PreferencesInternal.GetBool(pb_Constant.pbShowEditorNotifications); + pbUniqueModeShortcuts = pb_PreferencesInternal.GetBool(pb_Constant.pbUniqueModeShortcuts); + pbIconGUI = pb_PreferencesInternal.GetBool(pb_Constant.pbIconGUI); + pbShiftOnlyTooltips = pb_PreferencesInternal.GetBool(pb_Constant.pbShiftOnlyTooltips); + pbDrawAxisLines = pb_PreferencesInternal.GetBool(pb_Constant.pbDrawAxisLines); + pbMeshesAreAssets = pb_PreferencesInternal.GetBool(pb_Constant.pbMeshesAreAssets); + pbElementSelectIsHamFisted = pb_PreferencesInternal.GetBool(pb_Constant.pbElementSelectIsHamFisted); + pbDragSelectWholeElement = pb_PreferencesInternal.GetBool(pb_Constant.pbDragSelectWholeElement); + pbEnableExperimental = pb_PreferencesInternal.GetBool(pb_Constant.pbEnableExperimental); + showMissingLightmapUvWarning = pb_PreferencesInternal.GetBool("pb_Lightmapping::showMissingLightmapUvWarning", false); + + + pbDefaultFaceColor = pb_PreferencesInternal.GetColor( pb_Constant.pbDefaultFaceColor ); + pbDefaultEdgeColor = pb_PreferencesInternal.GetColor( pb_Constant.pbDefaultEdgeColor ); + pbDefaultSelectedVertexColor = pb_PreferencesInternal.GetColor( pb_Constant.pbDefaultSelectedVertexColor ); + pbDefaultVertexColor = pb_PreferencesInternal.GetColor( pb_Constant.pbDefaultVertexColor ); + + pbUVGridSnapValue = pb_PreferencesInternal.GetFloat(pb_Constant.pbUVGridSnapValue); + pbVertexHandleSize = pb_PreferencesInternal.GetFloat(pb_Constant.pbVertexHandleSize); + + defaultColliderType = pb_PreferencesInternal.GetEnum(pb_Constant.pbDefaultCollider); + pbToolbarLocation = pb_PreferencesInternal.GetEnum(pb_Constant.pbToolbarLocation); + pbDefaultEntity = pb_PreferencesInternal.GetEnum(pb_Constant.pbDefaultEntity); + #if !UNITY_4_6 && !UNITY_4_7 + pbShadowCastingMode = pb_PreferencesInternal.GetEnum(pb_Constant.pbShadowCastingMode); + #endif + + pbDefaultMaterial = pb_PreferencesInternal.GetMaterial(pb_Constant.pbDefaultMaterial); + + defaultShortcuts = pb_PreferencesInternal.GetShortcuts().ToArray(); + } + + public static void SetPrefs() + { + pb_PreferencesInternal.SetBool (pb_Constant.pbStripProBuilderOnBuild, pbStripProBuilderOnBuild); + pb_PreferencesInternal.SetBool (pb_Constant.pbDisableAutoUV2Generation, pbDisableAutoUV2Generation); + pb_PreferencesInternal.SetBool (pb_Constant.pbShowSceneInfo, pbShowSceneInfo, pb_PreferenceLocation.Global); + + pb_PreferencesInternal.SetInt (pb_Constant.pbToolbarLocation, (int) pbToolbarLocation, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetInt (pb_Constant.pbDefaultEntity, (int) pbDefaultEntity); + + pb_PreferencesInternal.SetColor (pb_Constant.pbDefaultFaceColor, pbDefaultFaceColor, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetColor (pb_Constant.pbDefaultEdgeColor, pbDefaultEdgeColor, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetColor (pb_Constant.pbDefaultSelectedVertexColor, pbDefaultSelectedVertexColor, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetColor (pb_Constant.pbDefaultVertexColor, pbDefaultVertexColor, pb_PreferenceLocation.Global); + + pb_PreferencesInternal.SetString (pb_Constant.pbDefaultShortcuts, pb_Shortcut.ShortcutsToString(defaultShortcuts), pb_PreferenceLocation.Global); + + pb_PreferencesInternal.SetMaterial(pb_Constant.pbDefaultMaterial, pbDefaultMaterial); + + pb_PreferencesInternal.SetInt (pb_Constant.pbDefaultCollider, (int) defaultColliderType); + #if !UNITY_4_6 && !UNITY_4_7 + pb_PreferencesInternal.SetInt (pb_Constant.pbShadowCastingMode, (int) pbShadowCastingMode); + #endif + + pb_PreferencesInternal.SetBool (pb_Constant.pbDefaultOpenInDockableWindow, defaultOpenInDockableWindow, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbShowEditorNotifications, pbShowEditorNotifications, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbForceConvex, pbForceConvex); + pb_PreferencesInternal.SetBool (pb_Constant.pbDragCheckLimit, pbDragCheckLimit, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbForceVertexPivot, pbForceVertexPivot, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbForceGridPivot, pbForceGridPivot, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbPerimeterEdgeBridgeOnly, pbPerimeterEdgeBridgeOnly, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbPBOSelectionOnly, pbPBOSelectionOnly, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbCloseShapeWindow, pbCloseShapeWindow, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbUVEditorFloating, pbUVEditorFloating, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbUniqueModeShortcuts, pbUniqueModeShortcuts, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbIconGUI, pbIconGUI, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbShiftOnlyTooltips, pbShiftOnlyTooltips, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbDrawAxisLines, pbDrawAxisLines, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbMeshesAreAssets, pbMeshesAreAssets); + pb_PreferencesInternal.SetBool (pb_Constant.pbElementSelectIsHamFisted, pbElementSelectIsHamFisted, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbDragSelectWholeElement, pbDragSelectWholeElement, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool (pb_Constant.pbEnableExperimental, pbEnableExperimental, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetBool ("pb_Lightmapping::showMissingLightmapUvWarning", showMissingLightmapUvWarning, pb_PreferenceLocation.Global); + + pb_PreferencesInternal.SetFloat (pb_Constant.pbVertexHandleSize, pbVertexHandleSize, pb_PreferenceLocation.Global); + pb_PreferencesInternal.SetFloat (pb_Constant.pbUVGridSnapValue, pbUVGridSnapValue, pb_PreferenceLocation.Global); + + if(pb_Editor.instance != null) + pb_Editor.instance.OnEnable(); + + SceneView.RepaintAll(); + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_Preferences.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_Preferences.cs.meta new file mode 100644 index 0000000..f69d51b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_Preferences.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0e173da316764614aa781d9323718eca +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_ScenePostProcessor.cs b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_ScenePostProcessor.cs new file mode 100644 index 0000000..554a043 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_ScenePostProcessor.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.Callbacks; +using ProBuilder2.Common; +using ProBuilder2.MeshOperations; +using System.Linq; + +namespace ProBuilder2.EditorCommon +{ + + /** + * When building the project, remove all references to pb_Objects. + */ + public class pb_ScenePostProcessor + { + [PostProcessScene] + public static void OnPostprocessScene() + { + Material invisibleFaceMaterial = (Material)Resources.Load("Materials/InvisibleFace"); + + /** + * Hide nodraw faces if present. + */ + foreach(pb_Object pb in GameObject.FindObjectsOfType(typeof(pb_Object))) + { + if(pb.GetComponent() == null) + 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; + + foreach(pb_Object pb in GameObject.FindObjectsOfType(typeof(pb_Object))) + { + GameObject go = pb.gameObject; + + pb_Entity entity = pb.gameObject.GetComponent(); + + if( entity == null ) + continue; + + if(entity.entityType == EntityType.Collider || entity.entityType == EntityType.Trigger) + go.GetComponent().enabled = false; + + // clear hideflags on prefab meshes + if(pb.msh != null) + pb.msh.hideFlags = HideFlags.None; + + if(!pb_PreferencesInternal.GetBool(pb_Constant.pbStripProBuilderOnBuild)) + return; + + pb.dontDestroyMeshOnDelete = true; + + GameObject.DestroyImmediate( pb ); + GameObject.DestroyImmediate( go.GetComponent() ); + + } + } + } +} \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_ScenePostProcessor.cs.meta b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_ScenePostProcessor.cs.meta new file mode 100644 index 0000000..8470b0c --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Editor/pb_ScenePostProcessor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0750965282433464f88a4f9ac7b54b3f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Icons.meta b/assignment10final/Assets/ProCore/ProBuilder/Icons.meta new file mode 100644 index 0000000..5c2ea80 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Icons.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dabc4b61214afc74894a74735401cfbb +folderAsset: yes +timeCreated: 1456329371 +licenseType: Store 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b/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseTextureBlend.shader new file mode 100644 index 0000000..d1b467e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseTextureBlend.shader @@ -0,0 +1,54 @@ +Shader "ProBuilder/Diffuse Texture Blend" +{ + Properties + { + _FirstTex ("Texture", 2D) = "white" {} + _SecondTex ("Texture", 2D) = "white" {} + _ThirdTex ("Texture", 2D) = "white" {} + _FourthTex ("Texture", 2D) = "white" {} + } + + SubShader + { + Tags { "RenderType" = "Opaque" } + + ColorMask RGB + + CGPROGRAM + #pragma surface surf Lambert + + sampler2D _FirstTex; + sampler2D _SecondTex; + sampler2D _ThirdTex; + sampler2D _FourthTex; + + struct Input + { + float4 color : COLOR; + float2 uv_FirstTex; + float2 uv_SecondTex; + float2 uv_ThirdTex; + float2 uv_FourthTex; + }; + + void surf (Input IN, inout SurfaceOutput o) + { + fixed4 c0 = tex2D(_FirstTex, IN.uv_FirstTex); + fixed4 c1 = tex2D(_SecondTex, IN.uv_SecondTex); + fixed4 c2 = tex2D(_ThirdTex, IN.uv_ThirdTex); + fixed4 c3 = tex2D(_FourthTex, IN.uv_FourthTex); + + fixed4 blend = normalize(IN.color); + + fixed4 rgba = c0 * blend.r; + rgba = lerp(rgba, c1, blend.g); + rgba = lerp(rgba, c2, blend.b); + rgba = lerp(rgba, c3, blend.a); + + o.Albedo = rgba.rgb; + } + ENDCG + } + + Fallback "Diffuse" +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseTextureBlend.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseTextureBlend.shader.meta new file mode 100644 index 0000000..0e16faa --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseTextureBlend.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 78587c467ea0d3d47a2f6abb67ddc588 +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseVertexColor.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseVertexColor.shader new file mode 100644 index 0000000..ba0cb67 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/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/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseVertexColor.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/DiffuseVertexColor.shader.meta new file mode 100644 index 0000000..ea1f7d2 --- /dev/null +++ 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#include "UnityCG.cginc" + + float4 _Color; + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + + /// https://www.opengl.org/discussion_boards/showthread.php/166719-Clean-Wireframe-Over-Solid-Mesh + o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1); + o.pos.xyz *= .99; + o.pos = mul(UNITY_MATRIX_P, o.pos); + + return o; + } + + half4 frag (v2f i) : COLOR + { + return _Color; + } + + ENDCG + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FaceHighlight.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FaceHighlight.shader.meta new file mode 100644 index 0000000..6b64f9b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FaceHighlight.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d8d498332605de34b8534d9cf22aea95 +timeCreated: 1508535912 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FacePicker.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FacePicker.shader new file mode 100644 index 0000000..9da62f9 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FacePicker.shader @@ -0,0 +1,54 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Hidden/ProBuilder/FacePicker" +{ + Properties {} + + SubShader + { + Tags { "ProBuilderPicker"="Base" } + 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/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FacePicker.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FacePicker.shader.meta new file mode 100644 index 0000000..64956af --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_FacePicker.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0adce3c87598d6444bd095f123e5cfbf +timeCreated: 1508535910 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_HideVertices.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_HideVertices.shader new file mode 100644 index 0000000..43ac55e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_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/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_HideVertices.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_HideVertices.shader.meta new file mode 100644 index 0000000..7270bcd --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_HideVertices.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 99ab5b57a637bdb4192babafc1298bee +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_NormalPreview.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_NormalPreview.shader new file mode 100644 index 0000000..295c4ec --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_NormalPreview.shader @@ -0,0 +1,57 @@ +Shader "Hidden/ProBuilder/NormalPreview" +{ + SubShader + { + Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Geometry" } + Lighting Off + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + ZWrite On + Cull Off + + Pass + { + AlphaTest Greater .25 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + float _Scale; + + struct appdata + { + float4 vertex : POSITION; + // secretely this is the normal + 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/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_NormalPreview.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_NormalPreview.shader.meta new file mode 100644 index 0000000..902d1a8 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_NormalPreview.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7ab5688c9cc8cf7479fba8f23d8eab9d +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ReferenceUnlit.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ReferenceUnlit.shader new file mode 100644 index 0000000..61d9549 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ReferenceUnlit.shader @@ -0,0 +1,61 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "ProBuilder/Reference Unlit" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + } + + SubShader + { + Tags { "Queue"="AlphaTest" "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/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ReferenceUnlit.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ReferenceUnlit.shader.meta new file mode 100644 index 0000000..c25e7d9 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ReferenceUnlit.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 35731d35d00f82046b37dbeabba5cda3 +timeCreated: 1508535910 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ScrollHighlight.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ScrollHighlight.shader new file mode 100644 index 0000000..a14220d --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ScrollHighlight.shader @@ -0,0 +1,68 @@ +// 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 +/*SF_DATA;ver:1.32;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:6,wrdp:True,dith:0,rfrpo:False,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:False,qofs:0,qpre:1,rntp:5,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33161,y:32544,varname:node_3138,prsc:2|emission-7953-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32343,y:32483,ptovrint:False,ptlb:Highlight,ptin:_Highlight,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.07843138,c2:0.3921569,c3:0.7843137,c4:1;n:type:ShaderForge.SFN_TexCoord,id:1076,x:32355,y:32830,varname:node_1076,prsc:2,uv:0;n:type:ShaderForge.SFN_Lerp,id:7953,x:32889,y:32503,varname:node_7953,prsc:2|A-7241-RGB,B-1009-RGB,T-3159-OUT;n:type:ShaderForge.SFN_Color,id:1009,x:32343,y:32656,ptovrint:False,ptlb:Base,ptin:_Base,varname:node_1009,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:6573,x:32673,y:33080,varname:node_6573,prsc:2|A-9717-OUT,B-9741-OUT;n:type:ShaderForge.SFN_Slider,id:9741,x:32275,y:33210,ptovrint:False,ptlb:Speed,ptin:_Speed,varname:node_9741,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.1,max:1;n:type:ShaderForge.SFN_Frac,id:6472,x:32865,y:33050,varname:node_6472,prsc:2|IN-6573-OUT;n:type:ShaderForge.SFN_Distance,id:7233,x:32904,y:32864,varname:node_7233,prsc:2|A-6472-OUT,B-7546-OUT;n:type:ShaderForge.SFN_Smoothstep,id:3159,x:32856,y:32677,varname:node_3159,prsc:2|A-3575-OUT,B-4893-OUT,V-7233-OUT;n:type:ShaderForge.SFN_Vector1,id:3575,x:32608,y:32677,varname:node_3575,prsc:2,v1:0;n:type:ShaderForge.SFN_Vector1,id:4893,x:32608,y:32738,varname:node_4893,prsc:2,v1:0.2;n:type:ShaderForge.SFN_ValueProperty,id:9717,x:32387,y:33067,ptovrint:False,ptlb:EditorTime,ptin:_EditorTime,varname:node_9717,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:6146,x:32486,y:32982,ptovrint:False,ptlb:LineDistance,ptin:_LineDistance,varname:node_6146,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:18;n:type:ShaderForge.SFN_Divide,id:7546,x:32700,y:32889,varname:node_7546,prsc:2|A-1076-U,B-6146-OUT;proporder:7241-1009-9741-9717-6146;pass:END;sub:END;*/ + +Shader "Hidden/ProBuilder/ScrollHighlight" { + Properties { + _Highlight ("Highlight", Color) = (0.07843138,0.3921569,0.7843137,1) + _Base ("Base", Color) = (0.5,0.5,0.5,1) + _Speed ("Speed", Range(0, 1)) = 0.5 + _EditorTime ("EditorTime", Float ) = 0 + _LineDistance ("LineDistance", Float ) = 18 + } + SubShader { + Tags { + "RenderType"="Overlay" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull Off + ZTest Always + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma target 3.0 + uniform float4 _Highlight; + uniform float4 _Base; + uniform float _Speed; + uniform float _EditorTime; + uniform float _LineDistance; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.pos = UnityObjectToClipPos(v.vertex ); + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); +////// Lighting: +////// Emissive: + float3 emissive = lerp(_Highlight.rgb,_Base.rgb,smoothstep( 0.0, 0.2, distance(frac((_EditorTime*_Speed)),(i.uv0.r/_LineDistance)) )); + float3 finalColor = emissive; + return fixed4(finalColor,1); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ScrollHighlight.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ScrollHighlight.shader.meta new file mode 100644 index 0000000..5a92fa2 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_ScrollHighlight.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d12d55fd8a06e4f49b461f2f4c1ccec2 +timeCreated: 1508535912 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SelectionPicker.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SelectionPicker.shader new file mode 100644 index 0000000..192704c --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SelectionPicker.shader @@ -0,0 +1,28 @@ +Shader "Hidden/ProBuilder/SelectionPicker" +{ + Properties {} + + SubShader + { + Tags { "ProBuilderPicker"="VertexPass" } + Lighting Off + ZTest LEqual + ZWrite On + Cull Off + Blend Off + + UsePass "Hidden/ProBuilder/VertexPicker/VERTICES" + } + + SubShader + { + Tags { "ProBuilderPicker"="Base" } + Lighting Off + ZTest LEqual + ZWrite On + Cull Back + Blend Off + + UsePass "Hidden/ProBuilder/FacePicker/BASE" + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SelectionPicker.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SelectionPicker.shader.meta new file mode 100644 index 0000000..ee3256b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SelectionPicker.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2e58e16192dbb47469ae041ba1331088 +timeCreated: 1508535910 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SmoothingPreview.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SmoothingPreview.shader new file mode 100644 index 0000000..11cf1ed --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SmoothingPreview.shader @@ -0,0 +1,66 @@ +Shader "Hidden/ProBuilder/SmoothingPreview" +{ + Properties { + _Opacity ("Opacity", Float) = .5 + } + + SubShader + { + Tags { "IgnoreProjector"="True" "RenderType"="Geometry" } + Lighting Off + ZTest LEqual + ZWrite On + Cull Back + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + AlphaTest Greater .25 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + float _Opacity; + float _Dither; + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 color : COLOR; + }; + + v2f vert (appdata v) + { + v2f o; + + /// https://www.opengl.org/discussion_boards/showthread.php/166719-Clean-Wireframe-Over-Solid-Mesh + o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1); + o.pos.xyz *= .98; + o.pos = mul(UNITY_MATRIX_P, o.pos); + o.color = v.color; + + 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)); + + half4 c = half4(i.color.rgb, i.color.a * _Opacity); + return c; + } + + ENDCG + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SmoothingPreview.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SmoothingPreview.shader.meta new file mode 100644 index 0000000..b8aa246 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_SmoothingPreview.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3990a77f519f9844e9e0dbd0b1d2e13c +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_StandardVertexColor.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_StandardVertexColor.shader new file mode 100644 index 0000000..55bdd9b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_StandardVertexColor.shader @@ -0,0 +1,410 @@ +/** + * This shader was created with Shaderforge but contains multiple manual edits. + * If you modify this shader make sure to go through and pack uv1 and uv2 channels + * into a single float4 to save on registers (on penalty of compile error) + */ +// Shader created with Shader Forge v1.38 +// 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 +// Uncomment (just the //) this line to edit with ShaderForge +// /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-358-OUT,gloss-1813-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32712,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB,C-3150-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31921,y:32805,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31921,y:32620,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32407,y:32978,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:32250,y:32780,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_VertexColor,id:3150,x:31921,y:32967,varname:node_3150,prsc:2;proporder:5964-6665-7736-358-1813;pass:END;sub:END;*/ + +Shader "ProBuilder/Standard Vertex Color" { + Properties { + _MainTex ("Base Color", 2D) = "white" {} + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (1,1,1,1) + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.8 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + float4 vertexColor : COLOR; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 uv1 : TEXCOORD1; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + float4 vertexColor : COLOR; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = float4(v.texcoord1, v.texcoord2); + o.vertexColor = v.vertexColor; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = 1.0 - _Gloss; // Convert roughness to gloss + float perceptualRoughness = _Gloss; + float roughness = perceptualRoughness * perceptualRoughness; + float specPow = exp2( gloss * 10.0 + 1.0 ); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.boxMin[1] = unity_SpecCube1_BoxMin; + #endif + #if UNITY_SPECCUBE_BOX_PROJECTION + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + d.probeHDR[0] = unity_SpecCube0_HDR; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = saturate(dot( normalDirection, lightDirection )); + float LdotH = saturate(dot(lightDirection, halfDirection)); + float3 specularColor = _Metallic; + float specularMonochrome; + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); + specularMonochrome = 1.0-specularMonochrome; + float NdotV = abs(dot( normalDirection, viewDirection )); + float NdotH = saturate(dot( normalDirection, halfDirection )); + float VdotH = saturate(dot( viewDirection, halfDirection )); + float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); + float normTerm = GGXTerm(NdotH, roughness); + float specularPBL = (visTerm*normTerm) * UNITY_PI; + #ifdef UNITY_COLORSPACE_GAMMA + specularPBL = sqrt(max(1e-4h, specularPBL)); + #endif + specularPBL = max(0, specularPBL * NdotL); + #if defined(_SPECULARHIGHLIGHTS_OFF) + specularPBL = 0.0; + #endif + half surfaceReduction; + #ifdef UNITY_COLORSPACE_GAMMA + surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; + #else + surfaceReduction = 1.0/(roughness*roughness + 1.0); + #endif + specularPBL *= any(specularColor) ? 