// Use this for initialization void Start() { // meshX = new MeshXT2(1, MeshXT2.generators.MT19937, // MeshXT2.distributions.Bernoili, // new Dictionary<string, double>(){{"alpha",1.0}}); //chi, ALF // meshX = new MeshXT2(1, gen, dist, // new Dictionary<string, double>(){{"alpha",5},{"beta", 0.1},{"gamma", 0.2}}); meshX = new MeshXT2(1, gen, dist, new Dictionary <string, double>() { { "alpha", alpha }, { "beta", beta } , { "gamma", gamma }, { "mu", mu }, { "theta", theta }, { "lambda", lambda }, { "nu", nu }, { "sigma", sigma } }); meshX.mesh = mesh; if (mesh == null) { Debug.Log("mesh input is null"); } #if UNITY_EDITOR Debug.Log("editor directive works starting commit"); #endif timer.Start(); //meshX.useTexture = false; meshX.CommitToTempFinished += step0; meshX.CommitToTemp(); }
/// <summary> /// returns a Deep copy of the current MeshXT2 /// mesh, generators and distribution are not set /// mesh copying could be done but would make this /// much slower as that would have to be done on the main thread /// </summary> /// <returns>The copy.</returns> public MeshXT2 DeepCopy() { var temp = new MeshXT2(); temp.vertices = new Vector3[vertices.Length]; for (int i = 0; i < vertices.Length; i++) { temp.vertices[i] = new Vector3(vertices[i].x, vertices[i].y, vertices[i].z); } temp.triangles = new int[triangles.Length]; for (int i = 0; i < triangles.Length; i++) { temp.triangles[i] = triangles[i]; } temp.normals = new Vector3[normals.Length]; for (int i = 0; i < normals.Length; i++) { temp.normals[i] = new Vector3(normals[i].x, normals[i].y, normals[i].z); } temp.name = new string(name.ToCharArray()); temp.uv = new Vector2[uv.Length]; for (int i = 0; i < uv.Length; i++) { temp.uv[i] = new Vector2(uv[i].x, uv[i].y); } // try // { // temp.mesh = mesh; // } // catch // {} return(temp); }