public VoxelMesh create(VoxelData[] data, VoxelFunctionManager vf) { VoxelMesh vm = _create(); vm.build (data); if (vf != null) { vf.build(vm); } vm.showMesh(); return vm; }
public VoxelMesh create(VoxelData[] data, VoxelFunctionManager vf) { VoxelMesh vm = _create(); vm.build(data); if (vf != null) { vf.build(vm); } vm.showMesh(); return(vm); }
// Update is called once per frame void Update() { if (_model == null) { initModel(); } if (_loader == null) { initLoader(); } if (_building && _loader.resource()) { if (_mesh == null) { initMesh(); } _loader.read(); if (_mesh.empty) { _mesh.build(_model.data); VoxelFunctionManager vf = _model.gameObject.GetComponent <VoxelFunctionManager>(); if (vf != null) { vf.build(_mesh); } } _building = false; if (this._enableShadow) { //this._enableShadow = false; initShadow(); _shadow.build(_mesh.voxels, _mesh._mesh.transform.localPosition); } } if (_destroying) { if (!_mesh.empty) { _mesh.clear(); } if (_shadow != null && !_shadow.empty) { _shadow.clear(); } _destroying = false; } }