1.0 : 0.0; + float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + indirectSpecular *= surfaceReduction; + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float nlPow5 = Pow5(1-NdotL); + float nvPow5 = Pow5(1-NdotV); + float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + float4 vertexColor : COLOR; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 uv1 : TEXCOORD1; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + float4 vertexColor : COLOR; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = float4(v.texcoord1, v.texcoord2); + o.vertexColor = v.vertexColor; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = 1.0 - _Gloss; // Convert roughness to gloss + float perceptualRoughness = _Gloss; + float roughness = perceptualRoughness * perceptualRoughness; + float specPow = exp2( gloss * 10.0 + 1.0 ); +////// Specular: + float NdotL = saturate(dot( normalDirection, lightDirection )); + float LdotH = saturate(dot(lightDirection, halfDirection)); + float3 specularColor = _Metallic; + float specularMonochrome; + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); + specularMonochrome = 1.0-specularMonochrome; + float NdotV = abs(dot( normalDirection, viewDirection )); + float NdotH = saturate(dot( normalDirection, halfDirection )); + float VdotH = saturate(dot( viewDirection, halfDirection )); + float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); + float normTerm = GGXTerm(NdotH, roughness); + float specularPBL = (visTerm*normTerm) * UNITY_PI; + #ifdef UNITY_COLORSPACE_GAMMA + specularPBL = sqrt(max(1e-4h, specularPBL)); + #endif + specularPBL = max(0, specularPBL * NdotL); + #if defined(_SPECULARHIGHLIGHTS_OFF) + specularPBL = 0.0; + #endif + specularPBL *= any(specularColor) ? 1.0 : 0.0; + float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float nlPow5 = Pow5(1-NdotL); + float nvPow5 = Pow5(1-NdotV); + float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + float4 vertexColor : COLOR; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 uv1 : TEXCOORD1; + float4 posWorld : TEXCOORD3; + float4 vertexColor : COLOR; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = float4(v.texcoord1, v.texcoord2); + o.vertexColor = v.vertexColor; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Standard" +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_StandardVertexColor.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_StandardVertexColor.shader.meta new file mode 100644 index 0000000..d78b59b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_StandardVertexColor.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3a6e79a67e3129f409bae52acc3ab06b +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_TransparentOverlay.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_TransparentOverlay.shader new file mode 100644 index 0000000..0683dd3 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_TransparentOverlay.shader @@ -0,0 +1,65 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Hidden/ProBuilder/pb_TransparentOverlay" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + } + + SubShader + { + Tags { "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off + ZTest LEqual + ZWrite On + Cull Back + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + AlphaTest Greater .25 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + sampler2D _MainTex; + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 color : COLOR; + float2 uv : TEXCOORD0; + }; + + v2f vert (appdata v) + { + v2f o; + + o.pos = UnityObjectToClipPos(v.vertex); + + o.uv = v.texcoord0.xy; + + o.color = v.color; + + return o; + } + + half4 frag (v2f i) : COLOR + { + return tex2D(_MainTex, i.uv) * i.color; + } + + ENDCG + } + } +} \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_TransparentOverlay.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_TransparentOverlay.shader.meta new file mode 100644 index 0000000..9fffa79 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_TransparentOverlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc7ec57068c16b3448b8c7a9206eaf1d +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitSolidColor.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitSolidColor.shader new file mode 100644 index 0000000..b566413 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitSolidColor.shader @@ -0,0 +1,57 @@ +// 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" "RenderType"="Geometry" } + Lighting Off + ZTest LEqual + ZWrite On + Cull Back + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + AlphaTest Greater .25 + + 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 + } + } +} \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitSolidColor.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitSolidColor.shader.meta new file mode 100644 index 0000000..6c6d640 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitSolidColor.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b7eb90c4fea16d34ab4d7caa19b870a3 +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitVertexColor.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitVertexColor.shader new file mode 100644 index 0000000..a63cb61 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitVertexColor.shader @@ -0,0 +1,53 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "ProBuilder/UnlitVertexColor" +{ + SubShader + { + Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + ZWrite On + Cull Off + + Pass + { + AlphaTest Greater .25 + + 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/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitVertexColor.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitVertexColor.shader.meta new file mode 100644 index 0000000..a624049 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_UnlitVertexColor.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 84f04ba86cd824249bb1c2029be83101 +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexPicker.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexPicker.shader new file mode 100644 index 0000000..fe68436 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexPicker.shader @@ -0,0 +1,85 @@ +Shader "Hidden/ProBuilder/VertexPicker" +{ + Properties {} + + SubShader + { + Tags + { + "ProBuilderPicker"="VertexPass" + "RenderType"="Transparent" + "IgnoreProjector"="True" + "DisableBatching"="True" + } + + Lighting Off + ZTest LEqual + ZWrite On + Cull Off + Blend Off + Offset -1, -1 + + Pass + { + Name "Vertices" + AlphaTest Greater .25 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + 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 *= .95; + o.pos = mul(UNITY_MATRIX_P, o.pos); + + // convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space. + float4 clip = o.pos; + + clip.xy /= clip.w; + clip.xy = clip.xy * .5 + .5; + clip.xy *= _ScreenParams.xy; + + clip.xy += v.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; + + o.pos = clip; + o.uv = v.texcoord.xy; + o.color = v.color; + + return o; + } + + float4 frag (v2f i) : COLOR + { + return i.color; + } + + ENDCG + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexPicker.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexPicker.shader.meta new file mode 100644 index 0000000..4cacb2f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexPicker.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c59eb027aca1897448cd55f6fcb6e88f +timeCreated: 1508535911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexShader.shader b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexShader.shader new file mode 100644 index 0000000..0e324ff --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexShader.shader @@ -0,0 +1,89 @@ +Shader "Hidden/ProBuilder/pb_VertexShader" +{ + Properties + { + _Scale("Scale", Range(1,7)) = 3.3 + } + + SubShader + { + Tags + { + "IgnoreProjector"="True" + "RenderType"="Transparent" + "DisableBatching"="True" + } + + Lighting Off + ZTest LEqual + ZWrite On + Cull Off + Blend Off + Offset -1,-1 + + Pass + { + AlphaTest Greater .25 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + float _Scale; + + 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) + { + float ortho = (1 - UNITY_MATRIX_P[3][3]); + 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); + + // convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space. + float4 clip = o.pos; + + clip.xy /= clip.w; + clip.xy = clip.xy * .5 + .5; + clip.xy *= _ScreenParams.xy; + + clip.xy += v.texcoord1.xy * _Scale; + clip.z -= (.0001 + v.normal.x) * ortho; + + clip.xy /= _ScreenParams.xy; + clip.xy = (clip.xy - .5) / .5; + clip.xy *= clip.w; + + o.pos = clip; + o.uv = v.texcoord.xy; + o.color = v.color; + + return o; + } + + half4 frag (v2f i) : COLOR + { + return i.color; + } + + ENDCG + } + } +} diff --git a/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexShader.shader.meta b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexShader.shader.meta new file mode 100644 index 0000000..8f5f311 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/Shader/pb_VertexShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f9be32eb523431f43a8462b09a99a767 +timeCreated: 1508535912 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProBuilder/readme.txt b/assignment10final/Assets/ProCore/ProBuilder/readme.txt new file mode 100644 index 0000000..4e46c1c --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/readme.txt @@ -0,0 +1,19 @@ +Thank you for purchasing and installing ProBuilder! Your support allows us to continue improving these tools, and adding new ones. + +Helpful Links: + +1) Video tutorial series at http://www.youtube.com/playlist?list=PLrJfHfcFkLM8PDioWg_5nmUqQycnVmi58 + +2) Having any issues? Post to the official forum at www.procore3d.com/forum + +3) Documentation at www.procore3d.com/docs/probuilder + +Keep in-touch, and help spread the word! + +Twitter: @ProBuilder3D +Facebook: facebook.com/probuilder3d +Email: contact@procore3d.com + +Best, +Gabriel W +Karl H \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProBuilder/readme.txt.meta b/assignment10final/Assets/ProCore/ProBuilder/readme.txt.meta new file mode 100644 index 0000000..edb6b83 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProBuilder/readme.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e1b6201e3f1bc084ca5ed1b1000a202c +timeCreated: 1431459580 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids.meta b/assignment10final/Assets/ProCore/ProGrids.meta new file mode 100644 index 0000000..3b76f42 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e24ed4099637b406ab7477bce8a9a8aa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/About.meta b/assignment10final/Assets/ProCore/ProGrids/About.meta new file mode 100644 index 0000000..875bf7f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/About.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e5d530989e5bce94ab5f5291d659f672 +folderAsset: yes +timeCreated: 1518451281 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/About/Editor.meta b/assignment10final/Assets/ProCore/ProGrids/About/Editor.meta new file mode 100644 index 0000000..665cf1d --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/About/Editor.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 48c14226ec988e64dadd74e4676636cd +folderAsset: yes +timeCreated: 1518451281 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs b/assignment10final/Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs new file mode 100644 index 0000000..1728ba9 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs @@ -0,0 +1,414 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Text; +using System.Text.RegularExpressions; + +/** + * INSTRUCTIONS + * + * - Only modify properties in the USER SETTINGS region. + * - All content is loaded from external files (pc_AboutEntry_YourProduct. Use the templates! + */ + +/** + * Used to pop up the window on import. + */ +public class pg_AboutWindowSetup : AssetPostprocessor +{ +#region Initialization + + static void OnPostprocessAllAssets ( + string[] importedAssets, + string[] deletedAssets, + string[] movedAssets, + string[] movedFromAssetPaths) + { + + string[] entries = System.Array.FindAll(importedAssets, name => name.Contains("pc_AboutEntry") && !name.EndsWith(".meta")); + + foreach(string str in entries) + if( pg_AboutWindow.Init(str, false) ) + break; + } + + // [MenuItem("Edit/Preferences/Clear About Version: " + AboutWindow.PRODUCT_IDENTIFIER)] + // public static void MenuClearVersionPref() + // { + // EditorPrefs.DeleteKey(AboutWindow.PRODUCT_IDENTIFIER); + // } +#endregion +} + +public class pg_AboutWindow : EditorWindow +{ + +/** + * Modify these constants to customize about screen. + */ +#region User Settings + + /* Path to the root folder */ + const string ABOUT_ROOT = "Assets/ProCore/ProGrids/About"; + + /** + * Changelog.txt file should follow this format: + * + * | -- Product Name 2.1.0 - + * | + * | # Features + * | - All kinds of awesome stuff + * | - New flux capacitor design achieves time travel at lower velocities. + * | - Dark matter reactor recalibrated. + * | + * | # Bug Fixes + * | - No longer explodes when spacebar is pressed. + * | - Fix rolling issue in Rickmeter. + * | + * | # Changes + * | - Changed Blue to Red. + * | - Enter key now causes explosions. + * + * This path is relative to the PRODUCT_ROOT path. + * + * Note that your changelog may contain multiple entries. Only the top-most + * entry will be displayed. + */ + + /** + * Advertisement thumb constructor is: + * new AdvertisementThumb( PathToAdImage : string, URLToPurchase : string, ProductDescription : string ) + * Provide as many or few (or none) as desired. + * + * Notes - The http:// part is required. Partial URLs do not work on Mac. + */ + [SerializeField] + public static AdvertisementThumb[] advertisements = new AdvertisementThumb[] { + new AdvertisementThumb( ABOUT_ROOT + "/Images/ProBuilder_AssetStore_Icon_96px.png", "http://www.protoolsforunity3d.com/probuilder/", "Build and Texture Geometry In-Editor"), + new AdvertisementThumb( ABOUT_ROOT + "/Images/ProGrids_AssetStore_Icon_96px.png", "http://www.protoolsforunity3d.com/progrids/", "True Grids and Grid-Snapping"), + new AdvertisementThumb( ABOUT_ROOT + "/Images/ProGroups_AssetStore_Icon_96px.png", "http://www.protoolsforunity3d.com/progroups/", "Hide, Freeze, Group, & Organize"), + new AdvertisementThumb( ABOUT_ROOT + "/Images/Prototype_AssetStore_Icon_96px.png", "http://www.protoolsforunity3d.com/prototype/", "Design and Build With Zero Lag"), + new AdvertisementThumb( ABOUT_ROOT + "/Images/QuickBrush_AssetStore_Icon_96px.png", "http://www.protoolsforunity3d.com/quickbrush/", "Quickly Add Detail Geometry"), + new AdvertisementThumb( ABOUT_ROOT + "/Images/QuickDecals_AssetStore_Icon_96px.png", "http://www.protoolsforunity3d.com/quickdecals/", "Add Dirt, Splatters, Posters, etc"), + new AdvertisementThumb( ABOUT_ROOT + "/Images/QuickEdit_AssetStore_Icon_96px.png", "http://www.protoolsforunity3d.com/quickedit/", "Edit Imported Meshes!"), + }; +#endregion + +/* Recommend you do not modify these. */ +#region Private Fields (automatically populated) + + private string AboutEntryPath = ""; + + private string ProductName = ""; + // private string ProductIdentifer = ""; + private string ProductVersion = ""; + private string ChangelogPath = ""; + private string BannerPath = ABOUT_ROOT + "/Images/Banner.png"; + + + const int AD_HEIGHT = 96; + + /** + * Struct containing data for use in Advertisement shelf. + */ + [System.Serializable] + public struct AdvertisementThumb + { + public Texture2D image; + public string url; + public string about; + public GUIContent guiContent; + + public AdvertisementThumb(string imagePath, string url, string about) + { + guiContent = new GUIContent("", about); + this.image = (Texture2D) AssetDatabase.LoadAssetAtPath(imagePath, typeof(Texture2D)); + guiContent.image = this.image; + this.url = url; + this.about = about; + } + } + + Texture2D banner; + + // populated by first entry in changelog + string changelog = ""; +#endregion + +#region Init + + // [MenuItem("Tools/Test Search About Window", false, 0)] + // public static void MenuInit() + // { + // // this could be slow in large projects? + // string[] allFiles = System.IO.Directory.GetFiles("Assets/", "*.*", System.IO.SearchOption.AllDirectories); + // string[] entries = System.Array.FindAll(allFiles, name => name.Contains("pc_AboutEntry")); + + // if(entries.Length > 0) + // AboutWindow.Init(entries[0], true); + // } + + /** + * Return true if Init took place, false if not. + */ + public static bool Init (string aboutEntryPath, bool fromMenu) + { + string identifier, version; + + if( !GetField(aboutEntryPath, "version: ", out version) || !GetField(aboutEntryPath, "identifier: ", out identifier)) + return false; + + if(fromMenu || EditorPrefs.GetString(identifier) != version) + { + string tname; + + pg_AboutWindow win; + + if(!GetField(aboutEntryPath, "name: ", out tname) || !tname.Contains("ProGrids")) + return false; + + win = (pg_AboutWindow)EditorWindow.GetWindow(typeof(pg_AboutWindow), true, tname, true); + win.SetAboutEntryPath(aboutEntryPath); + win.ShowUtility(); + + EditorPrefs.SetString(identifier, version); + + return true; + } + else + { + return false; + } + } + + public void OnEnable() + { + banner = (Texture2D)AssetDatabase.LoadAssetAtPath(BannerPath, typeof(Texture2D)); + + // With Unity 4 (on PC) if you have different values for minSize and maxSize, + // they do not apply restrictions to window size. + this.minSize = new Vector2(banner.width + 12, banner.height * 7); + this.maxSize = new Vector2(banner.width + 12, banner.height * 7); + } + + public void SetAboutEntryPath(string path) + { + AboutEntryPath = path; + PopulateDataFields(AboutEntryPath); + } +#endregion + +#region GUI + + Color LinkColor = new Color(0f, .682f, .937f, 1f); + + GUIStyle boldTextStyle, + headerTextStyle, + linkTextStyle; + + GUIStyle advertisementStyle; + Vector2 scroll = Vector2.zero, adScroll = Vector2.zero; + // int mm = 32; + void OnGUI() + { + headerTextStyle = headerTextStyle ?? new GUIStyle( EditorStyles.boldLabel );//GUI.skin.label); + headerTextStyle.fontSize = 16; + + linkTextStyle = linkTextStyle ?? new GUIStyle( GUI.skin.label );//GUI.skin.label); + linkTextStyle.normal.textColor = LinkColor; + linkTextStyle.alignment = TextAnchor.MiddleLeft; + + boldTextStyle = boldTextStyle ?? new GUIStyle( GUI.skin.label );//GUI.skin.label); + boldTextStyle.fontStyle = FontStyle.Bold; + boldTextStyle.alignment = TextAnchor.MiddleLeft; + + // #if UNITY_4 + // richTextLabel.richText = true; + // #endif + + advertisementStyle = advertisementStyle ?? new GUIStyle(GUI.skin.button); + advertisementStyle.normal.background = null; + + if(banner != null) + GUILayout.Label(banner); + + // mm = EditorGUI.IntField(new Rect(Screen.width - 200, 100, 200, 18), "W: ", mm); + + { + GUILayout.Label("Thank you for purchasing " + ProductName + ". Your support allows us to keep developing this and future tools for everyone.", EditorStyles.wordWrappedLabel); + GUILayout.Space(2); + GUILayout.Label("Read these quick \"ProTips\" before starting:", headerTextStyle); + + GUILayout.BeginHorizontal(); + GUILayout.Label("1) ", GUILayout.MinWidth(16), GUILayout.MaxWidth(16)); + GUILayout.Label("Register", boldTextStyle, GUILayout.MinWidth(58), GUILayout.MaxWidth(58)); + GUILayout.Label("for instant email updates, send your invoice # to", GUILayout.MinWidth(284), GUILayout.MaxWidth(284)); + if( GUILayout.Button("contact@procore3d.com", linkTextStyle, GUILayout.MinWidth(142), GUILayout.MaxWidth(142)) ) + Application.OpenURL("mailto:contact@procore3d.com?subject=Sign me up for the Beta!"); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("2) ", GUILayout.MinWidth(16), GUILayout.MaxWidth(16)); + GUILayout.Label("Report bugs", boldTextStyle, GUILayout.MinWidth(82), GUILayout.MaxWidth(82)); + GUILayout.Label("to the ProCore Forum at", GUILayout.MinWidth(144), GUILayout.MaxWidth(144)); + if( GUILayout.Button("www.procore3d.com/forum", linkTextStyle, GUILayout.MinWidth(162), GUILayout.MaxWidth(162)) ) + Application.OpenURL("http://www.procore3d.com/forum"); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("3) ", GUILayout.MinWidth(16), GUILayout.MaxWidth(16)); + GUILayout.Label("Customize!", boldTextStyle, GUILayout.MinWidth(74), GUILayout.MaxWidth(74)); + GUILayout.Label("Click on \"Edit > Preferences\" then \"" + ProductName + "\"", GUILayout.MinWidth(276), GUILayout.MaxWidth(276)); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("4) ", GUILayout.MinWidth(16), GUILayout.MaxWidth(16)); + GUILayout.Label("Documentation", boldTextStyle, GUILayout.MinWidth(102), GUILayout.MaxWidth(102)); + GUILayout.Label("Tutorials, & more info:", GUILayout.MinWidth(132), GUILayout.MaxWidth(132)); + if( GUILayout.Button("www.procore3d.com/" + ProductName.ToLower(), linkTextStyle, GUILayout.MinWidth(190), GUILayout.MaxWidth(190)) ) + Application.OpenURL("http://www.procore3d.com/" + ProductName.ToLower()); + GUILayout.EndHorizontal(); + + GUILayout.Space(4); + + GUILayout.BeginHorizontal(GUILayout.MaxWidth(50)); + + GUILayout.Label("Links:", boldTextStyle); + + linkTextStyle.fontStyle = FontStyle.Italic; + linkTextStyle.alignment = TextAnchor.MiddleCenter; + + if( GUILayout.Button("procore3d.com", linkTextStyle)) + Application.OpenURL("http://www.procore3d.com"); + + if( GUILayout.Button("facebook", linkTextStyle)) + Application.OpenURL("http://www.facebook.com/probuilder3d"); + + if( GUILayout.Button("twitter", linkTextStyle)) + Application.OpenURL("http://www.twitter.com/probuilder3d"); + + linkTextStyle.fontStyle = FontStyle.Normal; + GUILayout.EndHorizontal(); + + GUILayout.Space(4); + } + + HorizontalLine(); + + // always bold the first line (cause it's the version info stuff) + scroll = EditorGUILayout.BeginScrollView(scroll); + GUILayout.Label(ProductName + " | version: " + ProductVersion, EditorStyles.boldLabel); + GUILayout.Label("\n" + changelog); + EditorGUILayout.EndScrollView(); + + HorizontalLine(); + + GUILayout.Label("More ProCore Products", EditorStyles.boldLabel); + + int pad = advertisements.Length * AD_HEIGHT > Screen.width ? 