using UnityEngine; using UnityEngine.ProBuilder; using UnityEngine.ProBuilder.MeshOperations; namespace UnityEditor.ProBuilder.Actions { sealed class SetPivotToSelection : MenuAction { public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } public override Texture2D icon { get { return IconUtility.GetIcon("Toolbar/Pivot_CenterOnElements", IconSkin.Pro); } } public override TooltipContent tooltip { get { return _tooltip; } } public override string menuTitle { get { return "Set Pivot"; } } static readonly TooltipContent _tooltip = new TooltipContent ( "Set Pivot to Center of Selection", @"Moves the pivot point of each mesh to the average of all selected elements positions. This means the pivot point moves to where-ever the handle currently is.", keyCommandSuper, 'J' ); public override SelectMode validSelectModes { get { return SelectMode.Vertex | SelectMode.Edge | SelectMode.Face; } } public override bool enabled { get { return base.enabled && (MeshSelection.selectedVertexCount > 0 || MeshSelection.selectedEdgeCount > 0 || MeshSelection.selectedFaceCount > 0); } } protected override ActionResult PerformActionImplementation() { if (MeshSelection.selectedObjectCount < 1) return ActionResult.NoSelection; Object[] objects = new Object[MeshSelection.selectedObjectCount * 2]; for (int i = 0, c = MeshSelection.selectedObjectCount; i < c; i++) { objects[i] = MeshSelection.topInternal[i]; objects[i + c] = MeshSelection.topInternal[i].transform; } UndoUtility.RegisterCompleteObjectUndo(objects, "Set Pivot"); foreach (var mesh in MeshSelection.topInternal) { TransformUtility.UnparentChildren(mesh.transform); mesh.CenterPivot(mesh.selectedIndexesInternal); mesh.Optimize(); TransformUtility.ReparentChildren(mesh.transform); } ProBuilderEditor.Refresh(); return new ActionResult(ActionResult.Status.Success, "Set Pivot"); } } }