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Copy pathCutTool.Rectangle.cs
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Copy pathCutTool.Rectangle.cs
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252 lines (212 loc) · 9.71 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.EditorTools;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
using UnityEngine.UIElements;
using Cursor = UnityEngine.Cursor;
using Edge = UnityEngine.ProBuilder.Edge;
using Math = UnityEngine.ProBuilder.Math;
using UObject = UnityEngine.Object;
using RaycastHit = UnityEngine.ProBuilder.RaycastHit;
using UHandleUtility = UnityEditor.HandleUtility;
using ToolManager = UnityEditor.EditorTools.ToolManager;
using Vertex = UnityEngine.ProBuilder.Vertex;
namespace UnityEditor.ProBuilder
{
partial class CutTool
{
/// <summary>
/// Create a local coordinate system on the face plane.
/// </summary>
static void GetFacePlaneAxes(Vector3 faceNormal, out Vector3 faceRight, out Vector3 faceUp)
{
if (Mathf.Abs(Vector3.Dot(faceNormal, Vector3.up)) > 0.99f)
faceRight = Vector3.Cross(faceNormal, Vector3.forward).normalized;
else
faceRight = Vector3.Cross(faceNormal, Vector3.up).normalized;
faceUp = Vector3.Cross(faceNormal, faceRight).normalized;
}
/// <summary>
/// Rectangle mode: click and drag to define a rectangular cut on the face.
/// On mouse up, auto-places the 4 corners and executes the cut.
/// </summary>
void DoRectanglePlacement(EditorWindow window)
{
Event evt = Event.current;
EventType evtType = evt.type;
m_SnappingPoint = m_SnapToGeometry || (evt.modifiers & EventModifiers.Control) != 0;
m_ModifyingPoint = false;
bool hasHitPosition = UpdateHitPosition();
// Visual helpers
if (evtType == EventType.Repaint)
{
if (hasHitPosition && IsCursorInSceneView(window))
{
m_CurrentCutCursor = m_CutCursorTexture;
m_CurrentHandleColor = k_HandleColorAddNewVertex;
}
else
{
m_CurrentCutCursor = null;
m_CurrentPosition = Vector3.positiveInfinity;
}
}
// Mouse down: start rectangle drag
if (hasHitPosition
&& evtType == EventType.MouseDown && evt.button == 0
&& HandleUtility.nearestControl == m_ControlId
&& !m_RectDragging)
{
m_RectDragging = true;
m_RectStartPoint = m_CurrentPosition;
m_RectEndPoint = m_CurrentPosition;
m_TargetFace = m_CurrentFace;
var edges = m_TargetFace.edges;
m_SelectedVertices = edges.Select(e => e.a).ToArray();
m_SelectedEdges = edges.ToArray();
m_CutPath.Clear();
m_MeshConnections.Clear();
evt.Use();
}
// Mouse drag: update rectangle end point
if (m_RectDragging && evtType == EventType.MouseDrag && evt.button == 0)
{
if (hasHitPosition && m_CurrentFace == m_TargetFace)
{
m_RectEndPoint = m_CurrentPosition;
}
evt.Use();
}
// Mouse up: finalize the rectangle and execute cut
if (m_RectDragging
&& (evtType == EventType.MouseUp && evt.button == 0))
{
m_RectDragging = false;
// Project start/end onto the face plane to compute the other 2 corners
Vector3 start = m_RectStartPoint;
Vector3 end = m_RectEndPoint;
// Compute face normal for projection
Vector3 faceNormal = Math.Normal(m_Mesh, m_TargetFace);
Vector3 faceRight, faceUp;
GetFacePlaneAxes(faceNormal, out faceRight, out faceUp);
// Decompose rect diagonals in face space
Vector3 diagonal = end - start;
float rightDot = Vector3.Dot(diagonal, faceRight);
float upDot = Vector3.Dot(diagonal, faceUp);
// Compute all 4 corners strictly on the face plane (coplanar)
Vector3 corner0 = start;
Vector3 corner1 = start + faceRight * rightDot;
Vector3 corner2 = start + faceRight * rightDot + faceUp * upDot;
Vector3 corner3 = start + faceUp * upDot;
// Snap only start point to grid; recompute derived corners to stay on-plane