22 : 6; + adScroll = EditorGUILayout.BeginScrollView(adScroll, false, false, GUILayout.MinHeight(AD_HEIGHT + pad), GUILayout.MaxHeight(AD_HEIGHT + pad)); + GUILayout.BeginHorizontal(); + + foreach(AdvertisementThumb ad in advertisements) + { + if(ad.url.ToLower().Contains(ProductName.ToLower())) + continue; + + if(GUILayout.Button(ad.guiContent, advertisementStyle, + GUILayout.MinWidth(AD_HEIGHT), GUILayout.MaxWidth(AD_HEIGHT), + GUILayout.MinHeight(AD_HEIGHT), GUILayout.MaxHeight(AD_HEIGHT))) + { + Application.OpenURL(ad.url); + } + } + GUILayout.EndHorizontal(); + EditorGUILayout.EndScrollView(); + /* shill other products */ + } + + /** + * Draw a horizontal line across the screen and update the guilayout. + */ + void HorizontalLine() + { + Rect r = GUILayoutUtility.GetLastRect(); + Color og = GUI.backgroundColor; + GUI.backgroundColor = Color.black; + GUI.Box(new Rect(0f, r.y + r.height + 2, Screen.width, 2f), ""); + GUI.backgroundColor = og; + + GUILayout.Space(6); + } +#endregion + +#region Data Parsing + + /* rich text ain't wuurkin' in unity 3.5 */ + const string RemoveBraketsRegex = "(\\<.*?\\>)"; + + /** + * Open VersionInfo and Changelog and pull out text to populate vars for OnGUI to display. + */ + void PopulateDataFields(string entryPath) + { + /* Get data from VersionInfo.txt */ + TextAsset versionInfo = (TextAsset)AssetDatabase.LoadAssetAtPath( entryPath, typeof(TextAsset)); + + ProductName = ""; + // ProductIdentifer = ""; + ProductVersion = ""; + ChangelogPath = ""; + + if(versionInfo != null) + { + string[] txt = versionInfo.text.Split('\n'); + foreach(string cheese in txt) + { + if(cheese.StartsWith("name:")) + ProductName = cheese.Replace("name: ", "").Trim(); + else + if(cheese.StartsWith("version:")) + ProductVersion = cheese.Replace("version: ", "").Trim(); + else + if(cheese.StartsWith("changelog:")) + ChangelogPath = cheese.Replace("changelog: ", "").Trim(); + } + } + + // notes = notes.Trim(); + + /* Get first entry in changelog.txt */ + TextAsset changelogText = (TextAsset)AssetDatabase.LoadAssetAtPath( ChangelogPath, typeof(TextAsset)); + + if(changelogText) + { + string[] split = changelogText.text.Split( new string[] {"--"}, System.StringSplitOptions.RemoveEmptyEntries ); + StringBuilder sb = new StringBuilder(); + string[] newLineSplit = split[0].Trim().Split('\n'); + for(int i = 2; i < newLineSplit.Length; i++) + sb.AppendLine(newLineSplit[i]); + + changelog = sb.ToString(); + } + } + + private static bool GetField(string path, string field, out string value) + { + TextAsset entry = (TextAsset)AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)); + value = ""; + + if(!entry) return false; + + foreach(string str in entry.text.Split('\n')) + { + if(str.Contains(field)) + { + value = str.Replace(field, "").Trim(); + return true; + } + } + + return false; + } +#endregion +} diff --git a/assignment10final/Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs.meta b/assignment10final/Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs.meta new file mode 100644 index 0000000..f0d7a91 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 397122f2e7afcb643bc5232d77a09e1c +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/About/Images.meta b/assignment10final/Assets/ProCore/ProGrids/About/Images.meta new file 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`ProGridsConditionalSnapAttribute` to disable or conditionally disable snapping on objects. + - Increase accessible grid multiplier range. + +# Bug Fixes + - Fix sRGB import settings on icons. + - Prevert overflow when increasing grid multiplier. + +-- ProGrids 2.3.0f0 - + +# Features + - Add option to set major line increment. + - Automatically hide and show the Unity grid when opening / closing ProGrids. + +# Bug Fixes + - Fix bug where ProGrids could fail to find icons when root folder is moved. + - Fix bug where ProGrids would not remember it's state between Unity sessions. + +# Changes + - Slightly increase opacity of default grid colors. + +-- ProGrids 2.2.7f0 - + +# Bug Fixes + - Fix cases where `Snap on Selected Axes` would sometimes be unset. + +-- ProGrids 2.2.6f0 - + +# Bug Fixes + - Fix warnings in Unity 5.4 regarding API use during serialization. + +-- ProGrids 2.2.5f0 - + +# Bug Fixes + - Fix an issue where ProGrids would not stay open across Unity restarts. + +-- ProGrids 2.2.4f0 - + +# Bug Fixes + - Fix issue where adjusting grid offset would not repaint grid. + - Attempt to load GUI resources on deserialization, possibly addressing issues with menu icons not loading. + +-- ProGrids 2.2.3f0 - + +# Bug Fixes + - If icons aren't found, search the project for matching images (allows user to rename or move ProGrids folder). + - Make menu usable even if icons aren't found in project. + - Fix bug where grid would fail to render on Mac. + - Improve performance of grid rendering and increase draw distance. + +-- ProGrids 2.2.2f0 - + +# Bug Fixes + - Fix possible leak in pg_GridRenderer. + - Fix 10th line highlight being lost on script reload. + - Remember open/closed state between Unity loads. + - Fix bug where multiple ProGrids instances could potentially be instantiated. + +-- ProGrids 2.2.1f0 - + +# Features + - New interface jettisons bulky Editor Window in favor of a minimal dropdown in the active sceneview. + - New "Predictive Grid" option will automatically change the grid plane to best match the current movement. + - Add option to snap all selected objects independently of on another (toggle off "Snap as Group"). + +# Bug Fixes + - Improve support for multiple open scene view windows. + - Respect local rotation when calculating snap value. + +-- ProGrids 2.1.7f0 - + +# Features + - Add preference to enabled snapping scale values. + +-- ProGrids 2.1.6p2 - + +# Features + - Unity 5 compatibility. + +# Patch 1 + - Add documentation PDF. + +# Patch 2 + - Fix Upgradable API warning. + - Fix version marking in About. + +-- ProGrids 2.1.5 - + +# Bug Fixes + - Fix crash on OSX in Unity 5. + - Remember grid position when closing and re-opening ProGrids. + - Grid lines no longer render on top of geometry in Deferred Rendering. + - Improve performance of Editor when rendering perspective grids. + +-- ProGrids 2.1.4 - + +# Bug Fixes + - Remember On/Off state when closing window. + - ProBuilder now respects temporary snapping disable toggle. + - ProBuilder now respects temporary axis constraint toggles. + - Snap value resolution now retained when using -/+ keys to increase or decrease size. + +# Changes + - Remove deprecated SixBySeven.dll. + - Remove unused font from Resources folder. + +-- ProGrids 2.1.3 - + +# Bug Fixes + - Catch instance where GridRenderer would not detect Deferred Rendering path, causing grid to appear black and spotty. + - Remember grid show/hide preferences across Unity launches. + +-- ProGrids 2.1.2 - + +# Bug Fixes + - Fix missing grid when using Deferred Rendering path. + - Fix conflicting shortcut for toggle axis constraints. + +-- ProGrids 2.1.1 - + +# Features + - New perspective plane grids. + - New perspective 3d grid. + - Redesigned interface + - New `[` and `]` shortcuts decrease and increase grid resolution. + - New `-` and `+` shortcuts move 3d plane grid forwards and backwards along axis. + - New `\` shortcut key to toggle between orthographic axis and perspective modes. + - Improve orthographic grid rendering performance. + - Highlight every 10th line. + - New preference toggles use of Axis Constraints while dragging objects (use 'C' key to invert preference on the fly). + - Shiny new About window. + +# Bug Fixes + - Update grid in real time while modifying preferences. + - Catch a rare divide by zero exception on Unity 3. + +# Changes + - Move ProGrids from 6by7 folder to ProCore. + - Use new `ProCore.dll` library instead of `SixBySeven.dll`. diff --git a/assignment10final/Assets/ProCore/ProGrids/About/changelog.txt.meta b/assignment10final/Assets/ProCore/ProGrids/About/changelog.txt.meta new file mode 100644 index 0000000..5fe1eeb --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/About/changelog.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0ed9527ca682a804198b6fc47623896c +timeCreated: 18446744011573954816 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt b/assignment10final/Assets/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt new file mode 100644 index 0000000..c688e97 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt @@ -0,0 +1,5 @@ +name: ProGrids +identifier: ProGrids2_AboutWindowIdentifier +version: 2.5.0f0 +date: 8-3-2017 +changelog: Assets/ProCore/ProGrids/About/changelog.txt diff --git a/assignment10final/Assets/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt.meta b/assignment10final/Assets/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt.meta new file mode 100644 index 0000000..a058b14 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a245335660a4654f8bee9ca0cbf5f36 +timeCreated: 18446744011573954816 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes.meta b/assignment10final/Assets/ProCore/ProGrids/Classes.meta new file mode 100644 index 0000000..e4f78ab --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2102937ec2f1e75418236fac598f9798 +folderAsset: yes +timeCreated: 1518451281 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Constant.cs b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Constant.cs new file mode 100644 index 0000000..a6a5390 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Constant.cs @@ -0,0 +1,41 @@ +#define PRO + +using UnityEngine; +using System.Collections; + +namespace ProGrids +{ + public static class pg_Constant + { + public const string ProGridsIsEnabled = "pgProGridsIsEnabled"; + public const string ProGridsIsExtended = "pgProGridsIsExtended"; + public const string ProGridsUpgradeURL = "http://u3d.as/content/six-by-seven-studio/pro-grids/3ov"; + public const string SnapValue = "pgSnapValue"; + public const string SnapMultiplier = "pgSnapMultiplier"; + public const string SnapEnabled = "pgSnapEnabled"; + public const string UseAxisConstraints = "pgUseAxisConstraints"; + public const string LastOrthoToggledRotation = "pgLastOrthoToggledRotation"; + public const string BracketIncreaseValue = "pgBracketIncreaseValue"; + public const string GridUnit = "pg_GridUnit"; + public const string LockGrid = "pg_LockGrid"; + public const string LockedGridPivot = "pg_LockedGridPivot"; + public const string PGVersion = "pg_Version"; + public const string GridAxis = "pg_GridAxis"; + public const string PerspGrid = "pg_PerspGrid"; + public const string SnapScale = "pg_SnapOnScale"; + public const string PredictiveGrid = "pg_PredictiveGrid"; + public const string SnapAsGroup = "pg_SnapAsGroup"; + public const string MajorLineIncrement = "pg_MajorLineIncrement"; + public const string SyncUnitySnap = "pg_SyncUnitySnap"; + + public const float METER = 1f; + #if PRO + public const float CENTIMETER = .01f; + public const float MILLIMETER = .001f; + public const float INCH = 0.0253999862840074f; + public const float FOOT = 0.3048f; + public const float YARD = 1.09361f; + public const float PARSEC = 5f; + #endif + } +} diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Constant.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Constant.cs.meta new file mode 100644 index 0000000..a7003c4 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Constant.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8b2cff15c28de0f4ba38eafc29cd64fa +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Enum.cs b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Enum.cs new file mode 100644 index 0000000..c099b97 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Enum.cs @@ -0,0 +1,102 @@ +#define PRO + +using UnityEngine; +using System.Collections; + +namespace ProGrids +{ + public enum Axis { + None = 0x0, + X = 0x1, + Y = 0x2, + Z = 0x4, + NegX = 0x8, + NegY = 0x16, + NegZ = 0x32 + } + + public enum SnapUnit { + Meter, + #if PRO + Centimeter, + Millimeter, + Inch, + Foot, + Yard, + Parsec + #endif + } + + public static class pg_Enum + { + /** + * Multiplies a Vector3 using the inverse value of an axis (eg, Axis.Y becomes Vector3(1, 0, 1) ) + */ + public static Vector3 InverseAxisMask(Vector3 v, Axis axis) + { + switch(axis) + { + case Axis.X: + case Axis.NegX: + return Vector3.Scale(v, new Vector3(0f, 1f, 1f)); + + case Axis.Y: + case Axis.NegY: + return Vector3.Scale(v, new Vector3(1f, 0f, 1f)); + + case Axis.Z: + case Axis.NegZ: + return Vector3.Scale(v, new Vector3(1f, 1f, 0f)); + + default: + return v; + } + } + + public static Vector3 AxisMask(Vector3 v, Axis axis) + { + switch(axis) + { + case Axis.X: + case Axis.NegX: + return Vector3.Scale(v, new Vector3(1f, 0f, 0f)); + + case Axis.Y: + case Axis.NegY: + return Vector3.Scale(v, new Vector3(0f, 1f, 0f)); + + case Axis.Z: + case Axis.NegZ: + return Vector3.Scale(v, new Vector3(0f, 0f, 1f)); + + default: + return v; + } + } + + public static float SnapUnitValue(SnapUnit su) + { + switch(su) + { + case SnapUnit.Meter: + return pg_Constant.METER; +#if PRO + case SnapUnit.Centimeter: + return pg_Constant.CENTIMETER; + case SnapUnit.Millimeter: + return pg_Constant.MILLIMETER; + case SnapUnit.Inch: + return pg_Constant.INCH; + case SnapUnit.Foot: + return pg_Constant.FOOT; + case SnapUnit.Yard: + return pg_Constant.YARD; + case SnapUnit.Parsec: + return pg_Constant.PARSEC; +#endif + default: + return pg_Constant.METER; + } + } + } +} \ No newline at end of file diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Enum.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Enum.cs.meta new file mode 100644 index 0000000..088869e --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Enum.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d3b407d7cf143004f8e7f9de0969d275 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs new file mode 100644 index 0000000..e79f0e7 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs @@ -0,0 +1,71 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Collections.Generic; + +namespace ProGrids +{ + [InitializeOnLoad] + public static class pg_IconUtility + { + const string ICON_FOLDER_PATH = "ProGridsToggles"; + private static string iconFolderPath = "Assets/ProCore/ProGrids/GUI/ProGridsToggles/"; + + static pg_IconUtility() + { + if(!Directory.Exists(iconFolderPath)) + { + string folder = FindFolder(ICON_FOLDER_PATH); + + if(Directory.Exists(folder)) + iconFolderPath = folder; + } + } + + private static string FindFolder(string folder) + { +#if !UNITY_WEBPLAYER + string single = folder.Replace("\\", "/").Substring(folder.LastIndexOf('/') + 1); + + string[] matches = Directory.GetDirectories("Assets/", single, SearchOption.AllDirectories); + + foreach(string str in matches) + { + string path = str.Replace("\\", "/"); + + if(path.Contains(folder)) + { + if(!path.EndsWith("/")) + path += "/"; + + return path; + } + } +#endif + Debug.LogError("Could not locate ProGrids/GUI/ProGridsToggles folder. The ProGrids folder may be moved, but the contents of ProGrids must remain unmodified."); + + return ""; + } + + public static Texture2D LoadIcon(string iconName) + { + string iconPath = string.Format("{0}{1}", iconFolderPath, iconName); + + if(!File.Exists(iconPath)) + { + Debug.LogError("ProGrids failed to locate menu image: " + iconName + ".\nThis can happen if the GUI folder is moved or deleted. Deleting and re-importing ProGrids will fix this error."); + return (Texture2D) null; + } + + return LoadAssetAtPath(iconPath); + } + + static T LoadAssetAtPath(string path) where T : UnityEngine.Object + { + return (T) AssetDatabase.LoadAssetAtPath(path, typeof(T)); + } + } +} +#endif diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs.meta new file mode 100644 index 0000000..0edcf07 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 192dd82c3ebd3b647ae292174a2f36a6 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs new file mode 100644 index 0000000..1eeedb4 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using System; + +namespace ProGrids +{ + /** + * ProGridsNoSnapAttribute tells ProGrids to skip snapping on this object. + * Note - On Unity versions less than 5.2 this will not take effect until after a script + * reload. + */ + [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)] + public class ProGridsNoSnapAttribute : Attribute + { + } + + /** + * ProGridsConditionalSnapAttribute tells ProGrids to check `bool IsSnapEnabled()` function on this object. + */ + [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)] + public class ProGridsConditionalSnapAttribute : Attribute + { + } +} diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs.meta new file mode 100644 index 0000000..607fb37 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a00a369d82c4f7f47ae4dc5c2be474b8 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_SceneMeshRender.cs b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_SceneMeshRender.cs new file mode 100644 index 0000000..af6e5be --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_SceneMeshRender.cs @@ -0,0 +1,47 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; +using System.Linq; +using System.Collections; + +/** + * Despite the MonoBehaviour inheritance, this is an Editor-only script. + */ +[ExecuteInEditMode] +public class pg_SceneMeshRender : MonoBehaviour +{ + // HideFlags.DontSaveInEditor isn't exposed for whatever reason, so do the bit math on ints + // and just cast to HideFlags. + // HideFlags.HideInHierarchy | HideFlags.DontSaveInEditor | HideFlags.NotEditable + HideFlags SceneCameraHideFlags = (HideFlags) (1 | 4 | 8); + + public Mesh mesh; + public Material material; + + void OnDestroy() + { + if(mesh) DestroyImmediate(mesh); + if(material) DestroyImmediate(material); + } + + void OnRenderObject() + { + // instead of relying on 'SceneCamera' string comparison, check if the hideflags match. + // this could probably even just check for one bit match, since chances are that any + // game view camera isn't going to have hideflags set. + if( (Camera.current.gameObject.hideFlags & SceneCameraHideFlags) != SceneCameraHideFlags || Camera.current.name != "SceneCamera" ) + return; + + if(material == null || mesh == null) + { + + GameObject.DestroyImmediate(this.gameObject); + // Debug.Log("NULL MESH || MATERIAL"); + return; + } + + material.SetPass(0); + Graphics.DrawMeshNow(mesh, Vector3.zero, Quaternion.identity, 0); + } +} +#endif diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_SceneMeshRender.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_SceneMeshRender.cs.meta new file mode 100644 index 0000000..b1dedb4 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_SceneMeshRender.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bb0712ebbf8b03f46a1c36447cee2893 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Util.cs b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Util.cs new file mode 100644 index 0000000..3bce0c9 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Util.cs @@ -0,0 +1,369 @@ +#if UNITY_EDITOR || !(UNITY_WP_8_1 || UNITY_WSA || UNITY_WSA_8_1 || UNITY_WSA_10_0 || UNITY_WINRT || UNITY_WINRT_8_1 || UNITY_WINRT_10_0) + +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System; +using System.Linq; +using System.Reflection; + +namespace ProGrids +{ + public static class pg_Util + { + public static Color ColorWithString(string value) + { + string valid = "01234567890.,"; + value = new string(value.Where(c => valid.Contains(c)).ToArray()); + string[] rgba = value.Split(','); + + // BRIGHT pink + if(rgba.Length < 4) + return new Color(1f, 0f, 1f, 1f); + + return new Color( + float.Parse(rgba[0]), + float.Parse(rgba[1]), + float.Parse(rgba[2]), + float.Parse(rgba[3])); + } + + private static Vector3 VectorToMask(Vector3 vec) + { + return new Vector3( Mathf.Abs(vec.x) > Mathf.Epsilon ? 1f : 0f, + Mathf.Abs(vec.y) > Mathf.Epsilon ? 1f : 0f, + Mathf.Abs(vec.z) > Mathf.Epsilon ? 