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#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<MeshCollider>().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<pb_Object>();
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 match the current selection.
Vector3[] verts = currentSelection.pb.VerticesInWorldSpace(currentSelection.face.indices);
// face.indices == triangles, so wind the face to match
int[] indices = new int[verts.Length];
for(int i = 0; i < indices.Length; i++)
indices[i] = i;
// Now go through and move the verts we just grabbed out about .1m from the original face.
Vector3 normal = pb_Math.Normal(verts);
for(int i = 0; i < verts.Length; i++)
verts[i] += normal.normalized * .01f;
if(preview)
Destroy(preview.gameObject);
preview = pb_Object.CreateInstanceWithVerticesFaces(verts, new pb_Face[] { new pb_Face(indices) });
preview.SetFaceMaterial(preview.faces, previewMaterial);
preview.ToMesh();
preview.Refresh();
}
}
}
#endif

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