using UnityEngine; using UnityEditor; using UnityEditor.ProBuilder.UI; using System.Linq; using UnityEngine.ProBuilder; using UnityEditor.ProBuilder; namespace UnityEditor.ProBuilder.Actions { sealed class ConformFaceNormals : MenuAction { public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } public override Texture2D icon { get { return IconUtility.GetIcon("Toolbar/Face_ConformNormals", IconSkin.Pro); } } public override TooltipContent tooltip { get { return s_TooltipContent; } } public override string menuTitle { get { return "Conform Normals"; } } static readonly TooltipContent s_TooltipContent = new TooltipContent ( "Conform Face Normals", @"Orients all selected faces to face the same direction." ); public override SelectMode validSelectModes { get { return SelectMode.Face; } } public override bool enabled { get { return base.enabled && MeshSelection.selectedFaceCountObjectMax > 1; } } public override ActionResult DoAction() { var selection = MeshSelection.topInternal; UndoUtility.RecordSelection("Conform " + (MeshSelection.selectedFaceCount > 0 ? "Face" : "Object") + " Normals."); ActionResult res = ActionResult.NoSelection; foreach (ProBuilderMesh pb in selection) { var faces = pb.GetSelectedFaces(); if (faces == null) continue; res = UnityEngine.ProBuilder.MeshOperations.SurfaceTopology.ConformNormals(pb, faces); pb.ToMesh(); pb.Refresh(); pb.Optimize(); } ProBuilderEditor.Refresh(); return res; } } }