1f : 0f ); + } + + private static Axis MaskToAxis(Vector3 vec) + { + Axis axis = Axis.None; + if( Mathf.Abs(vec.x) > 0 ) axis |= Axis.X; + if( Mathf.Abs(vec.y) > 0 ) axis |= Axis.Y; + if( Mathf.Abs(vec.z) > 0 ) axis |= Axis.Z; + return axis; + } + + private static Axis BestAxis(Vector3 vec) + { + float x = Mathf.Abs(vec.x); + float y = Mathf.Abs(vec.y); + float z = Mathf.Abs(vec.z); + + return (x > y && x > z) ? Axis.X : ((y > x && y > z) ? Axis.Y : Axis.Z); + } + + public static Axis CalcDragAxis(Vector3 movement, Camera cam) + { + Vector3 mask = VectorToMask(movement); + + if(mask.x + mask.y + mask.z == 2) + { + return MaskToAxis(Vector3.one - mask); + } + else + { + switch( MaskToAxis(mask) ) + { + case Axis.X: + if( Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.up)) < Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.forward))) + return Axis.Z; + else + return Axis.Y; + + case Axis.Y: + if( Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.right)) < Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.forward))) + return Axis.Z; + else + return Axis.X; + + case Axis.Z: + if( Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.right)) < Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.up))) + return Axis.Y; + else + return Axis.X; + default: + + return Axis.None; + } + } + } + + public static float ValueFromMask(Vector3 val, Vector3 mask) + { + if(Mathf.Abs(mask.x) > .0001f) + return val.x; + else if(Mathf.Abs(mask.y) > .0001f) + return val.y; + else + return val.z; + } + + public static Vector3 SnapValue(Vector3 val, float snapValue) + { + float _x = val.x, _y = val.y, _z = val.z; + return new Vector3( + Snap(_x, snapValue), + Snap(_y, snapValue), + Snap(_z, snapValue) + ); + } + + /** + * Fetch a type with name and optional assembly name. `type` should include namespace. + */ + private static Type GetType(string type, string assembly = null) + { + Type t = Type.GetType(type); + + if(t == null) + { + IEnumerable assemblies = AppDomain.CurrentDomain.GetAssemblies(); + + 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; + } + + public static void SetUnityGridEnabled(bool isEnabled) + { + try + { + Type annotationUtility = GetType("UnityEditor.AnnotationUtility"); + PropertyInfo pi = annotationUtility.GetProperty("showGrid", BindingFlags.NonPublic | BindingFlags.Static); + pi.SetValue(null, isEnabled, BindingFlags.NonPublic | BindingFlags.Static, null, null, null); + } + catch + {} + } + + public static bool GetUnityGridEnabled() + { + try + { + Type annotationUtility = GetType("UnityEditor.AnnotationUtility"); + PropertyInfo pi = annotationUtility.GetProperty("showGrid", BindingFlags.NonPublic | BindingFlags.Static); + return (bool) pi.GetValue(null, null); + } + catch + {} + + return false; + } + + const float EPSILON = .0001f; + public static Vector3 SnapValue(Vector3 val, Vector3 mask, float snapValue) + { + + float _x = val.x, _y = val.y, _z = val.z; + return new Vector3( + ( Mathf.Abs(mask.x) < EPSILON ? _x : Snap(_x, snapValue) ), + ( Mathf.Abs(mask.y) < EPSILON ? _y : Snap(_y, snapValue) ), + ( Mathf.Abs(mask.z) < EPSILON ? _z : Snap(_z, snapValue) ) + ); + } + + public static Vector3 SnapToCeil(Vector3 val, Vector3 mask, float snapValue) + { + float _x = val.x, _y = val.y, _z = val.z; + return new Vector3( + ( Mathf.Abs(mask.x) < EPSILON ? _x : SnapToCeil(_x, snapValue) ), + ( Mathf.Abs(mask.y) < EPSILON ? _y : SnapToCeil(_y, snapValue) ), + ( Mathf.Abs(mask.z) < EPSILON ? _z : SnapToCeil(_z, snapValue) ) + ); + } + + public static Vector3 SnapToFloor(Vector3 val, float snapValue) + { + float _x = val.x, _y = val.y, _z = val.z; + return new Vector3( + SnapToFloor(_x, snapValue), + SnapToFloor(_y, snapValue), + SnapToFloor(_z, snapValue) + ); + } + + public static Vector3 SnapToFloor(Vector3 val, Vector3 mask, float snapValue) + { + float _x = val.x, _y = val.y, _z = val.z; + return new Vector3( + ( Mathf.Abs(mask.x) < EPSILON ? _x : SnapToFloor(_x, snapValue) ), + ( Mathf.Abs(mask.y) < EPSILON ? _y : SnapToFloor(_y, snapValue) ), + ( Mathf.Abs(mask.z) < EPSILON ? _z : SnapToFloor(_z, snapValue) ) + ); + } + + public static float Snap(float val, float round) + { + return round * Mathf.Round(val / round); + } + + public static float SnapToFloor(float val, float snapValue) + { + return snapValue * Mathf.Floor(val / snapValue); + } + + public static float SnapToCeil(float val, float snapValue) + { + return snapValue * Mathf.Ceil(val / snapValue); + } + + public static Vector3 CeilFloor(Vector3 v) + { + v.x = v.x < 0 ? -1 : 1; + v.y = v.y < 0 ? -1 : 1; + v.z = v.z < 0 ? -1 : 1; + + return v; + } + + abstract class SnapEnabledOverride + { + public abstract bool IsEnabled(); + } + + class SnapIsEnabledOverride : SnapEnabledOverride + { + bool m_SnapIsEnabled; + + public SnapIsEnabledOverride(bool snapIsEnabled) + { + m_SnapIsEnabled = snapIsEnabled; + } + + public override bool IsEnabled() { return m_SnapIsEnabled; } + } + + class ConditionalSnapOverride : SnapEnabledOverride + { + public System.Func m_IsEnabledDelegate; + + public ConditionalSnapOverride(System.Func d) + { + m_IsEnabledDelegate = d; + } + + public override bool IsEnabled() { return m_IsEnabledDelegate(); } + } + + private static Dictionary m_SnapOverrideCache = new Dictionary(); + private static Dictionary m_NoSnapAttributeTypeCache = new Dictionary(); + private static Dictionary m_ConditionalSnapAttributeCache = new Dictionary(); + + public static void ClearSnapEnabledCache() + { + m_SnapOverrideCache.Clear(); + } + + public static bool SnapIsEnabled(Transform t) + { + SnapEnabledOverride so; + + if(m_SnapOverrideCache.TryGetValue(t, out so)) + return so.IsEnabled(); + + object[] attribs = null; + + foreach(Component c in t.GetComponents()) + { + if(c == null) + continue; + + Type type = c.GetType(); + + bool hasNoSnapAttrib; + + if(m_NoSnapAttributeTypeCache.TryGetValue(type, out hasNoSnapAttrib)) + { + if(hasNoSnapAttrib) + { + m_SnapOverrideCache.Add(t, new SnapIsEnabledOverride(!hasNoSnapAttrib)); + return true; + } + } + else + { + attribs = type.GetCustomAttributes(true); + hasNoSnapAttrib = attribs.Any(x => x != null && x.ToString().Contains("ProGridsNoSnap")); + m_NoSnapAttributeTypeCache.Add(type, hasNoSnapAttrib); + + if(hasNoSnapAttrib) + { + m_SnapOverrideCache.Add(t, new SnapIsEnabledOverride(!hasNoSnapAttrib)); + return true; + } + } + + MethodInfo mi; + + if(m_ConditionalSnapAttributeCache.TryGetValue(type, out mi)) + { + if(mi != null) + { + m_SnapOverrideCache.Add(t, new ConditionalSnapOverride(() => { return (bool) mi.Invoke(c, null); })); + return (bool) mi.Invoke(c, null); + } + } + else + { + if( attribs.Any(x => x != null && x.ToString().Contains("ProGridsConditionalSnap")) ) + { + mi = type.GetMethod("IsSnapEnabled", BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic | BindingFlags.Public); + + m_ConditionalSnapAttributeCache.Add(type, mi); + + if(mi != null) + { + m_SnapOverrideCache.Add(t, new ConditionalSnapOverride(() => { return (bool) mi.Invoke(c, null); })); + return (bool) mi.Invoke(c, null); + } + } + else + { + m_ConditionalSnapAttributeCache.Add(type, null); + } + } + } + + m_SnapOverrideCache.Add(t, new SnapIsEnabledOverride(true)); + + return true; + } + } + + public static class PGExtensions + { + public static bool Contains(this Transform[] t_arr, Transform t) + { + for(int i = 0; i < t_arr.Length; i++) + if(t_arr[i] == t) + return true; + return false; + } + + public static float Sum(this Vector3 v) + { + return v[0] + v[1] + v[2]; + } + + public static bool InFrustum(this Camera cam, Vector3 point) + { + Vector3 p = cam.WorldToViewportPoint(point); + return (p.x >= 0f && p.x <= 1f) && + (p.y >= 0f && p.y <= 1f) && + p.z >= 0f; + } + } + +} +#endif diff --git a/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Util.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Util.cs.meta new file mode 100644 index 0000000..9730b4c --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Classes/pg_Util.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8e12ec5ca21bb5842aa4a54b18874a11 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor.meta b/assignment10final/Assets/ProCore/ProGrids/Editor.meta new file mode 100644 index 0000000..64caa7b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7e7089ffb8ce16f48a7ab8eb8e090929 +folderAsset: yes +timeCreated: 1518451281 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Editor.cs b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Editor.cs new file mode 100644 index 0000000..163b5ba --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Editor.cs @@ -0,0 +1,1670 @@ +/** + * 7/8/2013 + */ +#define PRO + +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using System.Reflection; +using System; +using System.Linq; + +namespace ProGrids +{ + [InitializeOnLoad] + public static class pg_Initializer + { + /** + * When opening Unity, remember whether or not ProGrids was open when Unity was shut down last. + */ + static pg_Initializer() + { + if (EditorPrefs.GetBool(pg_Constant.ProGridsIsEnabled)) + { + if (pg_Editor.instance == null) + pg_Editor.InitProGrids(); + else + EditorApplication.delayCall += pg_Editor.instance.Initialize; + } + } + } + + public class pg_Editor : ScriptableObject, ISerializationCallbackReceiver + { + + #region MEMBERS + + public static pg_Editor instance + { + get + { + if (_instance == null) + { + pg_Editor[] editor = Resources.FindObjectsOfTypeAll(); + + if (editor != null && editor.Length > 0) + { + _instance = editor[0]; + + for (int i = 1; i < editor.Length; i++) + { + GameObject.DestroyImmediate(editor[i]); + } + } + } + + return _instance; + } + + set + { + _instance = value; + } + } + private static pg_Editor _instance; + + Color oldColor; + + private bool useAxisConstraints + { + get { return EditorPrefs.GetBool(pg_Constant.UseAxisConstraints); } + set { EditorPrefs.SetBool(pg_Constant.UseAxisConstraints, value); } + } + + [SerializeField] + private bool snapEnabled = true; + [SerializeField] + private SnapUnit snapUnit = SnapUnit.Meter; +#if PRO + private float snapValue = 1f; // the actual snap value, taking into account unit size + private float t_snapValue = 1f; // what the user sees +#else + private float snapValue = .25f; + private float t_snapValue = .25f; +#endif + private bool drawGrid = true; + private bool drawAngles = false; + public float angleValue = 45f; + private bool gridRepaint = true; + public bool predictiveGrid = true; + + private bool _snapAsGroup = true; + public bool snapAsGroup + { + get + { + return EditorPrefs.HasKey(pg_Constant.SnapAsGroup) ? EditorPrefs.GetBool(pg_Constant.SnapAsGroup) : true; + } + + set + { + _snapAsGroup = value; + EditorPrefs.SetBool(pg_Constant.SnapAsGroup, _snapAsGroup); + } + } + + public bool fullGrid { get; private set; } + + private bool _scaleSnapEnabled = false; + public bool ScaleSnapEnabled + { + get + { + return EditorPrefs.HasKey(pg_Constant.SnapScale) ? EditorPrefs.GetBool(pg_Constant.SnapScale) : false; + } + + set + { + _scaleSnapEnabled = value; + EditorPrefs.SetBool(pg_Constant.SnapScale, _scaleSnapEnabled); + } + } + + private KeyCode m_IncreaseGridSizeShortcut = KeyCode.Equals; + private KeyCode m_DecreaseGridSizeShortcut = KeyCode.Minus; + private KeyCode m_NudgePerspectiveBackwardShortcut = KeyCode.LeftBracket; + private KeyCode m_NudgePerspectiveForwardShortcut = KeyCode.RightBracket; + private KeyCode m_NudgePerspectiveResetShortcut = KeyCode.Alpha0; + private KeyCode m_CyclePerspectiveShortcut = KeyCode.Backslash; + + bool lockGrid = false; + private Axis renderPlane = Axis.Y; + +#if PG_DEBUG + private GameObject _pivotGo; + public GameObject pivotGo + { + get + { + if(_pivotGo == null) + { + GameObject find = GameObject.Find("PG_PIVOT_CUBE"); + + if(find == null) + { + _pivotGo = GameObject.CreatePrimitive(PrimitiveType.Cube); + _pivotGo.name = "PG_PIVOT_CUBE"; + } + else + _pivotGo = find; + } + + return _pivotGo; + } + + set + { + _pivotGo = value; + } + } +#endif + #endregion + + #region CONSTANT + + const int VERSION = 22; + +#if PRO + const int WINDOW_HEIGHT = 240; +#else + const int WINDOW_HEIGHT = 260; +#endif + + const int DEFAULT_SNAP_MULTIPLIER = 2048; + + const int MAX_LINES = 150; // the maximum amount of lines to display on screen in either direction + public static float alphaBump; // Every tenth line gets an alpha bump by this amount + const int BUTTON_SIZE = 46; + + private Texture2D icon_extendoClose, icon_extendoOpen; + + [SerializeField] + private pg_ToggleContent gc_SnapToGrid = new pg_ToggleContent("Snap", "", "Snaps all selected objects to grid."); + [SerializeField] + private pg_ToggleContent gc_GridEnabled = new pg_ToggleContent("Hide", "Show", "Toggles drawing of guide lines on or off. Note that object snapping is not affected by this setting."); + [SerializeField] + private pg_ToggleContent gc_SnapEnabled = new pg_ToggleContent("On", "Off", "Toggles snapping on or off."); + [SerializeField] + private pg_ToggleContent gc_LockGrid = new pg_ToggleContent("Lock", "Unlck", "Lock the perspective grid center in place."); + [SerializeField] + private pg_ToggleContent gc_AngleEnabled = new pg_ToggleContent("> On", "> Off", "If on, ProGrids will draw angled line guides. Angle is settable in degrees."); + [SerializeField] + private pg_ToggleContent gc_RenderPlaneX = new pg_ToggleContent("X", "X", "Renders a grid on the X plane."); + [SerializeField] + private pg_ToggleContent gc_RenderPlaneY = new pg_ToggleContent("Y", "Y", "Renders a grid on the Y plane."); + [SerializeField] + private pg_ToggleContent gc_RenderPlaneZ = new pg_ToggleContent("Z", "Z", "Renders a grid on the Z plane."); + [SerializeField] + private pg_ToggleContent gc_RenderPerspectiveGrid = new pg_ToggleContent("Full", "Plane", "Renders a 3d grid in perspective mode."); + [SerializeField] + private GUIContent gc_ExtendMenu = new GUIContent("", "Show or hide the scene view menu."); + [SerializeField] + private GUIContent gc_SnapIncrement = new GUIContent("", "Set the snap increment."); + #endregion + + #region PREFERENCES + + /** Settings **/ + public Color gridColorX, gridColorY, gridColorZ; + public Color gridColorX_primary, gridColorY_primary, gridColorZ_primary; + + // private bool lockOrthographic; + + public void LoadPreferences() + { + if ((EditorPrefs.HasKey(pg_Constant.PGVersion) ? EditorPrefs.GetInt(pg_Constant.PGVersion) : 0) != VERSION) + { + EditorPrefs.SetInt(pg_Constant.PGVersion, VERSION); + pg_Preferences.ResetPrefs(); + } + + if (EditorPrefs.HasKey(pg_Constant.SnapEnabled)) + { + snapEnabled = EditorPrefs.GetBool(pg_Constant.SnapEnabled); + } + + menuOpen = EditorPrefs.GetBool(pg_Constant.ProGridsIsExtended, true); + + SetSnapValue( + EditorPrefs.HasKey(pg_Constant.GridUnit) ? (SnapUnit)EditorPrefs.GetInt(pg_Constant.GridUnit) : SnapUnit.Meter, + EditorPrefs.HasKey(pg_Constant.SnapValue) ? EditorPrefs.GetFloat(pg_Constant.SnapValue) : 1, + EditorPrefs.HasKey(pg_Constant.SnapMultiplier) ? EditorPrefs.GetInt(pg_Constant.SnapMultiplier) : DEFAULT_SNAP_MULTIPLIER + ); + + m_IncreaseGridSizeShortcut = EditorPrefs.HasKey("pg_Editor::IncreaseGridSize") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::IncreaseGridSize") + : KeyCode.Equals; + m_DecreaseGridSizeShortcut = EditorPrefs.HasKey("pg_Editor::DecreaseGridSize") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::DecreaseGridSize") + : KeyCode.Minus; + m_NudgePerspectiveBackwardShortcut = EditorPrefs.HasKey("pg_Editor::NudgePerspectiveBackward") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::NudgePerspectiveBackward") + : KeyCode.LeftBracket; + m_NudgePerspectiveForwardShortcut = EditorPrefs.HasKey("pg_Editor::NudgePerspectiveForward") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::NudgePerspectiveForward") + : KeyCode.RightBracket; + m_NudgePerspectiveResetShortcut = EditorPrefs.HasKey("pg_Editor::NudgePerspectiveReset") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::NudgePerspectiveReset") + : KeyCode.Alpha0; + m_CyclePerspectiveShortcut = EditorPrefs.HasKey("pg_Editor::CyclePerspective") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::CyclePerspective") + : KeyCode.Backslash; + + lockGrid = EditorPrefs.GetBool(pg_Constant.LockGrid); + + if (lockGrid) + { + if (EditorPrefs.HasKey(pg_Constant.LockedGridPivot)) + { + string piv = EditorPrefs.GetString(pg_Constant.LockedGridPivot); + string[] pivsplit = piv.Replace("(", "").Replace(")", "").Split(','); + + float x, y, z; + if (!float.TryParse(pivsplit[0], out x)) goto NoParseForYou; + if (!float.TryParse(pivsplit[1], out y)) goto NoParseForYou; + if (!float.TryParse(pivsplit[2], out z)) goto NoParseForYou; + + pivot.x = x; + pivot.y = y; + pivot.z = z; + + NoParseForYou: + ; // appease the compiler + } + + } + + fullGrid = EditorPrefs.GetBool(pg_Constant.PerspGrid); + + renderPlane = EditorPrefs.HasKey(pg_Constant.GridAxis) ? (Axis)EditorPrefs.GetInt(pg_Constant.GridAxis) : Axis.Y; + + alphaBump = (EditorPrefs.HasKey("pg_alphaBump")) ? EditorPrefs.GetFloat("pg_alphaBump") : pg_Preferences.ALPHA_BUMP; + + gridColorX = (EditorPrefs.HasKey("gridColorX")) ? pg_Util.ColorWithString(EditorPrefs.GetString("gridColorX")) : pg_Preferences.GRID_COLOR_X; + gridColorX_primary = new Color(gridColorX.r, gridColorX.g, gridColorX.b, gridColorX.a + alphaBump); + gridColorY = (EditorPrefs.HasKey("gridColorY")) ? pg_Util.ColorWithString(EditorPrefs.GetString("gridColorY")) : pg_Preferences.GRID_COLOR_Y; + gridColorY_primary = new Color(gridColorY.r, gridColorY.g, gridColorY.b, gridColorY.a + alphaBump); + gridColorZ = (EditorPrefs.HasKey("gridColorZ")) ? pg_Util.ColorWithString(EditorPrefs.GetString("gridColorZ")) : pg_Preferences.GRID_COLOR_Z; + gridColorZ_primary = new Color(gridColorZ.r, gridColorZ.g, gridColorZ.b, gridColorZ.a + alphaBump); + + drawGrid = (EditorPrefs.HasKey("showgrid")) ? EditorPrefs.GetBool("showgrid") : pg_Preferences.SHOW_GRID; + + predictiveGrid = EditorPrefs.HasKey(pg_Constant.PredictiveGrid) ? EditorPrefs.GetBool(pg_Constant.PredictiveGrid) : true; + + _snapAsGroup = snapAsGroup; + _scaleSnapEnabled = ScaleSnapEnabled; + } + + private GUISkin sixBySevenSkin; + #endregion + + #region MENU + + [MenuItem("Tools/ProGrids/About", false, 0)] + public static void MenuAboutProGrids() + { + pg_AboutWindow.Init("Assets/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt", true); + } + + [MenuItem("Tools/ProGrids/ProGrids Window", false, 15)] + public static void InitProGrids() + { + if (instance == null) + { + EditorPrefs.SetBool(pg_Constant.ProGridsIsEnabled, true); + instance = ScriptableObject.CreateInstance(); + instance.hideFlags = HideFlags.DontSave; + EditorApplication.delayCall += instance.Initialize; + } + else + { + CloseProGrids(); + } + + SceneView.RepaintAll(); + } + + [MenuItem("Tools/ProGrids/Close ProGrids", true, 200)] + public static bool VerifyCloseProGrids() + { + return instance != null || Resources.FindObjectsOfTypeAll().Length > 0; + } + + [MenuItem("Tools/ProGrids/Close ProGrids")] + public static void CloseProGrids() + { + foreach (pg_Editor editor in Resources.FindObjectsOfTypeAll()) + editor.Close(); + } + + [MenuItem("Tools/ProGrids/Cycle SceneView Projection", false, 101)] + public static void CyclePerspective() + { + if (instance == null) return; + + SceneView scnvw = SceneView.lastActiveSceneView; + if (scnvw == null) return; + + int nextOrtho = EditorPrefs.GetInt(pg_Constant.LastOrthoToggledRotation); + switch (nextOrtho) + { + case 0: + scnvw.orthographic = true; + scnvw.LookAt(scnvw.pivot, Quaternion.Euler(Vector3.zero)); + nextOrtho++; + break; + + case 1: + scnvw.orthographic = true; + scnvw.LookAt(scnvw.pivot, Quaternion.Euler(Vector3.up * -90f)); + nextOrtho++; + break; + + case 2: + scnvw.orthographic = true; + scnvw.LookAt(scnvw.pivot, Quaternion.Euler(Vector3.right * 90f)); + nextOrtho++; + break; + + case 3: + scnvw.orthographic = false; + scnvw.LookAt(scnvw.pivot, new Quaternion(-0.1f, 0.9f, -0.2f, -0.4f)); + nextOrtho = 0; + break; + } + EditorPrefs.SetInt(pg_Constant.LastOrthoToggledRotation, nextOrtho); + } + + [MenuItem("Tools/ProGrids/Cycle SceneView Projection", true, 101)] + [MenuItem("Tools/ProGrids/Increase Grid Size", true, 203)] + [MenuItem("Tools/ProGrids/Decrease Grid Size", true, 202)] + public static bool VerifyGridSizeAdjustment() + { + return instance != null; + } + + [MenuItem("Tools/ProGrids/Decrease Grid Size", false, 202)] + public static void DecreaseGridSize() + { + if (instance == null) return; + + int multiplier = EditorPrefs.HasKey(pg_Constant.SnapMultiplier) ? EditorPrefs.GetInt(pg_Constant.SnapMultiplier) : DEFAULT_SNAP_MULTIPLIER; + float val = EditorPrefs.HasKey(pg_Constant.SnapValue) ? EditorPrefs.GetFloat(pg_Constant.SnapValue) : 1f; + + if (multiplier > 1) + multiplier /= 2; + + instance.SetSnapValue(instance.snapUnit, val, multiplier); + + SceneView.RepaintAll(); + } + + [MenuItem("Tools/ProGrids/Increase Grid Size", false, 203)] + public static void IncreaseGridSize() + { + if (instance == null) return; + + int multiplier = EditorPrefs.HasKey(pg_Constant.SnapMultiplier) ? EditorPrefs.GetInt(pg_Constant.SnapMultiplier) : DEFAULT_SNAP_MULTIPLIER; + float val = EditorPrefs.HasKey(pg_Constant.SnapValue) ? EditorPrefs.GetFloat(pg_Constant.SnapValue) : 1f; + + if (multiplier < int.MaxValue / 2) + multiplier *= 2; + + instance.SetSnapValue(instance.snapUnit, val, multiplier); + + SceneView.RepaintAll(); + } + + [MenuItem("Tools/ProGrids/Nudge Perspective Backward", true, 304)] + [MenuItem("Tools/ProGrids/Nudge Perspective Forward", true, 305)] + [MenuItem("Tools/ProGrids/Reset Perspective Nudge", true, 306)] + public static bool VerifyMenuNudgePerspective() + { + return instance != null && !instance.fullGrid && !instance.ortho && instance.lockGrid; + } + + [MenuItem("Tools/ProGrids/Nudge Perspective Backward", false, 304)] + public static void MenuNudgePerspectiveBackward() + { + if (!instance.lockGrid) return; + instance.offset -= instance.snapValue; + instance.gridRepaint = true; + SceneView.RepaintAll(); + } + + [MenuItem("Tools/ProGrids/Nudge Perspective Forward", false, 305)] + public static void MenuNudgePerspectiveForward() + { + if (!instance.lockGrid) return; + instance.offset += instance.snapValue; + instance.gridRepaint = true; + SceneView.RepaintAll(); + } + + [MenuItem("Tools/ProGrids/Reset Perspective Nudge", false, 306)] + public static void MenuNudgePerspectiveReset() + { + if (!instance.lockGrid) return; + instance.offset = 0; + instance.gridRepaint = true; + SceneView.RepaintAll(); + } + + public static void ForceRepaint() + { + if (instance != null) + { + instance.gridRepaint = true; + SceneView.RepaintAll(); + } + } + #endregion + + #region INITIALIZATION / SERIALIZATION + + public void OnBeforeSerialize() { } + + public void OnAfterDeserialize() + { + instance = this; + SceneView.onSceneGUIDelegate += OnSceneGUI; + EditorApplication.update += Update; + EditorApplication.hierarchyWindowChanged += HierarchyWindowChanged; + } + + void OnEnable() + { + instance.LoadGUIResources(); +#if !UNITY_4_6 && !UNITY_4_7 && !UNITY_5_0 && !UNITY_5_1 + Selection.selectionChanged += OnSelectionChange; +#endif + } + + public void Initialize() + { + SceneView.onSceneGUIDelegate -= OnSceneGUI; + EditorApplication.update -= Update; + EditorApplication.hierarchyWindowChanged -= HierarchyWindowChanged; + + SceneView.onSceneGUIDelegate += OnSceneGUI; + EditorApplication.update += Update; + EditorApplication.hierarchyWindowChanged += HierarchyWindowChanged; + + LoadGUIResources(); + LoadPreferences(); + instance = this; + pg_GridRenderer.Init(); + + SetMenuIsExtended(menuOpen); + + lastTime = Time.realtimeSinceStartup; + + // reset colors without changing anything + menuOpen = !menuOpen; + ToggleMenuVisibility(); + + if (drawGrid) + pg_Util.SetUnityGridEnabled(false); + + gridRepaint = true; + RepaintSceneView(); + } + + void OnDestroy() + { + this.Close(true); + } + + public void Close() + { + EditorPrefs.SetBool(pg_Constant.ProGridsIsEnabled, false); + GameObject.DestroyImmediate(this); +#if !UNITY_4_6 && !UNITY_4_7 && !UNITY_5_0 && !UNITY_5_1 + Selection.selectionChanged -= OnSelectionChange; +#endif + } + + public void Close(bool isBeingDestroyed) + { + pg_GridRenderer.Destroy(); + + SceneView.onSceneGUIDelegate -= OnSceneGUI; + EditorApplication.update -= Update; + EditorApplication.hierarchyWindowChanged -= HierarchyWindowChanged; + + instance = null; + + foreach (System.Action listener in toolbarEventSubscribers) + listener(false); + + pg_Util.SetUnityGridEnabled(true); + + SceneView.RepaintAll(); + } + + private void LoadGUIResources() + { + if (gc_GridEnabled.image_on == null) + gc_GridEnabled.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_Vis_On.png"); + + if (gc_GridEnabled.image_off == null) + gc_GridEnabled.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_Vis_Off.png"); + + if (gc_SnapEnabled.image_on == null) + gc_SnapEnabled.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_Snap_On.png"); + + if (gc_SnapEnabled.image_off == null) + gc_SnapEnabled.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_Snap_Off.png"); + + if (gc_SnapToGrid.image_on == null) + gc_SnapToGrid.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_PushToGrid_Normal.png"); + + if (gc_LockGrid.image_on == null) + gc_LockGrid.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_Lock_On.png"); + + if (gc_LockGrid.image_off == null) + gc_LockGrid.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_Lock_Off.png"); + + if (gc_AngleEnabled.image_on == null) + gc_AngleEnabled.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_AngleVis_On.png"); + + if (gc_AngleEnabled.image_off == null) + gc_AngleEnabled.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_AngleVis_Off.png"); + + if (gc_RenderPlaneX.image_on == null) + gc_RenderPlaneX.