public sealed class BlockoutVerbsThe blockout verbs over the scene a mode is editing, at that mode's dials.
Remarks
Moved out of BlockoutMode, not rewritten (#1307). Every body here was a closure in the mode's Register or one of the four helpers beside it — Created, Pushed, Repeated, Exported — and says what it said there. What changed is who can reach it: the mode's commands call these, the module publishes them as IBlockout, and a test can call one with no shell at all.
⚠ The guards moved in with the verbs. The mode used to check for a scene, or for an active mesh, before running a closure; a method a plugin calls directly has to check for itself, so each one does, and the mode's commands now call them unconditionally.
⚠ The mode keeps the pointer. Arming the shape tool or the knife, choosing a shape kind and which lattice cell is under the cursor are statements about a gesture in a pane, so they stayed where the pointer handling is; CubeGrid takes the hovered cell as an argument for that reason.
Methods (45)
public BlockoutVerbs(BlockoutMode mode)The blockout verbs over the scene a mode is editing, at that mode's dials.
public bool SelectLoop()Selects the edge loop through the active edge.
public bool SelectRing()Selects the edge ring through it.
public bool Grow()Takes in everything touching the selection.
public bool Shrink()Gives back everything on its rim.
public bool SelectGroup()Selects every face in the active face's group.
public bool SelectCoplanar()Selects every face coplanar with and joined to it.
public bool SelectLinked()Selects every face joined to it.
public bool SelectAll()Selects every element of the current element mode.
public bool SelectNone()Deselects everything.
public bool Invert()Selects what is not selected.
public bool Extrude(bool individually = false)Pulls the selected faces out along their normal by the mode's step.
public bool Inset(bool individually = false)Shrinks the selected faces towards their own centre.
public bool Bevel()Cuts the corner off the selected edges.
public bool LoopCut()public bool Subdivide()Splits the selected faces into one face per corner.
public bool Bridge()Joins two selected faces with a tube.
public bool FillHole()Puts a face across a hole.
public bool Flip()Turns the selected faces inside out.
public bool Weld()Merges the selected positions into one.
public bool Dissolve()Removes the selected edges and keeps the surface.
public bool Delete()Removes the selected faces, leaving a hole.
public bool Detach()Takes the selected faces out into an entity of their own.
public bool Project(UvProjection projection)Projects the selected faces' texture coordinates, at the mode's UV scale.
public bool FitUvs()Stretches each selected face's coordinates to cover one repeat.
public bool Smooth(bool smooth = true)Puts the selected faces in a smoothing group, or takes them out of one.
public bool AutoSmooth()Groups the whole mesh's faces by how sharply they meet.
public bool NewGroup()Puts the selected faces in a face group of their own.
public Entity CreateShape()Makes one of the mode's current shape at its default size, at the work plane's origin, and selects it.
public Entity CubeGrid(GridBox? at = null)public bool Push(int cells)public int Duplicate()Copies what is selected.
public int Mirror()Reflects a copy of what is selected across the work plane.
public int Repeat(bool radial)Repeats the first selected entity along a line, the mode's step apart.
public Entity Union()Everything in either of the selected solids, as a derived result.
public Entity Subtract()The first selected solid, less the rest.
public Entity Intersect()Only what all the selected solids share.
public bool ApplyBoolean()Collapses the selected derived results into plain meshes and deletes their operands.
public int PlaneCut()Cuts the selection with the work plane and keeps the near half.
public bool Trim()Cuts the first selected solid by the second's surface.
public int Retopologize()Replaces the selected solids with all-quad meshes of the same shape, at the mode's settings.
public bool ToggleRemeshDebug()public int Bake()Writes the selection into mesh assets and points the entities at them.
public int MakeEditable()Gives the selected mesh references their geometry back as editable meshes.
public bool Export(string extension)Exports the selection and hands the text to the mode's export callback.
Used by (1)
- BlockoutModeVixen.Editor.Blockout