Beispiel #1
0
    public void AddMesh(STLLoader.Mesh mesh, int layer)
    {
        this.layer = layer;
        int vertexCount;

        vertexCount = mesh.vertices.Count;
        if (mesh.vertices.Count > 64998) // Unity restricts meshes to have no more than 6500 vertices.
        {
            vertexCount = 64998;
        }
        vertices = new Vector3[vertexCount];
        normals  = new Vector3[vertexCount];
        indices  = new int[vertexCount];
        int normalCounter = 0;

        for (int i = 0; i < vertexCount; ++i)
        {
            indices[i]    = i;
            vertices[i]   = new Vector3(mesh.vertices[i].x, mesh.vertices[i].y, mesh.vertices[i].z);
            normals[i]    = new Vector3(mesh.normals[(i - normalCounter) / 3].x, mesh.normals[(i - normalCounter) / 3].y, mesh.normals[(i - normalCounter) / 3].z);
            normalCounter = (normalCounter + 1) % 3; //normals need to be set facewise.
        }

        Mesh mesh2 = new Mesh();

        GetComponent <MeshFilter>().mesh = mesh2;
        mesh2.vertices  = vertices;
        mesh2.triangles = indices;
        mesh2.normals   = normals;
    }
Beispiel #2
0
    private void CreateMesh(ref STLLoader.Mesh mesh)
    {
        GameObject obj = (GameObject)Instantiate(meshPrefab, Vector3.zero, Quaternion.identity);

        obj.GetComponent <MeshPrefab>().AddMesh(mesh, (int)resolution + 1);
        obj.transform.parent     = gameObject.transform;
        obj.transform.position   = Vector3.zero;
        obj.transform.localScale = Vector3.one;
    }
Beispiel #3
0
    private void CreateIndexedMesh(ref STLLoader.Mesh mesh, int startPos)
    {
        if (mesh == null)
        {
            return;
        }
        indexedVoxelMesh[startPos] = STLLoader.STLLoader.CreateIndexedMesh(mesh, 65000);

        for (int j = 0; j < indexedVoxelMesh[startPos].Count; ++j)
        {
            GameObject obj = (GameObject)Instantiate(meshPrefab, Vector3.zero, Quaternion.identity);
            obj.GetComponent <MeshPrefab>().AddIndexedMesh(indexedVoxelMesh[startPos][j], startPos);
            obj.transform.parent        = gameObject.transform;
            obj.transform.localScale    = Vector3.one;
            obj.transform.localPosition = Vector3.zero;
            obj.name = startPos + "_";
        }
    }