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_X_On.png"); + + if (gc_RenderPlaneX.image_off == null) + gc_RenderPlaneX.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_X_Off.png"); + + if (gc_RenderPlaneY.image_on == null) + gc_RenderPlaneY.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_Y_On.png"); + + if (gc_RenderPlaneY.image_off == null) + gc_RenderPlaneY.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_Y_Off.png"); + + if (gc_RenderPlaneZ.image_on == null) + gc_RenderPlaneZ.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_Z_On.png"); + + if (gc_RenderPlaneZ.image_off == null) + gc_RenderPlaneZ.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_Z_Off.png"); + + if (gc_RenderPerspectiveGrid.image_on == null) + gc_RenderPerspectiveGrid.image_on = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_3D_On.png"); + + if (gc_RenderPerspectiveGrid.image_off == null) + gc_RenderPerspectiveGrid.image_off = pg_IconUtility.LoadIcon("ProGrids2_GUI_PGrid_3D_Off.png"); + + if (icon_extendoOpen == null) + icon_extendoOpen = pg_IconUtility.LoadIcon("ProGrids2_MenuExtendo_Open.png"); + + if (icon_extendoClose == null) + icon_extendoClose = pg_IconUtility.LoadIcon("ProGrids2_MenuExtendo_Close.png"); + } + + #endregion + + #region INTERFACE + + GUIStyle gridButtonStyle = new GUIStyle(); + GUIStyle extendoStyle = new GUIStyle(); + GUIStyle gridButtonStyleBlank = new GUIStyle(); + GUIStyle backgroundStyle = new GUIStyle(); + bool guiInitialized = false; + + public float GetSnapIncrement() + { + return t_snapValue; + } + + public void SetSnapIncrement(float inc) + { + SetSnapValue(snapUnit, Mathf.Max(inc, .001f), DEFAULT_SNAP_MULTIPLIER); + } + + void RepaintSceneView() + { + SceneView.RepaintAll(); + } + + int MENU_HIDDEN { get { return menuIsOrtho ? -192 : -173; } } + + const int MENU_EXTENDED = 8; + const int PAD = 3; + Rect r = new Rect(8, MENU_EXTENDED, 42, 16); + Rect backgroundRect = new Rect(00, 0, 0, 0); + Rect extendoButtonRect = new Rect(0, 0, 0, 0); + bool menuOpen = true; + float menuStart = MENU_EXTENDED; + const float MENU_SPEED = 500f; + float deltaTime = 0f; + float lastTime = 0f; + const float FADE_SPEED = 2.5f; + float backgroundFade = 1f; + bool mouseOverMenu = false; + Color menuBackgroundColor = new Color(0f, 0f, 0f, .5f); + Color extendoNormalColor = new Color(.9f, .9f, .9f, .7f); + Color extendoHoverColor = new Color(0f, 1f, .4f, 1f); + bool extendoButtonHovering = false; + bool menuIsOrtho = false; + + void Update() + { + deltaTime = Time.realtimeSinceStartup - lastTime; + lastTime = Time.realtimeSinceStartup; + + if ((menuOpen && menuStart < MENU_EXTENDED) || (!menuOpen && menuStart > MENU_HIDDEN)) + { + menuStart += deltaTime * MENU_SPEED * (menuOpen ? 1f : -1f); + menuStart = Mathf.Clamp(menuStart, MENU_HIDDEN, MENU_EXTENDED); + RepaintSceneView(); + } + + float a = menuBackgroundColor.a; + backgroundFade = (mouseOverMenu || !menuOpen) ? FADE_SPEED : -FADE_SPEED; + + menuBackgroundColor.a = Mathf.Clamp(menuBackgroundColor.a + backgroundFade * deltaTime, 0f, .5f); + extendoNormalColor.a = menuBackgroundColor.a; + extendoHoverColor.a = (menuBackgroundColor.a / .5f); + + if (!Mathf.Approximately(menuBackgroundColor.a, a)) + RepaintSceneView(); + } + + void DrawSceneGUI() + { + GUI.backgroundColor = menuBackgroundColor; + backgroundRect.x = r.x - 4; + backgroundRect.y = 0; + backgroundRect.width = r.width + 8; + backgroundRect.height = r.y + r.height + PAD; + GUI.Box(backgroundRect, "", backgroundStyle); + + // when hit testing mouse for showing the background, add some leeway + backgroundRect.width += 32f; + backgroundRect.height += 32f; + GUI.backgroundColor = Color.white; + + if (!guiInitialized) + { + extendoStyle.normal.background = menuOpen ? icon_extendoClose : icon_extendoOpen; + extendoStyle.hover.background = menuOpen ? icon_extendoClose : icon_extendoOpen; + + guiInitialized = true; + backgroundStyle.normal.background = EditorGUIUtility.whiteTexture; + + Texture2D icon_button_normal = pg_IconUtility.LoadIcon("ProGrids2_Button_Normal.png"); + Texture2D icon_button_hover = pg_IconUtility.LoadIcon("ProGrids2_Button_Hover.png"); + + if (icon_button_normal == null) + { + gridButtonStyleBlank = new GUIStyle("button"); + } + else + { + gridButtonStyleBlank.normal.background = icon_button_normal; + gridButtonStyleBlank.hover.background = icon_button_hover; + gridButtonStyleBlank.normal.textColor = icon_button_normal != null ? Color.white : Color.black; + gridButtonStyleBlank.hover.textColor = new Color(.7f, .7f, .7f, 1f); + } + + gridButtonStyleBlank.padding = new RectOffset(1, 2, 1, 2); + gridButtonStyleBlank.alignment = TextAnchor.MiddleCenter; + } + + r.y = menuStart; + + gc_SnapIncrement.text = t_snapValue.ToString("#.####"); + + if (GUI.Button(r, gc_SnapIncrement, gridButtonStyleBlank)) + { +#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX + // On Mac ShowAsDropdown and ShowAuxWindow both throw stack pop exceptions when initialized. + pg_ParameterWindow options = EditorWindow.GetWindow(true, "ProGrids Settings", true); + Rect screenRect = SceneView.lastActiveSceneView.position; + options.editor = this; + options.position = new Rect(screenRect.x + r.x + r.width + PAD, + screenRect.y + r.y + 24, + 256, + 174); +#else + pg_ParameterWindow options = ScriptableObject.CreateInstance(); + Rect screenRect = SceneView.lastActiveSceneView.position; + options.editor = this; + options.ShowAsDropDown(new Rect(screenRect.x + r.x + r.width + PAD, + screenRect.y + r.y + 24, + 0, + 0), + new Vector2(256, 174)); +#endif + } + + r.y += r.height + PAD; + + // Draw grid + if (pg_ToggleContent.ToggleButton(r, gc_GridEnabled, drawGrid, gridButtonStyle, EditorStyles.miniButton)) + SetGridEnabled(!drawGrid); + + r.y += r.height + PAD; + + // Snap enabled + if (pg_ToggleContent.ToggleButton(r, gc_SnapEnabled, snapEnabled, gridButtonStyle, EditorStyles.miniButton)) + SetSnapEnabled(!snapEnabled); + + r.y += r.height + PAD; + + // Push to grid + if (pg_ToggleContent.ToggleButton(r, gc_SnapToGrid, true, gridButtonStyle, EditorStyles.miniButton)) + SnapToGrid(Selection.transforms); + + r.y += r.height + PAD; + + // Lock grid + if (pg_ToggleContent.ToggleButton(r, gc_LockGrid, lockGrid, gridButtonStyle, EditorStyles.miniButton)) + { + lockGrid = !lockGrid; + EditorPrefs.SetBool(pg_Constant.LockGrid, lockGrid); + EditorPrefs.SetString(pg_Constant.LockedGridPivot, pivot.ToString()); + + // if we've modified the nudge value, reset the pivot here + if (!lockGrid) + offset = 0f; + + gridRepaint = true; + + RepaintSceneView(); + } + + if (menuIsOrtho) + { + r.y += r.height + PAD; + + if (pg_ToggleContent.ToggleButton(r, gc_AngleEnabled, drawAngles, gridButtonStyle, EditorStyles.miniButton)) + SetDrawAngles(!drawAngles); + } + + /** + * Perspective Toggles + */ + r.y += r.height + PAD + 4; + + if (pg_ToggleContent.ToggleButton(r, gc_RenderPlaneX, (renderPlane & Axis.X) == Axis.X && !fullGrid, gridButtonStyle, EditorStyles.miniButton)) + SetRenderPlane(Axis.X); + + r.y += r.height + PAD; + + if (pg_ToggleContent.ToggleButton(r, gc_RenderPlaneY, (renderPlane & Axis.Y) == Axis.Y && !fullGrid, gridButtonStyle, EditorStyles.miniButton)) + SetRenderPlane(Axis.Y); + + r.y += r.height + PAD; + + if (pg_ToggleContent.ToggleButton(r, gc_RenderPlaneZ, (renderPlane & Axis.Z) == Axis.Z && !fullGrid, gridButtonStyle, EditorStyles.miniButton)) + SetRenderPlane(Axis.Z); + + r.y += r.height + PAD; + + if (pg_ToggleContent.ToggleButton(r, gc_RenderPerspectiveGrid, fullGrid, gridButtonStyle, EditorStyles.miniButton)) + { + fullGrid = !fullGrid; + gridRepaint = true; + EditorPrefs.SetBool(pg_Constant.PerspGrid, fullGrid); + RepaintSceneView(); + } + + r.y += r.height + PAD; + + extendoButtonRect.x = r.x; + extendoButtonRect.y = r.y; + extendoButtonRect.width = r.width; + extendoButtonRect.height = r.height; + + GUI.backgroundColor = extendoButtonHovering ? extendoHoverColor : extendoNormalColor; + gc_ExtendMenu.text = icon_extendoOpen == null ? (menuOpen ? "Close" : "Open") : ""; + if (GUI.Button(r, gc_ExtendMenu, icon_extendoOpen ? extendoStyle : gridButtonStyleBlank)) + { + ToggleMenuVisibility(); + extendoButtonHovering = false; + } + GUI.backgroundColor = Color.white; + } + + void ToggleMenuVisibility() + { + menuOpen = !menuOpen; + EditorPrefs.SetBool(pg_Constant.ProGridsIsExtended, menuOpen); + + extendoStyle.normal.background = menuOpen ? icon_extendoClose : icon_extendoOpen; + extendoStyle.hover.background = menuOpen ? icon_extendoClose : icon_extendoOpen; + + foreach (System.Action listener in toolbarEventSubscribers) + listener(menuOpen); + + RepaintSceneView(); + } + + // skip color fading and stuff + void SetMenuIsExtended(bool isExtended) + { + menuOpen = isExtended; + menuIsOrtho = ortho; + menuStart = menuOpen ? MENU_EXTENDED : MENU_HIDDEN; + + menuBackgroundColor.a = 0f; + extendoNormalColor.a = menuBackgroundColor.a; + extendoHoverColor.a = (menuBackgroundColor.a / .5f); + + extendoStyle.normal.background = menuOpen ? icon_extendoClose : icon_extendoOpen; + extendoStyle.hover.background = menuOpen ? icon_extendoClose : icon_extendoOpen; + + foreach (System.Action listener in toolbarEventSubscribers) + listener(menuOpen); + + EditorPrefs.SetBool(pg_Constant.ProGridsIsExtended, menuOpen); + } + + private void OpenProGridsPopup() + { + if (EditorUtility.DisplayDialog( + "Upgrade to ProGrids", // Title + "Enables all kinds of super-cool features, like different snap values, more units of measurement, and angles.", // Message + "Upgrade", // Okay + "Cancel" // Cancel + )) + // #if UNITY_4 + // AssetStore.OpenURL(pg_Constant.ProGridsUpgradeURL); + // #else + Application.OpenURL(pg_Constant.ProGridsUpgradeURL); + // #endif + } + #endregion + + #region ONSCENEGUI + + private Transform lastTransform; + const string AXIS_CONSTRAINT_KEY = "s"; + const string TEMP_DISABLE_KEY = "d"; + private bool toggleAxisConstraint = false; + private bool toggleTempSnap = false; + private Vector3 lastPosition = Vector3.zero; + // private Vector3 lastRotation = Vector3.zero; + private Vector3 lastScale = Vector3.one; + private Vector3 pivot = Vector3.zero, lastPivot = Vector3.zero; + private Vector3 camDir = Vector3.zero, prevCamDir = Vector3.zero; + // Distance from camera to pivot at the last time the grid mesh was updated. + private float lastDistance = 0f; + public float offset = 0f; + + private bool firstMove = true; + +#if PROFILE_TIMES + pb_Profiler profiler = new pb_Profiler(); +#endif + + public bool ortho { get; private set; } + private bool prevOrtho = false; + + float planeGridDrawDistance = 0f; + + public void OnSceneGUI(SceneView scnview) + { + bool isCurrentView = scnview == SceneView.lastActiveSceneView; + + if (isCurrentView) + { + Handles.BeginGUI(); + DrawSceneGUI(); + Handles.EndGUI(); + } + + // don't snap stuff in play mode + if (EditorApplication.isPlayingOrWillChangePlaymode) + return; + + Event e = Event.current; + + // repaint scene gui if mouse is near controls + if (isCurrentView && e.type == EventType.MouseMove) + { + bool tmp = extendoButtonHovering; + extendoButtonHovering = extendoButtonRect.Contains(e.mousePosition); + + if (extendoButtonHovering != tmp) + RepaintSceneView(); + + mouseOverMenu = backgroundRect.Contains(e.mousePosition); + } + + if (e.Equals(Event.KeyboardEvent(AXIS_CONSTRAINT_KEY))) + { + toggleAxisConstraint = true; + } + + if (e.Equals(Event.KeyboardEvent(TEMP_DISABLE_KEY))) + { + toggleTempSnap = true; + } + + if (e.isKey) + { + toggleAxisConstraint = false; + toggleTempSnap = false; + bool used = true; + + if (e.keyCode == m_IncreaseGridSizeShortcut) + { + if (e.type == EventType.KeyUp) + IncreaseGridSize(); + } + else if (e.keyCode == m_DecreaseGridSizeShortcut) + { + if (e.type == EventType.KeyUp) + DecreaseGridSize(); + } + else if (e.keyCode == m_NudgePerspectiveBackwardShortcut) + { + if (e.type == EventType.KeyUp && VerifyMenuNudgePerspective()) + MenuNudgePerspectiveBackward(); + } + else if (e.keyCode == m_NudgePerspectiveForwardShortcut) + { + if (e.type == EventType.KeyUp && VerifyMenuNudgePerspective()) + MenuNudgePerspectiveForward(); + } + else if (e.keyCode == m_NudgePerspectiveResetShortcut) + { + if (e.type == EventType.KeyUp && VerifyMenuNudgePerspective()) + MenuNudgePerspectiveReset(); + } + else if (e.keyCode == m_CyclePerspectiveShortcut) + { + if (e.type == EventType.KeyUp) + CyclePerspective(); + } + else + { + used = false; + } + + if (used) + e.Use(); + } + + Camera cam = Camera.current; + + if (cam == null) + return; + + ortho = cam.orthographic && IsRounded(scnview.rotation.eulerAngles.normalized); + + camDir = pg_Util.CeilFloor(pivot - cam.transform.position); + + if (ortho && !prevOrtho || ortho != menuIsOrtho) + OnSceneBecameOrtho(isCurrentView); + + if (!ortho && prevOrtho) + OnSceneBecamePersp(isCurrentView); + + prevOrtho = ortho; + + float camDistance = Vector3.Distance(cam.transform.position, lastPivot); // distance from camera to pivot + + if (fullGrid) + { + pivot = lockGrid || Selection.activeTransform == null ? pivot : Selection.activeTransform.position; + } + else + { + Vector3 sceneViewPlanePivot = pivot; + + Ray ray = new Ray(cam.transform.position, cam.transform.forward); + Plane plane = new Plane(Vector3.up, pivot); + float dist; + + // the only time a locked grid should ever move is if it's pivot is out + // of the camera's frustum. + if ((lockGrid && !cam.InFrustum(pivot)) || !lockGrid || scnview != SceneView.lastActiveSceneView) + { + if (plane.Raycast(ray, out dist)) + sceneViewPlanePivot = ray.GetPoint(Mathf.Min(dist, planeGridDrawDistance / 2f)); + else + sceneViewPlanePivot = ray.GetPoint(Mathf.Min(cam.farClipPlane / 2f, planeGridDrawDistance / 2f)); + } + + if (lockGrid) + { + pivot = pg_Enum.InverseAxisMask(sceneViewPlanePivot, renderPlane) + pg_Enum.AxisMask(pivot, renderPlane); + } + else + { + pivot = Selection.activeTransform == null ? pivot : Selection.activeTransform.position; + + if (Selection.activeTransform == null || !cam.InFrustum(pivot)) + { + pivot = pg_Enum.InverseAxisMask(sceneViewPlanePivot, renderPlane) + pg_Enum.AxisMask(Selection.activeTransform == null ? pivot : Selection.activeTransform.position, renderPlane); + } + } + } + +#if PG_DEBUG + pivotGo.transform.position = pivot; +#endif + + if (drawGrid) + { + if (ortho) + { + // ortho don't care about pivots + DrawGridOrthographic(cam); + } + else + { +#if PROFILE_TIMES + profiler.LogStart("DrawGridPerspective"); +#endif + + if (gridRepaint || pivot != lastPivot || Mathf.Abs(camDistance - lastDistance) > lastDistance / 2 || camDir != prevCamDir) + { + prevCamDir = camDir; + gridRepaint = false; + lastPivot = pivot; + lastDistance = camDistance; + + if (fullGrid) + { + // if perspective and 3d, use pivot like normal + pg_GridRenderer.DrawGridPerspective(cam, pivot, snapValue, new Color[3] { gridColorX, gridColorY, gridColorZ }, alphaBump); + } + else + { + if ((renderPlane & Axis.X) == Axis.X) + planeGridDrawDistance = pg_GridRenderer.DrawPlane(cam, pivot + Vector3.right * offset, Vector3.up, Vector3.forward, snapValue, gridColorX, alphaBump); + + if ((renderPlane & Axis.Y) == Axis.Y) + planeGridDrawDistance = pg_GridRenderer.DrawPlane(cam, pivot + Vector3.up * offset, Vector3.right, Vector3.forward, snapValue, gridColorY, alphaBump); + + if ((renderPlane & Axis.Z) == Axis.Z) + planeGridDrawDistance = pg_GridRenderer.DrawPlane(cam, pivot + Vector3.forward * offset, Vector3.up, Vector3.right, snapValue, gridColorZ, alphaBump); + + } + } +#if PROFILE_TIMES + profiler.LogFinish("DrawGridPerspective"); +#endif + } + } + + // Always keep track of the selection + if (!Selection.transforms.Contains(lastTransform)) + { + if (Selection.activeTransform) + { + lastTransform = Selection.activeTransform; + lastPosition = Selection.activeTransform.position; + lastScale = Selection.activeTransform.localScale; + } + } + + + if (e.type == EventType.MouseUp) + firstMove = true; + + if (!snapEnabled || GUIUtility.hotControl < 1) + return; + + // Bugger.SetKey("Toggle Snap Off", toggleTempSnap); + + /** + * Snapping (for all the junk in PG, this method is literally the only code that actually affects anything). + */ + if (Selection.activeTransform && pg_Util.SnapIsEnabled(Selection.activeTransform)) + { + if (!FuzzyEquals(lastTransform.position, lastPosition)) + { + Transform selected = lastTransform; + + if (!toggleTempSnap) + { + Vector3 old = selected.position; + Vector3 mask = old - lastPosition; + + bool constraintsOn = toggleAxisConstraint ? !useAxisConstraints : useAxisConstraints; + + if (constraintsOn) + selected.position = pg_Util.SnapValue(old, mask, snapValue); + else + selected.position = pg_Util.SnapValue(old, snapValue); + + Vector3 offset = selected.position - old; + + if (predictiveGrid && firstMove && !fullGrid) + { + firstMove = false; + Axis dragAxis = pg_Util.CalcDragAxis(offset, scnview.camera); + + if (dragAxis != Axis.None && dragAxis != renderPlane) + SetRenderPlane(dragAxis); + } + + if (_snapAsGroup) + { + OffsetTransforms(Selection.transforms, selected, offset); + } + else + { + foreach (Transform t in Selection.transforms) + t.position = constraintsOn ? pg_Util.SnapValue(t.position, mask, snapValue) : pg_Util.SnapValue(t.position, snapValue); + } + } + + lastPosition = selected.position; + } + + if (!FuzzyEquals(lastTransform.localScale, lastScale) && _scaleSnapEnabled) + { + if (!toggleTempSnap) + { + Vector3 old = lastTransform.localScale; + Vector3 mask = old - lastScale; + + if (predictiveGrid) + { + Axis dragAxis = pg_Util.CalcDragAxis(Selection.activeTransform.TransformDirection(mask), scnview.camera); + if (dragAxis != Axis.None && dragAxis != renderPlane) + SetRenderPlane(dragAxis); + } + + foreach (Transform t in Selection.transforms) + t.localScale = pg_Util.SnapValue(t.localScale, mask, snapValue); + + lastScale = lastTransform.localScale; + } + } + } + } + + void OnSelectionChange() + { + // Means we don't have to wait for script reloads + // to respect IgnoreSnap attribute, and keeps the + // cache small. + pg_Util.ClearSnapEnabledCache(); + } + + void OnSceneBecameOrtho(bool isCurrentView) + { + pg_GridRenderer.Destroy(); + + if (isCurrentView && ortho != menuIsOrtho) + SetMenuIsExtended(menuOpen); + } + + void OnSceneBecamePersp(bool isCurrentView) + { + if (isCurrentView && ortho != menuIsOrtho) + SetMenuIsExtended(menuOpen); + } + #endregion + + #region GRAPHICS + + GameObject go; + + private void DrawGridOrthographic(Camera cam) + { + Axis camAxis = AxisWithVector(Camera.current.transform.TransformDirection(Vector3.forward).normalized); + + if (drawGrid) + { + switch (camAxis) + { + case Axis.X: + case Axis.NegX: + DrawGridOrthographic(cam, camAxis, gridColorX_primary, gridColorX); + break; + + case Axis.Y: + case Axis.NegY: + DrawGridOrthographic(cam, camAxis, gridColorY_primary, gridColorY); + break; + + case Axis.Z: + case Axis.NegZ: + DrawGridOrthographic(cam, camAxis, gridColorZ_primary, gridColorZ); + break; + } + } + } + + int PRIMARY_COLOR_INCREMENT = 10; + Color previousColor; + private void DrawGridOrthographic(Camera cam, Axis camAxis, Color primaryColor, Color secondaryColor) + { + previousColor = Handles.color; + Handles.color = primaryColor; + + Vector3 bottomLeft = pg_Util.SnapToFloor(cam.ScreenToWorldPoint(Vector2.zero), snapValue); + Vector3 bottomRight = pg_Util.SnapToFloor(cam.ScreenToWorldPoint(new Vector2(cam.pixelWidth, 0f)), snapValue); + Vector3 topLeft = pg_Util.SnapToFloor(cam.ScreenToWorldPoint(new Vector2(0f, cam.pixelHeight)), snapValue); + Vector3 topRight = pg_Util.SnapToFloor(cam.ScreenToWorldPoint(new Vector2(cam.pixelWidth, cam.pixelHeight)), snapValue); + + Vector3 axis = VectorWithAxis(camAxis); + + float width = Vector3.Distance(bottomLeft, bottomRight); + float height = Vector3.Distance(bottomRight, topRight); + + // Shift lines to 10m forward of the camera + bottomLeft += axis * 10f; + topRight += axis * 10f; + bottomRight += axis * 10f; + topLeft += axis * 10f; + + /** + * Draw Vertical Lines + */ + Vector3 cam_right = cam.transform.right; + Vector3 cam_up = cam.transform.up; + + float _snapVal = snapValue; + + int segs = (int)Mathf.Ceil(width / _snapVal) + 2; + + float n = 2f; + while (segs > MAX_LINES) + { + _snapVal = _snapVal * n; + segs = (int)Mathf.Ceil(width / _snapVal) + 2; + n++; + } + + /// Screen start and end + Vector3 bl = cam_right.Sum() > 0 ? pg_Util.SnapToFloor(bottomLeft, cam_right, _snapVal * PRIMARY_COLOR_INCREMENT) : pg_Util.SnapToCeil(bottomLeft, cam_right, _snapVal * PRIMARY_COLOR_INCREMENT); + Vector3 start = bl - cam_up * (height + _snapVal * 2); + Vector3 end = bl + cam_up * (height + _snapVal * 2); + + segs += PRIMARY_COLOR_INCREMENT; + + /// The current line start and end + Vector3 line_start = Vector3.zero; + Vector3 line_end = Vector3.zero; + + for (int i = -1; i < segs; i++) + { + line_start = start + (i * (cam_right * _snapVal)); + line_end = end + (i * (cam_right * _snapVal)); + Handles.color = i % PRIMARY_COLOR_INCREMENT == 0 ? primaryColor : secondaryColor; + Handles.DrawLine(line_start, line_end); + } + + /** + * Draw Horizontal Lines + */ + segs = (int)Mathf.Ceil(height / _snapVal) + 2; + + n = 2; + while (segs > MAX_LINES) + { + _snapVal = _snapVal * n; + segs = (int)Mathf.Ceil(height / _snapVal) + 2; + n++; + } + + Vector3 tl = cam_up.Sum() > 0 ? pg_Util.SnapToCeil(topLeft, cam_up, _snapVal * PRIMARY_COLOR_INCREMENT) : pg_Util.SnapToFloor(topLeft, cam_up, _snapVal * PRIMARY_COLOR_INCREMENT); + start = tl - cam_right * (width + _snapVal * 2); + end = tl + cam_right * (width + _snapVal * 2); + + segs += (int)PRIMARY_COLOR_INCREMENT; + + for (int i = -1; i < segs; i++) + { + line_start = start + (i * (-cam_up * _snapVal)); + line_end = end + (i * (-cam_up * _snapVal)); + Handles.color = i % PRIMARY_COLOR_INCREMENT == 0 ? primaryColor : secondaryColor; + Handles.DrawLine(line_start, line_end); + } + +#if PRO + if (drawAngles) + { + Vector3 cen = pg_Util.SnapValue(((topRight + bottomLeft) / 2f), snapValue); + + float half = (width > height) ? width : height; + + float opposite = Mathf.Tan(Mathf.Deg2Rad * angleValue) * half; + + Vector3 up = cam.transform.up * opposite; + Vector3 right = cam.transform.right * half; + + Vector3 bottomLeftAngle = cen - (up + right); + Vector3 topRightAngle = cen + (up + right); + + Vector3 bottomRightAngle = cen + (right - up); + Vector3 topLeftAngle = cen + (up - right); + + Handles.color = primaryColor; + + // y = 1x+1 + Handles.DrawLine(bottomLeftAngle, topRightAngle); + + // y = -1x-1 + Handles.DrawLine(topLeftAngle, bottomRightAngle); + } +#endif + + Handles.color = previousColor; + } + #endregion + + #region ENUM UTILITY + + public SnapUnit SnapUnitWithString(string str) + { + foreach (SnapUnit su in SnapUnit.GetValues(typeof(SnapUnit))) + { + if (su.ToString() == str) + return su; + } + return (SnapUnit)0; + } + + public Axis AxisWithVector(Vector3 val) + { + Vector3 v = new Vector3(Mathf.Abs(val.x), Mathf.Abs(val.y), Mathf.Abs(val.z)); + + if (v.x > v.y && v.x > v.z) + { + if (val.x > 0) + return Axis.X; + else + return Axis.NegX; + } + else + if (v.y > v.x && v.y > v.z) + { + if (val.y > 0) + return Axis.Y; + else + return Axis.NegY; + } + else + { + if (val.z > 0) + return Axis.Z; + else + return Axis.NegZ; + } + } + + public Vector3 VectorWithAxis(Axis axis) + { + switch (axis) + { + case Axis.X: + return Vector3.right; + case Axis.Y: + return Vector3.up; + case Axis.Z: + return Vector3.forward; + case Axis.NegX: + return -Vector3.right; + case Axis.NegY: + return -Vector3.up; + case Axis.NegZ: + return -Vector3.forward; + + default: + return Vector3.forward; + } + } + + public bool IsRounded(Vector3 v) + { + return (Mathf.Approximately(v.x, 1f) || Mathf.Approximately(v.y, 1f) || Mathf.Approximately(v.z, 1f)) || v == Vector3.zero; + } + + public Vector3 RoundAxis(Vector3 v) + { + return VectorWithAxis(AxisWithVector(v)); + } + #endregion + + #region MOVING TRANSFORMS + + static bool FuzzyEquals(Vector3 lhs, Vector3 rhs) + { + return Mathf.Abs(lhs.x - rhs.x) < .001f && Mathf.Abs(lhs.y - rhs.y) < .001f && Mathf.Abs(lhs.z - rhs.z) < .001f; + } + + public void OffsetTransforms(Transform[] trsfrms, Transform ignore, Vector3 offset) + { + foreach (Transform t in trsfrms) + { + if (t != ignore) + t.position += offset; + } + } + + void HierarchyWindowChanged() + { + if (Selection.activeTransform != null) + lastPosition = Selection.activeTransform.position; + } + #endregion + + #region SETTINGS + + public void SetSnapEnabled(bool enable) + { + EditorPrefs.SetBool(pg_Constant.SnapEnabled, enable); + + if (Selection.activeTransform) + { + lastTransform = Selection.activeTransform; + lastPosition = Selection.activeTransform.position; + } + + snapEnabled = enable; + gridRepaint = true; + RepaintSceneView(); + } + + public void SetSnapValue(SnapUnit su, float val, int multiplier) + { + int clamp_multiplier = (int)(Mathf.Min(Mathf.Max(1, multiplier), int.MaxValue)); + + float value_multiplier = clamp_multiplier / (float)DEFAULT_SNAP_MULTIPLIER; + + /** + * multiplier is a value modifies the snap val. 100 = no change, + * 50 is half val, 200 is double val, etc. + */ + snapValue = pg_Enum.SnapUnitValue(su) * val * value_multiplier; + RepaintSceneView(); + + EditorPrefs.SetInt(pg_Constant.GridUnit, (int)su); + EditorPrefs.SetFloat(pg_Constant.SnapValue, val); + EditorPrefs.SetInt(pg_Constant.SnapMultiplier, clamp_multiplier); + + + // update gui (only necessary when calling with editorpref values) + t_snapValue = val * value_multiplier; + snapUnit = su; + + switch (su) + { + case SnapUnit.Inch: + PRIMARY_COLOR_INCREMENT = 12; // blasted imperial units + break; + + case SnapUnit.Foot: + PRIMARY_COLOR_INCREMENT = 3; + break; + + default: + PRIMARY_COLOR_INCREMENT = 10; + break; + } + + if (EditorPrefs.GetBool(pg_Constant.SyncUnitySnap, true)) + { + EditorPrefs.SetFloat("MoveSnapX", snapValue); + EditorPrefs.SetFloat("MoveSnapY", snapValue); + EditorPrefs.SetFloat("MoveSnapZ", snapValue); + + if (EditorPrefs.GetBool(pg_Constant.SnapScale, true)) + EditorPrefs.SetFloat("ScaleSnap", snapValue); + + // If Unity snap sync is enabled, refresh the Snap Settings window if it's open. + Type snapSettings = typeof(EditorWindow).Assembly.GetType("UnityEditor.SnapSettings"); + + if (snapSettings != null) + { + FieldInfo snapInitialized = snapSettings.GetField("s_Initialized", BindingFlags.NonPublic | BindingFlags.Static); + + if (snapInitialized != null) + { + snapInitialized.SetValue(null, (object)false); + + EditorWindow win = Resources.FindObjectsOfTypeAll().FirstOrDefault(x => x.ToString().Contains("SnapSettings")); + + if (win != null) + win.Repaint(); + } + } + } + + gridRepaint = true; + } + + public void SetRenderPlane(Axis axis) + { + offset = 0f; + fullGrid = false; + renderPlane = axis; + EditorPrefs.SetBool(pg_Constant.PerspGrid, fullGrid); + EditorPrefs.SetInt(pg_Constant.GridAxis, (int)renderPlane); + gridRepaint = true; + RepaintSceneView(); + } + + public void SetGridEnabled(bool enable) + { + drawGrid = enable; + + if (!drawGrid) + pg_GridRenderer.Destroy(); + else + pg_Util.SetUnityGridEnabled(false); + + EditorPrefs.SetBool("showgrid", enable); + + gridRepaint = true; + RepaintSceneView(); + } + + public void SetDrawAngles(bool enable) + { + drawAngles = enable; + gridRepaint = true; + RepaintSceneView(); + } + + private void SnapToGrid(Transform[] transforms) + { + Undo.RecordObjects(transforms as UnityEngine.Object[], "Snap to Grid"); + + foreach (Transform t in transforms) + t.position = pg_Util.SnapValue(t.position, snapValue); + + gridRepaint = true; + + PushToGrid(snapValue); + } + #endregion + + #region GLOBAL SETTING + + internal bool GetUseAxisConstraints() { return toggleAxisConstraint ? !useAxisConstraints : useAxisConstraints; } + internal float GetSnapValue() { return snapValue; } + internal bool GetSnapEnabled() { return (toggleTempSnap ? !snapEnabled : snapEnabled); } + + /** + * Returns the value of useAxisConstraints, accounting for the shortcut key toggle. + */ + public static bool UseAxisConstraints() + { + return instance != null ? instance.GetUseAxisConstraints() : false; + } + + /** + * Return the current snap value. + */ + public static float SnapValue() + { + return instance != null ? instance.GetSnapValue() : 0f; + } + + /** + * Return true if snapping is enabled, false otherwise. + */ + public static bool SnapEnabled() + { + return instance == null ? false : instance.GetSnapEnabled(); + } + + public static void AddPushToGridListener(System.Action listener) + { + pushToGridListeners.Add(listener); + } + + public static void RemovePushToGridListener(System.Action listener) + { + pushToGridListeners.Remove(listener); + } + + public static void AddToolbarEventSubscriber(System.Action listener) + { + toolbarEventSubscribers.Add(listener); + } + + public static void RemoveToolbarEventSubscriber(System.Action listener) + { + toolbarEventSubscribers.Remove(listener); + } + + public static bool SceneToolbarActive() + { + return instance != null; + } + + [SerializeField] + static List> pushToGridListeners = new List>(); + [SerializeField] + static List> toolbarEventSubscribers = new List>(); + + private void PushToGrid(float snapValue) + { + foreach (System.Action listener in pushToGridListeners) + listener(snapValue); + } + + public static void OnHandleMove(Vector3 worldDirection) + { + if (instance != null) + instance.OnHandleMove_Internal(worldDirection); + } + + private void OnHandleMove_Internal(Vector3 worldDirection) + { + if (predictiveGrid && firstMove && !fullGrid) + { + firstMove = false; + Axis dragAxis = pg_Util.CalcDragAxis(worldDirection, SceneView.lastActiveSceneView.camera); + + if (dragAxis != Axis.None && dragAxis != renderPlane) + SetRenderPlane(dragAxis); + } + } + #endregion + } +} diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Editor.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Editor.cs.meta new file mode 100644 index 0000000..79bb392 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Editor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0ab80081d3e2f274ba76a692cdcfa8d9 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs new file mode 100644 index 0000000..696aef3 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs @@ -0,0 +1,451 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace ProGrids +{ + public class pg_GridRenderer + { + static readonly HideFlags PG_HIDE_FLAGS = HideFlags.HideAndDontSave; + + const string PREVIEW_OBJECT_NAME = "ProGridsGridObject"; + const string MATERIAL_OBJECT_NAME = "ProGridsMaterialObject"; + const string MESH_OBJECT_NAME = "ProGridsMeshObject"; + const string GRID_SHADER = "Hidden/ProGrids/pg_GridShader"; + const int MAX_LINES = 256; + + static GameObject gridObject; + static Mesh gridMesh; + static Material gridMaterial; + + public static int majorLineIncrement = 10; + + /** + * Destroy any existing render objects, then initialize new ones. + */ + public static void Init() + { + Destroy(); + + gridObject = EditorUtility.CreateGameObjectWithHideFlags(PREVIEW_OBJECT_NAME, PG_HIDE_FLAGS, new System.Type[2]{typeof(MeshFilter), typeof(MeshRenderer)}); + majorLineIncrement = EditorPrefs.GetInt(pg_Constant.MajorLineIncrement, 10); + if(majorLineIncrement < 2) + majorLineIncrement = 2; + + // Force the mesh to only render in SceneView + pg_SceneMeshRender renderer = gridObject.AddComponent(); + + gridMesh = new Mesh(); + gridMesh.name = MESH_OBJECT_NAME; + gridMesh.hideFlags = PG_HIDE_FLAGS; + + gridMaterial = new Material(Shader.Find(GRID_SHADER)); + gridMaterial.name = MATERIAL_OBJECT_NAME; + gridMaterial.hideFlags = PG_HIDE_FLAGS; + + renderer.mesh = gridMesh; + renderer.material = gridMaterial; + } + + public static void Destroy() + { + DestoryObjectsWithName(MESH_OBJECT_NAME, typeof(Mesh)); + DestoryObjectsWithName(MATERIAL_OBJECT_NAME, typeof(Material)); + DestoryObjectsWithName(PREVIEW_OBJECT_NAME, typeof(GameObject)); + } + + static void DestoryObjectsWithName(string Name, System.Type type) + { + IEnumerable go = Resources.FindObjectsOfTypeAll(type).Where(x => x.name.Contains(Name)); + + foreach(Object t in go) + { + GameObject.DestroyImmediate(t); + } + } + + private static int tan_iter, bit_iter, max = MAX_LINES, div = 1; + + /** + * Returns the distance this grid is drawing + */ + public static float DrawPlane(Camera cam, Vector3 pivot, Vector3 tangent, Vector3 bitangent, float snapValue, Color color, float alphaBump) + { + if(!gridMesh || !gridMaterial || !gridObject) + Init(); + + gridMaterial.SetFloat("_AlphaCutoff", .1f); + gridMaterial.SetFloat("_AlphaFade", .6f); + + pivot = pg_Util.SnapValue(pivot, snapValue); + + Vector3 p = cam.WorldToViewportPoint(pivot); + bool inFrustum = (p.x >= 0f && p.x <= 1f) && + (p.y >= 0f && p.y <= 1f) && + p.z >= 0f; + + float[] distances = GetDistanceToFrustumPlanes(cam, pivot, tangent, bitangent, 24f); + + if(inFrustum) + { + tan_iter = (int)(Mathf.Ceil( (Mathf.Abs(distances[0]) + Mathf.Abs(distances[2]))/snapValue )); + bit_iter = (int)(Mathf.Ceil( (Mathf.Abs(distances[1]) + Mathf.Abs(distances[3]))/snapValue )); + + max = Mathf.Max( tan_iter, bit_iter ); + + // if the max is around 3x greater than min, we're probably skewing the camera at near-plane + // angle, so use the min instead. + if(max > Mathf.Min(tan_iter, bit_iter) * 2) + max = (int) Mathf.Min(tan_iter, bit_iter) * 2; + + div = 1; + + float dot = Vector3.Dot( cam.transform.position-pivot, Vector3.Cross(tangent, bitangent) ); + + if(max > MAX_LINES) + { + if(Vector3.Distance(cam.transform.position, pivot) > 50f * snapValue && Mathf.Abs(dot) > .8f) + { + while(max/div > MAX_LINES) + div += div; + } + else + { + max = MAX_LINES; + } + } + } + + // origin, tan, bitan, increment, iterations, divOffset, color, primary alpha bump + DrawFullGrid(cam, pivot, tangent, bitangent, snapValue*div, max/div, div, color, alphaBump); + + return ((snapValue*div)*(max/div)); + } + + public static void DrawGridPerspective(Camera cam, Vector3 pivot, float snapValue, Color[] colors, float alphaBump) + { + if(!gridMesh || !gridMaterial || !gridObject) + Init(); + + gridMaterial.SetFloat("_AlphaCutoff", 0f); + gridMaterial.SetFloat("_AlphaFade", 0f); + + Vector3 camDir = (pivot - cam.transform.position).normalized; + pivot = pg_Util.SnapValue(pivot, snapValue); + + // Used to flip the grid to match whatever direction the cam is currently + // coming at the pivot from + Vector3 right = camDir.x < 0f ? Vector3.right : Vector3.right * -1f; + Vector3 up = camDir.y < 0f ? Vector3.up : Vector3.up * -1f; + Vector3 forward = camDir.z < 0f ? Vector3.forward : Vector3.forward * -1f; + + // Get intersecting point for each axis, if it exists + Ray ray_x = new Ray(pivot, right); + Ray ray_y = new Ray(pivot, up); + Ray ray_z = new Ray(pivot, forward); + + float x_dist = 10f, y_dist = 10f, z_dist = 10f; + bool x_intersect = false, y_intersect = false, z_intersect = false; + + Plane[] planes = GeometryUtility.CalculateFrustumPlanes(cam); + foreach(Plane p in planes) + { + float dist; + float t = 0; + + if(p.Raycast(ray_x, out dist)) + { + t = Vector3.Distance(pivot, ray_x.GetPoint(dist)); + if(t < x_dist || !x_intersect) + { + x_intersect = true; + x_dist = t; + } + } + + if(p.Raycast(ray_y, out dist)) + { + t = Vector3.Distance(pivot, ray_y.GetPoint(dist)); + if(t < y_dist || !y_intersect) + { + y_intersect = true; + y_dist = t; + } + } + + if(p.Raycast(ray_z, out dist)) + { + t = Vector3.Distance(pivot, ray_z.GetPoint(dist)); + if(t < z_dist || !z_intersect) + { + z_intersect = true; + z_dist = t; + } + } + } + + int x_iter = (int)(Mathf.Ceil(Mathf.Max(x_dist, y_dist))/snapValue); + int y_iter = (int)(Mathf.Ceil(Mathf.Max(x_dist, z_dist))/snapValue); + int z_iter = (int)(Mathf.Ceil(Mathf.Max(z_dist, y_dist))/snapValue); + + int max = Mathf.Max( Mathf.Max(x_iter, y_iter), z_iter ); + int div = 1; + while(max/div> MAX_LINES) + { + div++; + } + + Vector3[] vertices_t = null; + Vector3[] normals_t = null; + Color[] colors_t = null; + int[] indices_t = null; + + List vertices_m = new List(); + List normals_m = new List(); + List colors_m = new List(); + List indices_m = new List(); + + // X plane + DrawHalfGrid(cam, pivot, up, right, snapValue*div, x_iter/div, colors[0], alphaBump, out vertices_t, out normals_t, out colors_t, out indices_t, 0); + vertices_m.AddRange(vertices_t); + normals_m.AddRange(normals_t); + colors_m.AddRange(colors_t); + indices_m.AddRange(indices_t); + + // Y plane + DrawHalfGrid(cam, pivot, right, forward, snapValue*div, y_iter/div, colors[1], alphaBump, out vertices_t, out normals_t, out colors_t, out indices_t, vertices_m.Count); + vertices_m.AddRange(vertices_t); + normals_m.AddRange(normals_t); + colors_m.AddRange(colors_t); + indices_m.AddRange(indices_t); + + // Z plane + DrawHalfGrid(cam, pivot, forward, up, snapValue*div, z_iter/div, colors[2], alphaBump, out vertices_t, out normals_t, out colors_t, out indices_t, vertices_m.Count); + vertices_m.AddRange(vertices_t); + normals_m.AddRange(normals_t); + colors_m.AddRange(colors_t); + indices_m.AddRange(indices_t); + + gridMesh.Clear(); + gridMesh.vertices = vertices_m.ToArray(); + gridMesh.normals = normals_m.ToArray(); + gridMesh.subMeshCount = 1; + gridMesh.uv = new Vector2[vertices_m.Count]; + gridMesh.colors = colors_m.ToArray(); + gridMesh.SetIndices(indices_m.ToArray(), MeshTopology.Lines, 0); + + } + + private static void DrawHalfGrid(Camera cam, Vector3 pivot, Vector3 tan, Vector3 bitan, float increment, int iterations, Color secondary, float alphaBump, + out Vector3[] vertices, + out Vector3[] normals, + out Color[] colors, + out int[] indices, int offset) + { + Color primary = secondary; + primary.a += alphaBump; + + float len = increment * iterations; + + int highlightOffsetTan = (int)((pg_Util.ValueFromMask(pivot, tan) % (increment * majorLineIncrement)) / increment); + int highlightOffsetBitan = (int)((pg_Util.ValueFromMask(pivot, bitan) % (increment * majorLineIncrement)) / increment); + + iterations++; + + // this could only use 3 verts per line + float fade = .75f; + float fadeDist = len * fade; + Vector3 nrm = Vector3.Cross(tan, bitan); + + vertices = new Vector3[iterations*6-3]; + normals = new Vector3[iterations*6-3]; + indices = new int[iterations*8-4]; + colors = new Color[iterations*6-3]; + + vertices[0] = pivot; + vertices[1] = (pivot + bitan*fadeDist); + vertices[2] = (pivot + bitan*len); + + normals[0] = nrm; + normals[1] = nrm; + normals[2] = nrm; + + indices[0] = 0 + offset; + indices[1] = 1 + offset; + indices[2] = 1 + offset; + indices[3] = 2 + offset; + + colors[0] = primary; + colors[1] = primary; + colors[2] = primary; + colors[2].a = 0f; + + + int n = 4; + int v = 3; + + for(int i = 1; i < iterations; i++) + { + // MeshTopology doesn't exist prior to Unity 4 + vertices[v+0] = pivot + i * tan * increment; + vertices[v+1] = (pivot + bitan*fadeDist) + i * tan * increment; + vertices[v+2] = (pivot + bitan*len) + i * tan * increment; + + vertices[v+3] = pivot + i * bitan * increment; + vertices[v+4] = (pivot + tan*fadeDist) + i * bitan * increment; + vertices[v+5] = (pivot + tan*len) + i * bitan * increment; + + normals[v+0] = nrm; + normals[v+1] = nrm; + normals[v+2] = nrm; + normals[v+3] = nrm; + normals[v+4] = nrm; + normals[v+5] = nrm; + + indices[n+0] = v + 0 + offset; + indices[n+1] = v + 1 + offset; + indices[n+2] = v + 1 + offset; + indices[n+3] = v + 2 + offset; + indices[n+4] = v + 3 + offset; + indices[n+5] = v + 4 + offset; + indices[n+6] = v + 4 + offset; + indices[n+7] = v + 5 + offset; + + float alpha = (i/(float)iterations); + alpha = alpha < fade ? 1f : 1f - ( (alpha-fade)/(1-fade) ); + + Color col = (i+highlightOffsetTan) % majorLineIncrement == 0 ? primary : secondary; + col.a *= alpha; + + colors[v+0] = col; + colors[v+1] = col; + colors[v+2] = col; + colors[v+2].a = 0f; + + col = (i+highlightOffsetBitan) % majorLineIncrement == 0 ? primary : secondary; + col.a *= alpha; + + colors[v+3] = col; + colors[v+4] = col; + colors[v+5] = col; + colors[v+5].a = 0f; + + n += 8; + v += 6; + } + } + + /** + * Draws a plane grid using pivot point, the right and forward directions, and how far each direction should extend + */ + private static void DrawFullGrid(Camera cam, Vector3 pivot, Vector3 tan, Vector3 bitan, float increment, int iterations, int div, Color secondary, float alphaBump) + { + Color primary = secondary; + primary.a += alphaBump; + + float len = iterations * increment; + + iterations++; + + Vector3 start = pivot - tan*(len/2f) - bitan*(len/2f); + start = pg_Util.SnapValue(start, bitan+tan, increment); + + float inc = increment; + int highlightOffsetTan = (int)((pg_Util.ValueFromMask(start, tan) % (inc*majorLineIncrement)) / inc); + int highlightOffsetBitan = (int)((pg_Util.ValueFromMask(start, bitan) % (inc*majorLineIncrement)) / inc); + + Vector3[] lines = new Vector3[iterations * 4]; + int[] indices = new int[iterations * 4]; + Color[] colors = new Color[iterations * 4]; + + int v = 0, t = 0; + + for(int i = 0; i < iterations; i++) + { + Vector3 a = start + tan * i * increment; + Vector3 b = start + bitan * i * increment; + + lines[v+0] = a; + lines[v+1] = a + bitan * len; + + lines[v+2] = b; + lines[v+3] = b + tan * len; + + indices[t++] = v; + indices[t++] = v+1; + indices[t++] = v+2; + indices[t++] = v+3; + + Color col = (i + highlightOffsetTan) % majorLineIncrement == 0 ? primary : secondary; + + // tan + colors[v+0] = col; + colors[v+1] = col; + + col = (i + highlightOffsetBitan) % majorLineIncrement == 0 ? primary : secondary; + + // bitan + colors[v+2] = col; + colors[v+3] = col; + + v += 4; + } + + Vector3 nrm = Vector3.Cross(tan, bitan); + Vector3[] nrms = new Vector3[lines.Length]; + for(int i = 0; i < lines.Length; i++) + nrms[i] = nrm; + + + gridMesh.Clear(); + gridMesh.vertices = lines; + gridMesh.normals = nrms; + gridMesh.subMeshCount = 1; + gridMesh.uv = new Vector2[lines.Length]; + gridMesh.colors = colors; + gridMesh.SetIndices(indices, MeshTopology.Lines, 0); + } + + /** + * \brief Returns the distance from pivot to frustum plane in the order of + * float[] { tan, bitan, -tan, -bitan } + */ + private static float[] GetDistanceToFrustumPlanes(Camera cam, Vector3 pivot, Vector3 tan, Vector3 bitan, float minDist) + { + Ray[] rays = new Ray[4] + { + new Ray(pivot, tan), + new Ray(pivot, bitan), + new Ray(pivot, -tan), + new Ray(pivot, -bitan) + }; + + float[] intersects = new float[4] { minDist, minDist, minDist, minDist }; + bool[] intersection_found = new bool[4] { false, false, false, false }; + + Plane[] planes = GeometryUtility.CalculateFrustumPlanes(cam); + foreach(Plane p in planes) + { + float dist; + float t = 0; + + for(int i = 0; i < 4; i++) + { + if(p.Raycast(rays[i], out dist)) + { + t = Vector3.Distance(pivot, rays[i].GetPoint(dist)); + + if(t < intersects[i] || !intersection_found[i]) + { + intersection_found[i] = true; + intersects[i] = Mathf.Max(minDist, t); + } + } + } + } + return intersects; + } + } +} diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs.meta new file mode 100644 index 0000000..e495174 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6367e9291991f466897f892a41dd75ff +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs new file mode 100644 index 0000000..4c20201 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs @@ -0,0 +1,78 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace ProGrids +{ + + public class pg_ParameterWindow : EditorWindow + { + public pg_Editor editor; + + GUIContent gc_predictiveGrid = new GUIContent("Predictive Grid", "If enabled, the grid will automatically render at the optimal axis based on movement."); + GUIContent gc_snapAsGroup = new GUIContent("Snap as Group", "If enabled, selected objects will keep their relative offsets when moving. If disabled, every object in the selection is snapped to grid independently."); + + void OnGUI() + { + GUILayout.Label("Snap Settings", EditorStyles.boldLabel); + + float snap = editor.GetSnapIncrement(); + + EditorGUI.BeginChangeCheck(); + + snap = EditorGUILayout.FloatField("Snap Value", snap); + + if(EditorGUI.EndChangeCheck()) + editor.SetSnapIncrement(snap); + + EditorGUI.BeginChangeCheck(); + int majorLineIncrement = EditorPrefs.GetInt(pg_Constant.MajorLineIncrement, 10); + majorLineIncrement = EditorGUILayout.IntField("Major Line Increment", majorLineIncrement); + majorLineIncrement = majorLineIncrement < 2 ? 2 : majorLineIncrement > 128 ? 