public void BuildModel(GameObject gameObject) { CurvedPolygonsNet cpnet = GetPolylinesCPNet(asset.GetCPN()); short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 }; CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess(); TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs, this); //Debug.Log("cpnet.GetGeometriesCount() " + cpnet.GetGeometriesCount()); tessellationProcess.BuildProfile(); int[] builtTrianglesCount = output.GetBuiltTrianglesSize(); int builtVerticesCount = output.GetBuiltVerticesSize(); Vector2[] uvs_ = new Vector2[builtVerticesCount]; Vector3[] vertices_ = new Vector3[builtVerticesCount]; Vector3[] normals_ = new Vector3[builtVerticesCount]; int[][] indices_ = new int[builtTrianglesCount.Length][]; //Debug.Log("indices_ " + indices_.Length); for (int i = 0; i < builtTrianglesCount.Length; i++) { indices_[i] = new int[builtTrianglesCount[i] * 3]; //Debug.Log("indices_[" + i + "] " + indices_[i].Length); } OutputMesh mesh = null; mesh = new OutputMesh(vertices_, uvs_, normals_, indices_); tessellationProcess.WriteMesh(mesh); MeshAssigner.AssignMesh(gameObject, vertices_, normals_, uvs_, indices_); }
public void BuildModel(GameObject gameObject) { Execute(); MeshAssigner.AssignMesh(gameObject, vertices_, normals_, uvs_, indices_); }
public void BuildModel(GameObject gameObject) { Execute(); MeshAssigner.AssignMesh(gameObject, mesh); }
public void BuildModel(GameObject gameObject) { Execute(); MeshAssigner.AssignMesh(gameObject, mesh2.GetVertices(), mesh2.GetNormals(), mesh2.GetUVs(), outMesh.GetTriangles()); }