Example #1
0
        public void AddComponent(MeshDecomposition.Component C)
        {
            fMesh           submesh    = new fMesh(C.triangles, mesh, C.source_vertices, true, true, true);
            fMeshGameObject submesh_go = GameObjectFactory.CreateMeshGO("component", submesh, true);

            submesh_go.SetMaterial(SourceSO.CurrentMaterial, true);
            submesh_go.SetLayer(SourceSO.RootGameObject.GetLayer());
            displayComponents.Add(new DisplayMeshComponent()
            {
                go = submesh_go, source_vertices = C.source_vertices
            });
            if (SourceSO.ShadowsEnabled == false)
            {
                MaterialUtil.DisableShadows(submesh_go, true, true);
            }
            SourceSO.AppendNewGO(submesh_go, SourceSO.RootGameObject, false);
        }
Example #2
0
        public virtual void ValidateViewMeshes()
        {
            if (decomp_valid)
            {
                return;
            }

            fMesh unityMesh = UnityUtil.DMeshToUnityMesh(mesh, false, true);

            viewMeshGO = GameObjectFactory.CreateMeshGO("component", unityMesh, false, true);
            viewMeshGO.SetMaterial(SourceSO.CurrentMaterial, true);
            viewMeshGO.SetLayer(SourceSO.RootGameObject.GetLayer());
            if (SourceSO.ShadowsEnabled == false)
            {
                MaterialUtil.DisableShadows(viewMeshGO, true, true);
            }
            SourceSO.AppendNewGO(viewMeshGO, SourceSO.RootGameObject, false);

            decomp_valid = true;
        }