128 : majorLineIncrement; + if(EditorGUI.EndChangeCheck()) + { + EditorPrefs.SetInt(pg_Constant.MajorLineIncrement, majorLineIncrement); + pg_GridRenderer.majorLineIncrement = majorLineIncrement; + pg_Editor.ForceRepaint(); + } + + editor.ScaleSnapEnabled = EditorGUILayout.Toggle("Snap On Scale", editor.ScaleSnapEnabled); + + SnapUnit _gridUnits = (SnapUnit)(EditorPrefs.HasKey(pg_Constant.GridUnit) ? EditorPrefs.GetInt(pg_Constant.GridUnit) : 0); + + bool snapAsGroup = editor.snapAsGroup; + snapAsGroup = EditorGUILayout.Toggle(gc_snapAsGroup, snapAsGroup); + if(snapAsGroup != editor.snapAsGroup) + editor.snapAsGroup = snapAsGroup; + + EditorGUI.BeginChangeCheck(); + + _gridUnits = (SnapUnit)EditorGUILayout.EnumPopup("Grid Units", _gridUnits); + + EditorGUI.BeginChangeCheck(); + editor.angleValue = EditorGUILayout.Slider("Angle", editor.angleValue, 0f, 180f); + if(EditorGUI.EndChangeCheck()) + SceneView.RepaintAll(); + + if( EditorGUI.EndChangeCheck() ) + { + EditorPrefs.SetInt(pg_Constant.GridUnit, (int) _gridUnits); + editor.LoadPreferences(); + } + + bool tmp = editor.predictiveGrid; + tmp = EditorGUILayout.Toggle(gc_predictiveGrid, tmp); + if( tmp != editor.predictiveGrid ) + { + editor.predictiveGrid = tmp; + EditorPrefs.SetBool(pg_Constant.PredictiveGrid, tmp); + } + + GUILayout.FlexibleSpace(); + + if( GUILayout.Button("Done")) + this.Close(); + } + } + +} diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs.meta new file mode 100644 index 0000000..26e06bb --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 361cb9f8460027f4a88a1b9610de18c0 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Preferences.cs b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Preferences.cs new file mode 100644 index 0000000..cfdd37b --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Preferences.cs @@ -0,0 +1,176 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace ProGrids +{ + public class pg_Preferences + { + static Color _gridColorX; + static Color _gridColorY; + static Color _gridColorZ; + static float _alphaBump; + static bool _scaleSnapEnabled; + static int _snapMethod; + static float _BracketIncreaseValue; + static SnapUnit _GridUnits; + static bool _syncUnitySnap; + + static KeyCode _IncreaseGridSize = KeyCode.Equals; + static KeyCode _DecreaseGridSize = KeyCode.Minus; + static KeyCode _NudgePerspectiveBackward = KeyCode.LeftBracket; + static KeyCode _NudgePerspectiveForward = KeyCode.RightBracket; + static KeyCode _NudgePerspectiveReset = KeyCode.Alpha0; + static KeyCode _CyclePerspective = KeyCode.Backslash; + + + /** Defaults **/ + public static Color GRID_COLOR_X = new Color(.9f, .46f, .46f, .15f); + public static Color GRID_COLOR_Y = new Color(.46f, .9f, .46f, .15f); + public static Color GRID_COLOR_Z = new Color(.46f, .46f, .9f, .15f); + public static float ALPHA_BUMP = .25f; + public static bool USE_AXIS_CONSTRAINTS = false; + public static bool SHOW_GRID = true; + + static string[] SnapMethod = new string[] + { + "Snap on Selected Axis", + "Snap on All Axes" + }; + + static int[] SnapVals = new int[] { 1, 0 }; + static bool prefsLoaded = false; + + [PreferenceItem("ProGrids")] + public static void PreferencesGUI() + { + if (!prefsLoaded) + prefsLoaded = LoadPreferences(); + + // EditorGUILayout.HelpBox("Changes will take effect on the next ProGrids open.", MessageType.Info); + + GUILayout.Label("Grid Colors per Axis", EditorStyles.boldLabel); + _gridColorX = EditorGUILayout.ColorField("X Axis", _gridColorX); + _gridColorY = EditorGUILayout.ColorField("Y Axis", _gridColorY); + _gridColorZ = EditorGUILayout.ColorField("Z Axis", _gridColorZ); + + _alphaBump = EditorGUILayout.Slider(new GUIContent("Tenth Line Alpha", "Every 10th line will have it's alpha value bumped by this amount."), _alphaBump, 0f, 1f); + + // not used + // _BracketIncreaseValue = EditorGUILayout.FloatField(new GUIContent("Grid Increment Value", "Affects the amount by which the bracket keys will increment or decrement that snap value."), _BracketIncreaseValue); + + _GridUnits = (SnapUnit)EditorGUILayout.EnumPopup("Grid Units", _GridUnits); + + _scaleSnapEnabled = EditorGUILayout.Toggle("Snap On Scale", _scaleSnapEnabled); + + // GUILayout.BeginHorizontal(); + // EditorGUILayout.PrefixLabel(new GUIContent("Axis Constraints", "If toggled, objects will be automatically grid aligned on all axes when moving.")); + + _snapMethod = EditorGUILayout.IntPopup("Snap Method", _snapMethod, SnapMethod, SnapVals); + + _syncUnitySnap = EditorGUILayout.Toggle("Sync w/ Unity Snap", _syncUnitySnap); + + // GUILayout.EndHorizontal(); + + GUILayout.Label("Shortcuts", EditorStyles.boldLabel); + _IncreaseGridSize = (KeyCode)EditorGUILayout.EnumPopup("Increase Grid Size", _IncreaseGridSize); + _DecreaseGridSize = (KeyCode)EditorGUILayout.EnumPopup("Decrease Grid Size", _DecreaseGridSize); + _NudgePerspectiveBackward = (KeyCode)EditorGUILayout.EnumPopup("Nudge Perspective Backward", _NudgePerspectiveBackward); + _NudgePerspectiveForward = (KeyCode)EditorGUILayout.EnumPopup("Nudge Perspective Forward", _NudgePerspectiveForward); + _NudgePerspectiveReset = (KeyCode)EditorGUILayout.EnumPopup("Nudge Perspective Reset", _NudgePerspectiveReset); + _CyclePerspective = (KeyCode)EditorGUILayout.EnumPopup("Cycle Perspective", _CyclePerspective); + + if (GUILayout.Button("Reset")) + { + if (EditorUtility.DisplayDialog("Delete ProGrids editor preferences?", "Are you sure you want to delete these?, this action cannot be undone.", "Yes", "No")) + ResetPrefs(); + } + + if (GUI.changed) + SetPreferences(); + } + + public static bool LoadPreferences() + { + _scaleSnapEnabled = EditorPrefs.HasKey("scaleSnapEnabled") ? EditorPrefs.GetBool("scaleSnapEnabled") : false; + _gridColorX = (EditorPrefs.HasKey("gridColorX")) ? pg_Util.ColorWithString(EditorPrefs.GetString("gridColorX")) : GRID_COLOR_X; + _gridColorY = (EditorPrefs.HasKey("gridColorY")) ? pg_Util.ColorWithString(EditorPrefs.GetString("gridColorY")) : GRID_COLOR_Y; + _gridColorZ = (EditorPrefs.HasKey("gridColorZ")) ? pg_Util.ColorWithString(EditorPrefs.GetString("gridColorZ")) : GRID_COLOR_Z; + _alphaBump = (EditorPrefs.HasKey("pg_alphaBump")) ? EditorPrefs.GetFloat("pg_alphaBump") : ALPHA_BUMP; + _snapMethod = System.Convert.ToInt32( + (EditorPrefs.HasKey(pg_Constant.UseAxisConstraints)) ? EditorPrefs.GetBool(pg_Constant.UseAxisConstraints) : USE_AXIS_CONSTRAINTS + ); + _BracketIncreaseValue = EditorPrefs.HasKey(pg_Constant.BracketIncreaseValue) ? EditorPrefs.GetFloat(pg_Constant.BracketIncreaseValue) : .25f; + _GridUnits = (SnapUnit)(EditorPrefs.HasKey(pg_Constant.GridUnit) ? EditorPrefs.GetInt(pg_Constant.GridUnit) : 0); + _syncUnitySnap = EditorPrefs.GetBool(pg_Constant.SyncUnitySnap, true); + + _IncreaseGridSize = EditorPrefs.HasKey("pg_Editor::IncreaseGridSize") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::IncreaseGridSize") + : KeyCode.Equals; + _DecreaseGridSize = EditorPrefs.HasKey("pg_Editor::DecreaseGridSize") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::DecreaseGridSize") + : KeyCode.Minus; + _NudgePerspectiveBackward = EditorPrefs.HasKey("pg_Editor::NudgePerspectiveBackward") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::NudgePerspectiveBackward") + : KeyCode.LeftBracket; + _NudgePerspectiveForward = EditorPrefs.HasKey("pg_Editor::NudgePerspectiveForward") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::NudgePerspectiveForward") + : KeyCode.RightBracket; + _NudgePerspectiveReset = EditorPrefs.HasKey("pg_Editor::NudgePerspectiveReset") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::NudgePerspectiveReset") + : KeyCode.Alpha0; + _CyclePerspective = EditorPrefs.HasKey("pg_Editor::CyclePerspective") + ? (KeyCode)EditorPrefs.GetInt("pg_Editor::CyclePerspective") + : KeyCode.Backslash; + + return true; + } + + public static void SetPreferences() + { + EditorPrefs.SetBool("scaleSnapEnabled", _scaleSnapEnabled); + EditorPrefs.SetString("gridColorX", _gridColorX.ToString("f3")); + EditorPrefs.SetString("gridColorY", _gridColorY.ToString("f3")); + EditorPrefs.SetString("gridColorZ", _gridColorZ.ToString("f3")); + EditorPrefs.SetFloat("pg_alphaBump", _alphaBump); + EditorPrefs.SetBool(pg_Constant.UseAxisConstraints, System.Convert.ToBoolean(_snapMethod)); + EditorPrefs.SetFloat(pg_Constant.BracketIncreaseValue, _BracketIncreaseValue); + EditorPrefs.SetInt(pg_Constant.GridUnit, (int)_GridUnits); + EditorPrefs.SetBool(pg_Constant.SyncUnitySnap, _syncUnitySnap); + EditorPrefs.SetInt("pg_Editor::IncreaseGridSize", (int)_IncreaseGridSize); + EditorPrefs.SetInt("pg_Editor::DecreaseGridSize", (int)_DecreaseGridSize); + EditorPrefs.SetInt("pg_Editor::NudgePerspectiveBackward", (int)_NudgePerspectiveBackward); + EditorPrefs.SetInt("pg_Editor::NudgePerspectiveForward", (int)_NudgePerspectiveForward); + EditorPrefs.SetInt("pg_Editor::NudgePerspectiveReset", (int)_NudgePerspectiveReset); + EditorPrefs.SetInt("pg_Editor::CyclePerspective", (int)_CyclePerspective); + + if (pg_Editor.instance != null) + { + pg_Editor.instance.LoadPreferences(); + } + } + + public static void ResetPrefs() + { + EditorPrefs.DeleteKey("scaleSnapEnabled"); + EditorPrefs.DeleteKey("gridColorX"); + EditorPrefs.DeleteKey("gridColorY"); + EditorPrefs.DeleteKey("gridColorZ"); + EditorPrefs.DeleteKey("pg_alphaBump"); + EditorPrefs.DeleteKey(pg_Constant.UseAxisConstraints); + EditorPrefs.DeleteKey(pg_Constant.BracketIncreaseValue); + EditorPrefs.DeleteKey(pg_Constant.GridUnit); + EditorPrefs.DeleteKey("showgrid"); + EditorPrefs.DeleteKey(pg_Constant.SnapMultiplier); + EditorPrefs.DeleteKey(pg_Constant.SyncUnitySnap); + EditorPrefs.DeleteKey("pg_Editor::IncreaseGridSize"); + EditorPrefs.DeleteKey("pg_Editor::DecreaseGridSize"); + EditorPrefs.DeleteKey("pg_Editor::NudgePerspectiveBackward"); + EditorPrefs.DeleteKey("pg_Editor::NudgePerspectiveForward"); + EditorPrefs.DeleteKey("pg_Editor::NudgePerspectiveReset"); + EditorPrefs.DeleteKey("pg_Editor::CyclePerspective"); + + LoadPreferences(); + } + } +} diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Preferences.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Preferences.cs.meta new file mode 100644 index 0000000..bb020f8 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_Preferences.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 19a8719bbc0e11f46b9cd7b9debdfc12 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs new file mode 100644 index 0000000..e8c86fa --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using System.Collections; + +namespace ProGrids +{ + /** + * A substitute for GUIContent that offers some additional functionality. + */ + [System.Serializable] + public class pg_ToggleContent + { + public string text_on, text_off; + public Texture2D image_on, image_off; + public string tooltip; + + GUIContent gc = new GUIContent(); + + public pg_ToggleContent(string t_on, string t_off, string tooltip) + { + this.text_on = t_on; + this.text_off = t_off; + this.image_on = (Texture2D)null; + this.image_off = (Texture2D)null; + this.tooltip = tooltip; + + gc.tooltip = tooltip; + } + + public pg_ToggleContent(string t_on, string t_off, Texture2D i_on, Texture2D i_off, string tooltip) + { + this.text_on = t_on; + this.text_off = t_off; + this.image_on = i_on; + this.image_off = i_off; + this.tooltip = tooltip; + + gc.tooltip = tooltip; + } + + public static bool ToggleButton(Rect r, pg_ToggleContent content, bool enabled, GUIStyle imageStyle, GUIStyle altStyle) + { + content.gc.image = enabled ? content.image_on : content.image_off; + content.gc.text = content.gc.image == null ? (enabled ? content.text_on : content.text_off) : ""; + + return GUI.Button(r, content.gc, content.gc.image != null ? imageStyle : altStyle); + } + } +} diff --git a/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs.meta b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs.meta new file mode 100644 index 0000000..1609d2f --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 66b1c4a9ec825c7458f935aae34d66b1 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/GUI.meta b/assignment10final/Assets/ProCore/ProGrids/GUI.meta new file mode 100644 index 0000000..40b1c2d --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/GUI.meta @@ -0,0 +1,10 @@ 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versions less than 5.2 this will not take effect until after a script + * reload. + */ + [ProGridsNoSnap] + public class pg_IgnoreSnap : MonoBehaviour {} +} + +#endif diff --git a/assignment10final/Assets/ProCore/ProGrids/MonoBehaviour/pg_IgnoreSnap.cs.meta b/assignment10final/Assets/ProCore/ProGrids/MonoBehaviour/pg_IgnoreSnap.cs.meta new file mode 100644 index 0000000..cb48b83 --- /dev/null +++ b/assignment10final/Assets/ProCore/ProGrids/MonoBehaviour/pg_IgnoreSnap.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 31c962280094e7146b53cd8abdfa5957 +timeCreated: 18446744011573954816 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/ProCore/ProGrids/ProGrids_Documentation.pdf b/assignment10final/Assets/ProCore/ProGrids/ProGrids_Documentation.pdf new file mode 100644 index 0000000..ac8ad98 Binary files /dev/null and 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b/assignment10final/Assets/Scripts/DebugRay.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DebugRay : MonoBehaviour { + + // Update is called once per frame + void Update () { + + // simply draws a ray going from a point in a direction + Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 1000, Color.red); + } +} diff --git a/assignment10final/Assets/Scripts/DebugRay.cs.meta b/assignment10final/Assets/Scripts/DebugRay.cs.meta new file mode 100644 index 0000000..be8b707 --- /dev/null +++ b/assignment10final/Assets/Scripts/DebugRay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db712cf492faf4ac7b6ee36e535f169f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/Scripts/Portal.cs b/assignment10final/Assets/Scripts/Portal.cs new file mode 100644 index 0000000..536b58a --- /dev/null +++ b/assignment10final/Assets/Scripts/Portal.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityStandardAssets.Characters.FirstPerson; + +public class Portal : MonoBehaviour { + + // the other portal that this will teleport to/render + public GameObject linkedPortal; + + // used to help prevent us from infinitely teleporting back and forth + private bool portalActive = true; + + void OnTriggerEnter(Collider other) { + + if (portalActive) { + + // make other portal not teleport us and our current one enabled + linkedPortal.GetComponent().Toggle(); + + // OnExit never gets called after teleportation from a portal, so we + // need to toggle manually + Toggle(); + + // cache player rotation to revert after teleport + float xRot = other.transform.rotation.x; + float zRot = other.transform.rotation.z; + + // set the player's position and rotation to the other portal's + other.transform.SetPositionAndRotation(linkedPortal.transform.position, + Quaternion.identity); + other.transform.rotation = linkedPortal.transform.parent.transform.rotation; + + // Y rotation from portal + float yRot = other.transform.eulerAngles.y; + + // combine previously cached axes with new Y to get new rotation + other.transform.eulerAngles = new Vector3(xRot, yRot, zRot); + + // override FPSController's mouse look caching + other.GetComponent().MouseReset(); + } + } + + void OnTriggerExit(Collider other) { + + // re-enable this portal for teleportation after we've exited + // (teleporting into it) + Toggle(); + } + + public void Toggle() { + + // whether we can actually use this portal to teleport + portalActive = !portalActive; + } +} diff --git a/assignment10final/Assets/Scripts/Portal.cs.meta b/assignment10final/Assets/Scripts/Portal.cs.meta new file mode 100644 index 0000000..2a421a2 --- /dev/null +++ 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frame + void Update () { + + // fire the right portal (left or right) based on input + if (Input.GetButtonDown("Fire1")) { + FirePortal("orange"); + } else if (Input.GetButtonDown("Fire2")) { + FirePortal("blue"); + } + } + + void FirePortal(string type) { + + // struct object that will hold our raycast information + RaycastHit hit; + + // if we collide with an object with our raycast, spawn a portal there + if (Physics.Raycast(gunTip.transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity)) { + portalSound.Play(); + + // choose between the correct portals based on string input + GameObject portal = type == "orange" ? orangePortal : bluePortal; + + // set the portal to the same position as the raycast point, and set + // its rotation to orient to the wall relative to what its "up" direction is, + // which is Vector.up in world space + portal.transform.SetPositionAndRotation(hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal)); + } else { + errorSound.Play(); + } + } +} diff --git a/assignment10final/Assets/Scripts/PortalGun.cs.meta b/assignment10final/Assets/Scripts/PortalGun.cs.meta new file mode 100644 index 0000000..5128ca7 --- /dev/null +++ b/assignment10final/Assets/Scripts/PortalGun.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1255eca7d9e3c42c08d90880ff2a6f41 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/Scripts/Win.cs b/assignment10final/Assets/Scripts/Win.cs new file mode 100644 index 0000000..77b62b0 --- /dev/null +++ b/assignment10final/Assets/Scripts/Win.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class Win : MonoBehaviour +{ + private GameObject gameObject; + private Text text; + private Color color; + + // Start is called before the first frame update + void Start() + { + gameObject = GameObject.Find("WinText"); + text = gameObject.GetComponent(); + color = text.color; + + // Make the text invisible + color.a = 0.0f; + text.color = color; + } + + // Update is called once per frame + void Update() + { + + } + + void OnTriggerEnter(Collider other) { + // Show the text when player collides with finish line + color.a = 1.0f; + text.color = color; + } +} diff --git a/assignment10final/Assets/Scripts/Win.cs.meta b/assignment10final/Assets/Scripts/Win.cs.meta new file mode 100644 index 0000000..14a955b --- /dev/null +++ b/assignment10final/Assets/Scripts/Win.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1c17dba26c96941a8984b18825fb674b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/assignment10final/Assets/Shaders.meta b/assignment10final/Assets/Shaders.meta new file mode 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There's usually no need to create your own from the separate scripts provided. Just drop the prefab into your scene and you're good to go. + + +The simplest way to get started with the First Person Character is to follow these steps: + +1) Start with a suitable scene. There ought to be enough flat ground to walk around on. + +2) Place the "FirstPersonCharacter" prefab in the scene. + +3) If present, delete the "Main Camera" that exists in new scenes by default. The First Person Character prefab contains its own camera, so you don't need the default camera, or any of the camera rigs to use it. + +The first-person character is made up of a few components acting together. The FirstPersonCharacter script provides the functionality of moving, strafing and jumping. 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diff --git a/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts.meta b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts.meta new file mode 100755 index 0000000..6d321fa --- /dev/null +++ b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 314f49b24dc9d5d40956a7b28c67b237 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs new file mode 100755 index 0000000..5cdf63b --- /dev/null +++ b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs @@ -0,0 +1,267 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; +using UnityStandardAssets.Utility; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Characters.FirstPerson +{ + [RequireComponent(typeof (CharacterController))] + [RequireComponent(typeof (AudioSource))] + public class FirstPersonController : MonoBehaviour + { + [SerializeField] private bool m_IsWalking; + [SerializeField] private float m_WalkSpeed; + [SerializeField] private float m_RunSpeed; + [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; + [SerializeField] private float m_JumpSpeed; + [SerializeField] private float m_StickToGroundForce; + [SerializeField] private float m_GravityMultiplier; + [SerializeField] private MouseLook m_MouseLook; + [SerializeField] private bool m_UseFovKick; + [SerializeField] private FOVKick m_FovKick = new FOVKick(); + [SerializeField] private bool m_UseHeadBob; + [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); + [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); + [SerializeField] private float m_StepInterval; + [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. + [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. + [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. + + private Camera m_Camera; + private bool m_Jump; + private float m_YRotation; + private Vector2 m_Input; + private Vector3 m_MoveDir = Vector3.zero; + private CharacterController m_CharacterController; + private CollisionFlags m_CollisionFlags; + private bool m_PreviouslyGrounded; + private Vector3 m_OriginalCameraPosition; + private float m_StepCycle; + private float m_NextStep; + private bool m_Jumping; + private AudioSource m_AudioSource; + + // Use this for initialization + private void Start() + { + m_CharacterController = GetComponent(); + m_Camera = Camera.main; + m_OriginalCameraPosition = m_Camera.transform.localPosition; + m_FovKick.Setup(m_Camera); + m_HeadBob.Setup(m_Camera, m_StepInterval); + m_StepCycle = 0f; + m_NextStep = m_StepCycle/2f; + m_Jumping = false; + m_AudioSource = GetComponent(); + m_MouseLook.Init(transform , m_Camera.transform); + } + + public void SetRotation(Transform other) { + m_MouseLook.Init(other, m_Camera.transform); + } + + public void MouseReset() { + m_MouseLook.Init(transform, m_Camera.transform); + } + + + // Update is called once per frame + private void Update() + { + RotateView(); + // the jump state needs to read here to make sure it is not missed + if (!m_Jump) + { + m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); + } + + if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) + { + StartCoroutine(m_JumpBob.DoBobCycle()); + PlayLandingSound(); + m_MoveDir.y = 0f; + m_Jumping = false; + } + if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) + { + m_MoveDir.y = 0f; + } + + m_PreviouslyGrounded = m_CharacterController.isGrounded; + } + + + private void PlayLandingSound() + { + m_AudioSource.clip = m_LandSound; + m_AudioSource.Play(); + m_NextStep = m_StepCycle + .5f; + } + + + private void FixedUpdate() + { + float speed; + GetInput(out speed); + // always move along the camera forward as it is the direction that it being aimed at + Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; + + // get a normal for the surface that is being touched to move along it + RaycastHit hitInfo; + Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, + m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); + desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; + + m_MoveDir.x = desiredMove.x*speed; + m_MoveDir.z = desiredMove.z*speed; + + + if (m_CharacterController.isGrounded) + { + m_MoveDir.y = -m_StickToGroundForce; + + if (m_Jump) + { + m_MoveDir.y = m_JumpSpeed; + PlayJumpSound(); + m_Jump = false; + m_Jumping = true; + } + } + else + { + m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; + } + m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); + + ProgressStepCycle(speed); + UpdateCameraPosition(speed); + + m_MouseLook.UpdateCursorLock(); + } + + + private void PlayJumpSound() + { + m_AudioSource.clip = m_JumpSound; + m_AudioSource.Play(); + } + + + private void ProgressStepCycle(float speed) + { + if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) + { + m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* + Time.fixedDeltaTime; + } + + if (!