public override void Render(Material mat = null) { if (mat == null) { mat = DCGBase.instance.solidMat; } //Graphics.DrawMeshNow(mesh, Vector3.zero, Quaternion.identity,0); Graphics.DrawMesh(mesh, Matrix4x4.identity, mat, 0); }
/*public override bool Tap(Vector3 position) * { * Face nearestFace = DCGBase.NearestFace(position, 0.07f); * if (nearestFace != null && !nearestFace.isLocked) * { * // remove the nearestFace from any pre-existing DCGMat lists. * bool doublebreak = false; * foreach (DCGMaterial dcgm in DCGBase.matList) * { * foreach (Face face in dcgm.facesUsingMat) * { * if(nearestFace == face) * { * dcgm.facesUsingMat.Remove(face); * // Remove the DCGMat from the DCGBase.matList if there are no more faces using the mat * if (dcgm.facesUsingMat.Count == 0) * DCGBase.matList.Remove(dcgm); * doublebreak = true; * break; * } * } * if (doublebreak) * break; * } * * // add the nearestFace to the DCGMat.facesUsingMat list * newDCGMat.facesUsingMat.Add(nearestFace); * // reset that DCGMaterial in the DCGBase.matList if it already exists * foreach(DCGMaterial dcgm in DCGBase.matList) * { * if(dcgm.mat == newDCGMat.mat) * { * // reset the DCGMaterial in the DCGBase.matList * DCGBase.matList.Remove(dcgm); * DCGBase.matList.Add(newDCGMat); * break; * } * } * * // add the new DCG material to the list of all used DCG materials if it is not in there already * if (!(DCGBase.matList.Contains(newDCGMat))) * { * DCGBase.matList.Add(newDCGMat); * } * * return true; * } * else * { * return false; * } * }*/ public void changeMaterial(DCGMaterial DCGMat) { newDCGMat = DCGMat; }