if (m_SnapToGrid)
{
corner0 = ProBuilderSnapping.Snap(corner0, EditorSnapping.activeMoveSnapValue);
corner1 = corner0 + faceRight * rightDot;
corner2 = corner0 + faceRight * rightDot + faceUp * upDot;
corner3 = corner0 + faceUp * upDot;
}
if (HasSignificantRectangle(corner0, corner2))
{
// Build cut path: 4 corners + close back to start to form a loop
UndoUtility.RecordObject(this, "Rectangle Cut");
m_CurrentPositionNormal = faceNormal;
m_CurrentFace = m_TargetFace;
// Corner 0: run geometry snap so it connects to existing vertices/edges
m_CurrentPosition = corner0;
m_CurrentVertexTypes = VertexTypes.None;
if (m_SnapToGeometry)
CheckPointInMesh();
if (m_CurrentVertexTypes == VertexTypes.None)
m_CurrentVertexTypes = VertexTypes.NewVertex;
corner0 = m_CurrentPosition;
AddCurrentPositionToPath(false);
// Corner 1
m_CurrentPosition = corner1;
m_CurrentVertexTypes = VertexTypes.None;
if (m_SnapToGeometry)
CheckPointInMesh();
if (m_CurrentVertexTypes == VertexTypes.None)
m_CurrentVertexTypes = VertexTypes.NewVertex;
AddCurrentPositionToPath(false);
// Corner 2
m_CurrentPosition = corner2;
m_CurrentVertexTypes = VertexTypes.None;
if (m_SnapToGeometry)
CheckPointInMesh();
if (m_CurrentVertexTypes == VertexTypes.None)
m_CurrentVertexTypes = VertexTypes.NewVertex;
AddCurrentPositionToPath(false);
// Corner 3
m_CurrentPosition = corner3;
m_CurrentVertexTypes = VertexTypes.None;
if (m_SnapToGeometry)
CheckPointInMesh();
if (m_CurrentVertexTypes == VertexTypes.None)
m_CurrentVertexTypes = VertexTypes.NewVertex;
AddCurrentPositionToPath(false);
// Close the loop by returning to the start corner
m_CurrentPosition = corner0;
m_CurrentVertexTypes = VertexTypes.VertexInShape;
AddCurrentPositionToPath(false);
// Don't auto-execute—let user click Complete button like point mode
RebuildCutShape(false);
}
m_RectStartPoint = Vector3.positiveInfinity;
m_RectEndPoint = Vector3.positiveInfinity;
evt.Use();
}
if (TryPassThroughSelection(window, hasHitPosition))
return;
}
bool HasSignificantRectangle(Vector3 start, Vector3 end)
{
return Vector3.Distance(start, end) > 0.001f;
}
/// <summary>
/// Draw the rectangle preview during a drag operation.
/// </summary>
void DoRectanglePreview()
{
if (!m_RectDragging || m_Mesh == null || m_TargetFace == null)
return;
Transform trs = m_Mesh.transform;
// Compute the 4 corners in local space
Vector3 faceNormal = Math.Normal(m_Mesh, m_TargetFace);
Vector3 faceRight, faceUp;
GetFacePlaneAxes(faceNormal, out faceRight, out faceUp);
Vector3 diagonal = m_RectEndPoint - m_RectStartPoint;
float rightDot = Vector3.Dot(diagonal, faceRight);
float upDot = Vector3.Dot(diagonal, faceUp);
Vector3 c0 = trs.TransformPoint(m_RectStartPoint);
Vector3 c1 = trs.TransformPoint(m_RectStartPoint + faceRight * rightDot);
Vector3 c2 = trs.TransformPoint(m_RectEndPoint);
Vector3 c3 = trs.TransformPoint(m_RectStartPoint + faceUp * upDot);
// Draw filled rectangle
Handles.color = k_RectPreviewColor;
Handles.DrawAAConvexPolygon(new Vector3[] { c0, c1, c2, c3 });
// Draw outline
Handles.color = k_RectOutlineColor;
Handles.DrawAAPolyLine(2f, new Vector3[] { c0, c1, c2, c3, c0 });
}
bool TryPassThroughSelection(EditorWindow window, bool hasHitPosition)
{
if (m_CutPath.Count != 0
|| hasHitPosition
|| HandleUtility.nearestControl != m_ControlId)
{
return false;
}
SceneView sceneView = window as SceneView;
if (sceneView == null)
sceneView = SceneView.lastActiveSceneView;
if (sceneView == null || ProBuilderEditor.instance == null)
return false;
ProBuilderEditor.instance.HandleMouseEvent(sceneView, m_ControlId);
return true;
}
}
}