(m_StepCycle > m_NextStep)) + { + return; + } + + m_NextStep = m_StepCycle + m_StepInterval; + + PlayFootStepAudio(); + } + + + private void PlayFootStepAudio() + { + if (!m_CharacterController.isGrounded) + { + return; + } + // pick & play a random footstep sound from the array, + // excluding sound at index 0 + int n = Random.Range(1, m_FootstepSounds.Length); + m_AudioSource.clip = m_FootstepSounds[n]; + m_AudioSource.PlayOneShot(m_AudioSource.clip); + // move picked sound to index 0 so it's not picked next time + m_FootstepSounds[n] = m_FootstepSounds[0]; + m_FootstepSounds[0] = m_AudioSource.clip; + } + + + private void UpdateCameraPosition(float speed) + { + Vector3 newCameraPosition; + if (!m_UseHeadBob) + { + return; + } + if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) + { + m_Camera.transform.localPosition = + m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); + newCameraPosition = m_Camera.transform.localPosition; + newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); + } + else + { + newCameraPosition = m_Camera.transform.localPosition; + newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); + } + m_Camera.transform.localPosition = newCameraPosition; + } + + + private void GetInput(out float speed) + { + // Read input + float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); + float vertical = CrossPlatformInputManager.GetAxis("Vertical"); + + bool waswalking = m_IsWalking; + +#if !MOBILE_INPUT + // On standalone builds, walk/run speed is modified by a key press. + // keep track of whether or not the character is walking or running + m_IsWalking = !Input.GetKey(KeyCode.LeftShift); +#endif + // set the desired speed to be walking or running + speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; + m_Input = new Vector2(horizontal, vertical); + + // normalize input if it exceeds 1 in combined length: + if (m_Input.sqrMagnitude > 1) + { + m_Input.Normalize(); + } + + // handle speed change to give an fov kick + // only if the player is going to a run, is running and the fovkick is to be used + if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) + { + StopAllCoroutines(); + StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); + } + } + + + private void RotateView() + { + m_MouseLook.LookRotation (transform, m_Camera.transform); + } + + + private void OnControllerColliderHit(ControllerColliderHit hit) + { + Rigidbody body = hit.collider.attachedRigidbody; + //dont move the rigidbody if the character is on top of it + if (m_CollisionFlags == CollisionFlags.Below) + { + return; + } + + if (body == null || body.isKinematic) + { + return; + } + body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); + } + } +} diff --git a/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta new file mode 100755 index 0000000..437171c --- /dev/null +++ b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 05ec5cf00ca181d45a42ba1870e148c3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs new file mode 100755 index 0000000..06ddecc --- /dev/null +++ b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs @@ -0,0 +1,55 @@ +using System; +using UnityEngine; +using UnityStandardAssets.Utility; + +namespace UnityStandardAssets.Characters.FirstPerson +{ + public class HeadBob : MonoBehaviour + { + public Camera Camera; + public CurveControlledBob motionBob = new CurveControlledBob(); + public LerpControlledBob jumpAndLandingBob = new LerpControlledBob(); + public RigidbodyFirstPersonController rigidbodyFirstPersonController; + public float StrideInterval; + [Range(0f, 1f)] public float RunningStrideLengthen; + + // private CameraRefocus m_CameraRefocus; + private bool m_PreviouslyGrounded; + private Vector3 m_OriginalCameraPosition; + + + private void Start() + { + motionBob.Setup(Camera, StrideInterval); + m_OriginalCameraPosition = Camera.transform.localPosition; + // m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition); + } + + + private void Update() + { + // m_CameraRefocus.GetFocusPoint(); + Vector3 newCameraPosition; + if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded) + { + Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude*(rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f)); + newCameraPosition = Camera.transform.localPosition; + newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset(); + } + else + { + newCameraPosition = Camera.transform.localPosition; + newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset(); + } + Camera.transform.localPosition = newCameraPosition; + + if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded) + { + StartCoroutine(jumpAndLandingBob.DoBobCycle()); + } + + m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded; + // m_CameraRefocus.SetFocusPoint(); + } + } +} diff --git a/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta new file mode 100755 index 0000000..4cff284 --- /dev/null +++ b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta @@ 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= 5f; + public bool lockCursor = true; + + + private Quaternion m_CharacterTargetRot; + private Quaternion m_CameraTargetRot; + private bool m_cursorIsLocked = true; + + public void Init(Transform character, Transform camera) + { + m_CharacterTargetRot = character.localRotation; + m_CameraTargetRot = camera.localRotation; + } + + public void LookRotation(Transform character, Transform camera) + { + float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; + float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; + + m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f); + m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f); + + if(clampVerticalRotation) + m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot); + + if(smooth) + { + character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot, + smoothTime * Time.deltaTime); + camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot, + smoothTime * Time.deltaTime); + } + else + { + character.localRotation = m_CharacterTargetRot; + camera.localRotation = m_CameraTargetRot; + } + + UpdateCursorLock(); + } + + public void SetCursorLock(bool value) + { + lockCursor = value; + if(!lockCursor) + {//we force unlock the cursor if the user disable the cursor locking helper + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + } + + public void UpdateCursorLock() + { + //if the user set "lockCursor" we check & properly lock the cursos + if (lockCursor) + InternalLockUpdate(); + } + + private void InternalLockUpdate() + { + if(Input.GetKeyUp(KeyCode.Escape)) + { + m_cursorIsLocked = false; + } + else if(Input.GetMouseButtonUp(0)) + { + m_cursorIsLocked = true; + } + + if (m_cursorIsLocked) + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + else if (!m_cursorIsLocked) + { + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + } + + Quaternion ClampRotationAroundXAxis(Quaternion q) + { + q.x /= q.w; + q.y /= q.w; + q.z /= q.w; + q.w = 1.0f; + + float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); + + angleX = Mathf.Clamp (angleX, MinimumX, MaximumX); + + q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX); + + return q; + } + + } +} diff --git a/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta new file mode 100755 index 0000000..2e6a76f --- /dev/null +++ b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 37e60a97f2c87ae41b6cdc1055d78cb9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs new file mode 100755 index 0000000..9caa5ef --- /dev/null +++ b/assignment10final/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs @@ -0,0 +1,265 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Characters.FirstPerson +{ + [RequireComponent(typeof (Rigidbody))] + [RequireComponent(typeof (CapsuleCollider))] + public class RigidbodyFirstPersonController : MonoBehaviour + { + [Serializable] + public class MovementSettings + { + public float ForwardSpeed = 8.0f; // Speed when walking forward + public float BackwardSpeed = 4.0f; // Speed when walking backwards + public float StrafeSpeed = 4.0f; // Speed when walking sideways + public float RunMultiplier = 2.0f; // Speed when sprinting + public KeyCode RunKey = KeyCode.LeftShift; + public float JumpForce = 30f; + public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); + [HideInInspector] public float CurrentTargetSpeed = 8f; + +#if !MOBILE_INPUT + private bool m_Running; +#endif + + public void UpdateDesiredTargetSpeed(Vector2 input) + { + if (input == Vector2.zero) return; + if (input.x > 0 || input.x < 0) + { + //strafe + CurrentTargetSpeed = StrafeSpeed; + } + if (input.y < 0) + { + //backwards + CurrentTargetSpeed = BackwardSpeed; + } + if (input.y > 0) + { + //forwards + //handled last as if strafing and moving forward at the same time forwards speed should take precedence + CurrentTargetSpeed = ForwardSpeed; + } +#if !MOBILE_INPUT + if (Input.GetKey(RunKey)) + { + CurrentTargetSpeed *= RunMultiplier; + m_Running = true; + } + else + { + m_Running = false; + } +#endif + } + +#if !MOBILE_INPUT + public bool Running + { + get { return m_Running; } + } +#endif + } + + + [Serializable] + public class AdvancedSettings + { + public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this ) + public float stickToGroundHelperDistance = 0.5f; // stops the character + public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input + public bool airControl; // can the user control the direction that is being moved in the air + [Tooltip("set it to 0.1 or more if you get stuck in wall")] + public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice) + } + + + public Camera cam; + public MovementSettings movementSettings = new MovementSettings(); + public MouseLook mouseLook = new MouseLook(); + public AdvancedSettings advancedSettings = new AdvancedSettings(); + + + private Rigidbody m_RigidBody; + private CapsuleCollider m_Capsule; + private float m_YRotation; + private Vector3 m_GroundContactNormal; + private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded; + + + public Vector3 Velocity + { + get { return m_RigidBody.velocity; } + } + + public bool Grounded + { + get { return m_IsGrounded; } + } + + public bool Jumping + { + get { return m_Jumping; } + } + + public bool Running + { + get + { + #if !MOBILE_INPUT + return movementSettings.Running; +#else + return false; +#endif + } + } + + + private void Start() + { + m_RigidBody = GetComponent(); + m_Capsule = GetComponent(); + mouseLook.Init (transform, cam.transform); + } + + + private void Update() + { + RotateView(); + + if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump) + { + m_Jump = true; + } + } + + + private void FixedUpdate() + { + GroundCheck(); + Vector2 input = GetInput(); + + if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) + { + // always move along the camera forward as it is the direction that it being aimed at + Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; + desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; + + desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; + desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; + desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; + if (m_RigidBody.velocity.sqrMagnitude < + (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed)) + { + m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); + } + } + + if (m_IsGrounded) + { + m_RigidBody.drag = 5f; + + if (m_Jump) + { + m_RigidBody.drag = 0f; + m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); + m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); + m_Jumping = true; + } + + if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) + { + m_RigidBody.Sleep(); + } + } + else + { + m_RigidBody.drag = 0f; + if (m_PreviouslyGrounded && !m_Jumping) + { + StickToGroundHelper(); + } + } + m_Jump = false; + } + + + private float SlopeMultiplier() + { + float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); + return movementSettings.SlopeCurveModifier.Evaluate(angle); + } + + + private void StickToGroundHelper() + { + RaycastHit hitInfo; + if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, + ((m_Capsule.height/2f) - m_Capsule.radius) + + advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) + { + if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) + { + m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); + } + } + } + + + private Vector2 GetInput() + { + + Vector2 input = new Vector2 + { + x = CrossPlatformInputManager.GetAxis("Horizontal"), + y = CrossPlatformInputManager.GetAxis("Vertical") + }; + movementSettings.UpdateDesiredTargetSpeed(input); + return input; + } + + + private void RotateView() + { + //avoids the mouse looking if the game is effectively paused + if (Mathf.Abs(Time.timeScale) < float.Epsilon) return; + + // get the rotation before it's changed + float oldYRotation = transform.eulerAngles.y; + + mouseLook.LookRotation (transform, cam.transform); + + if (m_IsGrounded || advancedSettings.airControl) + { + // Rotate the rigidbody velocity to match the new direction that the character is looking + Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up); + m_RigidBody.velocity = velRotation*m_RigidBody.velocity; + } + } + + /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom + private void GroundCheck() + { + m_PreviouslyGrounded = 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Just drop the prefab into your scene and you're good to go. It's designed as a minimal demonstration of using our Cross Platform Input scripts, and to demonstrate the way we've chosen to separate the input from the mechanics of the controller, so that you're free to swap in other input styles or AI controls. + +The ball converts its input to camera-relative motion, so it works fine with any of the camera rigs provided - even the CCTV Camera Rig! + +The simplest way to get started with the rolling ball controller is to: + +1) Start with a suitable scene. There ought to be enough flat ground to roll around on. + +2) Place the "RollerBall" prefab in the scene. + +3) Place a camera rig in the scene, from the Cameras folder. + +4) If present, delete the "Main Camera" that exists in new scenes by default. The camera rigs contain their own camera, so you don't need the default camera. + +There are a number of simple adjustable settings on the Ball allowing you to change the handling and jump power. 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Ball needs a Camera tagged \"MainCamera\", for camera-relative controls."); + // we use world-relative controls in this case, which may not be what the user wants, but hey, we warned them! + } + } + + + private void Update() + { + // Get the axis and jump input. + + float h = CrossPlatformInputManager.GetAxis("Horizontal"); + float v = CrossPlatformInputManager.GetAxis("Vertical"); + jump = CrossPlatformInputManager.GetButton("Jump"); + + // calculate move direction + if (cam != null) + { + // calculate camera relative direction to move: + camForward = Vector3.Scale(cam.forward, new Vector3(1, 0, 1)).normalized; + move = (v*camForward + h*cam.right).normalized; + } + else + { + // we use world-relative directions in the case of no main camera + move = (v*Vector3.forward + h*Vector3.right).normalized; + } + } + + + private void FixedUpdate() + { + // Call the Move function of the ball controller + ball.Move(move, jump); + jump = false; + } + } +} diff --git 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secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: + - boneName: Hips + humanName: Hips + 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: LeftUpLeg + humanName: LeftUpperLeg + 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: RightUpLeg + humanName: RightUpperLeg + 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: LeftLeg + humanName: LeftLowerLeg + 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: RightLeg + humanName: RightLowerLeg + limit: + min: 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maskSource: {instanceID: 0} + - serializedVersion: 16 + name: StandQuarterTurnLeft + takeName: _97_TO_100_a_U1_M_P_idle_NeutralTO45IdleTONeutralIdle__Fb_p45_No_0_PJ_2 + firstFrame: 284 + lastFrame: 315 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: 0 + loop: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 0 + loopBlendPositionY: 1 + loopBlendPositionXZ: 0 + keepOriginalOrientation: 0 + keepOriginalPositionY: 0 + keepOriginalPositionXZ: 0 + heightFromFeet: 1 + mirror: 1 + bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 + curves: [] + events: [] + transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + - serializedVersion: 16 + name: StandHalfTurnLeft + takeName: _97_TO_100_a_U1_M_P_idle_NeutralTO45IdleTONeutralIdle__Fb_p45_No_0_PJ_2 + firstFrame: 622 + lastFrame: 659 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: 0 + loop: 0 + loopTime: 1 + loopBlend: 1 + 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motionNodeName: + pivotNodeName: + animationCompression: 0 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: + - serializedVersion: 16 + name: HumanoidWalkRight + takeName: _7_a_U1_M_P_WalkForwardTurnRight_NtrlMedium__Fb_Dia2m_No_0_PJ_1 + firstFrame: 90.5999985 + lastFrame: 122.100006 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: 0 + loop: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 0 + loopBlendPositionY: 1 + loopBlendPositionXZ: 0 + keepOriginalOrientation: 0 + keepOriginalPositionY: 0 + keepOriginalPositionXZ: 0 + heightFromFeet: 1 + mirror: 0 + bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 + curves: [] + events: [] + transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + - serializedVersion: 16 + name: HumanoidWalkLeft + takeName: 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useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: + - boneName: Hips + humanName: Hips + 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: LeftUpLeg + humanName: LeftUpperLeg + 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: RightUpLeg + humanName: RightUpperLeg + 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: LeftLeg + humanName: LeftLowerLeg + 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: RightLeg + humanName: RightLowerLeg + 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: LeftFoot + 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: RightFoot + humanName: RightFoot + 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: Spine + humanName: Spine + 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: Chest + humanName: Chest + 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: Neck + humanName: Neck + 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: Head + humanName: Head + 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: LeftShoulder + humanName: LeftShoulder + 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9500000: //RootNode + materials: + importMaterials: 0 + materialName: 1 + materialSearch: 2 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + pivotNodeName: + animationCompression: 0 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: + - serializedVersion: 16 + name: HumanoidWalkRightSharp + takeName: _8_a_U1_M_P_WalkForwardTurnRight_NtrlShort__Fb_Dia1m_No_0_PJ_4 + firstFrame: 53.2999992 + lastFrame: 84 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: 0 + loop: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 0 + loopBlendPositionY: 1 + loopBlendPositionXZ: 0 + keepOriginalOrientation: 0 + keepOriginalPositionY: 0 + keepOriginalPositionXZ: 0 + heightFromFeet: 1 + mirror: 0 + bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 + curves: [] + events: [] + transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + - serializedVersion: 16 + name: HumanoidWalkLeftSharp + takeName: _8_a_U1_M_P_WalkForwardTurnRight_NtrlShort__Fb_Dia1m_No_0_PJ_4 + firstFrame: 53.2999992 + lastFrame: 84 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: .5 + loop: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 0 + loopBlendPositionY: 1 + loopBlendPositionXZ: 0 + keepOriginalOrientation: 0 + keepOriginalPositionY: 0 + keepOriginalPositionXZ: 0 + heightFromFeet: 1 + mirror: 1 + bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 + curves: [] + events: [] + transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: .00999999978 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + optimizeMeshForGPU: 1 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: + - boneName: Hips + humanName: Hips + 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: LeftUpLeg + humanName: LeftUpperLeg + 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: RightUpLeg + humanName: RightUpperLeg + 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: LeftLeg + humanName: LeftLowerLeg + 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: RightLeg + humanName: RightLowerLeg + 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: LeftFoot + 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: RightFoot + humanName: RightFoot + 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: Spine + humanName: Spine + 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: Chest + humanName: Chest + 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: Neck + humanName: Neck + 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: Head + humanName: Head + 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: LeftShoulder + humanName: LeftShoulder + 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: RightShoulder + humanName: RightShoulder + 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: LeftArm + humanName: LeftUpperArm + 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: RightArm + humanName: RightUpperArm + 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: LeftForeArm + humanName: LeftLowerArm + 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: RightForeArm + humanName: RightLowerArm + 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: LeftHand + humanName: LeftHand + 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: RightHand + humanName: RightHand + 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: LeftToes + 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: RightToes + humanName: RightToes + 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: LeftEye + humanName: LeftEye + 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: RightEye + humanName: RightEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 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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: RightHandMiddle2 + 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: RightHandMiddle3 + 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: RightHandRing1 + 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: RightHandRing2 + 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: RightHandRing3 + 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: RightHandPinky1 + 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: RightHandPinky2 + 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: RightHandPinky3 + 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: WalkTurnSharp(Clone) + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: Hips + position: {x: 0, y: .951679945, z: -.0734068155} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: LeftUpLeg + position: {x: -.0754494965, y: -.0456640199, z: -7.1054272e-17} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: LeftLeg + position: {x: -.0205504987, y: -.409129977, z: -.000718647963} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: LeftFoot + position: {x: -.00515299942, y: -.423155904, z: -.0276488513} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: LeftToes + position: {x: -.00748699997, y: -.0731673017, z: .145427123} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightUpLeg + position: {x: .0754495338, y: -.0456639901, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightLeg + position: {x: .0205504671, y: -.409130007, z: -.000718647963} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightFoot + position: {x: .00515299942, y: -.423155904, z: -.0276488513} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightToes + position: {x: .00748699997, y: -.0731673017, z: .145427495} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: Spine + positi