public CreateTriangle ( Vector3 p1, Vector3 p2, Vector3 p3 ) : Face, | ||
p1 | Vector3 | |
p2 | Vector3 | |
p3 | Vector3 | |
return | Face, |
public static HMesh CreateTestMeshTriangle(bool upwardsNormal = false) { HMesh mesh = new HMesh(); if (upwardsNormal) { mesh.CreateTriangle(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0)); } else { mesh.CreateTriangle(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)); } return(mesh); }
public static HMesh CreateTestMeshTriangle() { HMesh mesh = new HMesh(); mesh.CreateTriangle(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)); return(mesh); }
static List <Vertex> CreateBoundingTriangle(HMesh mesh, List <Vector3D> position) { BoundsD b = new BoundsD(position[0], Vector3D.zero); for (int i = 1; i < position.Count; i++) { b.Encapsulate(position[i]); } // encapsulate triangle b.center = b.center + b.extents * 3.1f; b.extents = b.extents * 10000f; Vector3D v1 = b.min; Vector3D v2 = b.min + Vector3D.forward * b.size.z; Vector3D v3 = b.min + Vector3D.right * b.size.x; Face face = mesh.CreateTriangle(v1, v2, v3); List <Vertex> boundingVertices = new List <Vertex>(); foreach (var he in face.Circulate()) { boundingVertices.Add(he.vert); } return(boundingVertices); }
// Use this for initialization void Start() { UpdateMenu(); hmesh = new HMesh(); hmesh.CreateTriangle(new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 0, 0)); hmeshRenderer = FindObjectOfType <HMeshRenderer>(); hmeshRenderer.hmesh = hmesh; hmeshRenderer.UpdateMesh(); }
static List<Vertex> CreateBoundingTriangle(HMesh mesh, List<Vector3> position) { Bounds b = new Bounds(position[0], Vector3.zero); for (int i=0;i<position.Count;i++){ b.Encapsulate(position[i]); } // encapsulate triangle b.center = b.center + b.extents*1.25f; b.extents = b.extents*40.0f; Vector3 v1 = b.min; Vector3 v2 = b.min + Vector3.right * b.size.x; Vector3 v3 = b.min + Vector3.up * b.size.y; Face face = mesh.CreateTriangle(v1, v2, v3); List<Vertex> boundingVertices = new List<Vertex>(); foreach (var he in face.Circulate()){ Gizmos.DrawLine(he.vert.position, he.next.vert.position); boundingVertices.Add(he.vert); } return boundingVertices; }
static List <Vertex> CreateBoundingTriangle(HMesh mesh, List <Vector3> position) { Bounds b = new Bounds(position[0], Vector3.zero); for (int i = 0; i < position.Count; i++) { b.Encapsulate(position[i]); } // encapsulate triangle b.center = b.center + b.extents * 1.25f; b.extents = b.extents * 40.0f; Vector3 v1 = b.min; Vector3 v2 = b.min + Vector3.right * b.size.x; Vector3 v3 = b.min + Vector3.up * b.size.y; Face face = mesh.CreateTriangle(v1, v2, v3); List <Vertex> boundingVertices = new List <Vertex>(); foreach (var he in face.Circulate()) { Gizmos.DrawLine(he.vert.position, he.next.vert.position); boundingVertices.Add(he.vert); } return(boundingVertices); }
public void CreateTestMesh() { hmesh.CreateTriangle(new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 0, 0)); hmeshRenderer.UpdateMesh(); }
public static HMesh CreateTestMeshTriangle() { HMesh mesh = new HMesh(); mesh.CreateTriangle(new Vector3(0,0,0),new Vector3(1,0,0),new Vector3(0,0,1)); return mesh; }