public override void OnInspectorGUI() { myTarget = (MeshOperator)target; myTarget.vertices_visualize = EditorGUILayout.LongField("Vertices visualize: ", myTarget.vertices_visualize); myTarget.minimum_edge_length = EditorGUILayout.FloatField("Minimal edge length ", myTarget.minimum_edge_length); SerializedProperty targetMesh = serializedObject.FindProperty("target"); EditorGUILayout.PropertyField(targetMesh, new GUIContent("Target: "), true); if (GUILayout.Button("Show Vertices")) { myTarget.ShowVertices(); } if (GUILayout.Button("Upsample")) { myTarget.Upsample(); } if (GUILayout.Button("Normals")) { myTarget.RecalculateNormals(); } serializedObject.ApplyModifiedProperties(); }
void IndexToVertex() { if (MappingInformationType == MappingInformationType.ByPolygonVertex && ReferenceInformationType == ReferenceInformationType.IndexToDirect) { Array = MeshOperator.IndexToVertex(Array, ArrayElemNum, Index); } }
void PolygonToPolygonIndex(FbxObjectGeometryPolygonMap map) { if (MappingInformationType == MappingInformationType.ByPolygon) { Array = MeshOperator.PolygonToPolygonIndex(Array, ArrayElemNum, map); } }
public void set(MeshOperator launcher, GameObject st, GameObject dest) { mops = launcher; start = st; destination = dest; transform.LookAt(dest.transform.position); length = Vector3.Magnitude(dest.transform.position - transform.position); prepared = true; if (length <= 0.001f) { Destroy(gameObject); } }
void TriangleDivision(FbxObjectGeometryPolygonMap map) { if (MappingInformationType == MappingInformationType.ByPolygon) { Array = MeshOperator.TriangleDivision(Array, ArrayElemNum, map); } else { if (ReferenceInformationType == ReferenceInformationType.IndexToDirect) { Index = MeshOperator.TriangleDivision(Index, 1, map); } else { Array = MeshOperator.TriangleDivision(Array, ArrayElemNum, map); } } }
public void IndexToVertex(FbxObjectGeometryPolygonVertexIndex index) { Vertices = MeshOperator.IndexToVertex(Vertices, 3, index.Array); }
public void ToTrainable(FbxObjectGeometryPolygonMap map) { Array = MeshOperator.TriangleDivision(Array, 1, map); }