public enum BlockoutElementWhat a click in the viewport selects while the blockout mode is active.
Remarks
The universal binding, and it is universal for a reason worth stating. Blender, ProBuilder, Unreal's PolyGroup editing and every DCC since the nineties put object, vertex, edge and face on the digits in that order, so a level designer arrives already knowing them — which is exactly why doc 24's B2 needs a mode: doc 20 gives 1..9 to view-bookmark recall, both claims are right, and only a mode can hold one of them at a time.
⚠ Object is one of the four rather than the absence of the other three. Moving a whole wall is the commonest blockout edit there is, and an implementation where "no sub-object mode" is a null has to answer "what is selected" twice.
Fields and properties (4)
ObjectWhole entities, which is what the rest of the editor means by a selection.
VertexShared positions — what a vertex snap, a weld and "drag this corner" run on.
EdgeEdges, which is what a loop, a ring and a bevel are selections of.
FaceFaces, which is what an extrude, an inset and a per-face material act on.
Used by (4)
- BlockoutModeVixen.Editor.Blockout
- BlockoutModeTestsVixen.Editor.Blockout.Tests
- BlockoutSelectionTestsVixen.Editor.Blockout.Tests
- EditorModeTestsVixen.Editor.App.Tests