CreateTriangle() public method

public CreateTriangle ( Vector3 p1, Vector3 p2, Vector3 p3 ) : Face,
p1 Vector3
p2 Vector3
p3 Vector3
return Face,
Beispiel #1
0
    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);
    }
Beispiel #2
0
    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);
    }
Beispiel #3
0
    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);
    }
Beispiel #4
0
 // 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);
    }
Beispiel #7
0
 public void CreateTestMesh()
 {
     hmesh.CreateTriangle(new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 0, 0));
     hmeshRenderer.UpdateMesh();
 }
Beispiel #8
0
 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;
 }