public void MapperRawExtractsAllVertices() { var(_, rawVertices) = FaceMapper.getRawFromTriangles(mappedTriangles); Assert.IsNotEmpty(rawVertices); Assert.AreEqual(4, rawVertices.Length); foreach (var vertex in rawVertices) { Assert.Contains(vertex, vertices); } }
public void MapperRawExtractsAllTriangles() { var(rawTriangles, _) = FaceMapper.getRawFromTriangles(mappedTriangles); Assert.IsNotEmpty(rawTriangles); Assert.AreEqual(2 * 3, rawTriangles.Length); Assert.AreEqual(0, rawTriangles[0]); Assert.AreEqual(1, rawTriangles[1]); Assert.AreEqual(2, rawTriangles[2]); Assert.AreEqual(0, rawTriangles[3]); Assert.AreEqual(2, rawTriangles[4]); Assert.AreEqual(3, rawTriangles[5]); }
private GameObject buildMeshFromTriangles(List <TriangleFace> meshFaces, Material material) { var(rawTriangles, rawVertices) = FaceMapper.getRawFromTriangles(meshFaces); GameObject sub = new GameObject(); sub.AddComponent <MeshRenderer>().material = material; MeshFilter subMeshFilter = sub.AddComponent <MeshFilter>(); Mesh subMesh = new Mesh(); subMeshFilter.sharedMesh = subMesh; subMesh.Clear(); subMesh.vertices = rawVertices; subMesh.triangles = rawTriangles; subMesh.RecalculateNormals(); return(sub); }