using UnityEditor;
namespace UnityEngine.ProBuilder.Shapes
{
[Shape("Cube")]
public class Cube : Shape
{
///
/// A set of 8 vertices forming the template for a cube mesh.
///
static readonly Vector3[] k_CubeVertices = new Vector3[]
{
// bottom 4 verts
new Vector3(-.5f, -.5f, .5f), // 0
new Vector3(.5f, -.5f, .5f), // 1
new Vector3(.5f, -.5f, -.5f), // 2
new Vector3(-.5f, -.5f, -.5f), // 3
// top 4 verts
new Vector3(-.5f, .5f, .5f), // 4
new Vector3(.5f, .5f, .5f), // 5
new Vector3(.5f, .5f, -.5f), // 6
new Vector3(-.5f, .5f, -.5f) // 7
};
///
/// A set of triangles forming a cube with reference to the k_CubeVertices array.
///
static readonly int[] k_CubeTriangles = new int[] {
0, 1, 4, 5, 1, 2, 5, 6, 2, 3, 6, 7, 3, 0, 7, 4, 4, 5, 7, 6, 3, 2, 0, 1
};
public override void CopyShape(Shape shape) {}
public override Bounds RebuildMesh(ProBuilderMesh mesh, Vector3 size, Quaternion rotation)
{
mesh.Clear();
Vector3[] points = new Vector3[k_CubeTriangles.Length];
for (int i = 0; i < k_CubeTriangles.Length; i++)
points[i] = rotation * Vector3.Scale(k_CubeVertices[k_CubeTriangles[i]], Math.Abs(size));
mesh.GeometryWithPoints(points);
return mesh.mesh.bounds;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(Cube))]
public class CubeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
}
}
#endif
}