void CreateMeshColumns() { meshes = new List <GameObject>(); foreach (VoronoiCell cell in voronoi.voronoiCells) { if (cell.isValid) { int corners = cell.boundaryPoints.Count; if (VERBOSE) { Debug.Log("Corners: " + corners); } if (corners >= 3) { GameObject obj = Instantiate(ColumnMeshPrefab, Vector3.zero, Quaternion.identity); ColumnMeshGenerator cmg = obj.AddComponent <ColumnMeshGenerator>() as ColumnMeshGenerator; cmg.Init(cell, 10f, createBottomFace); meshes.Add(obj); } } } if (VERBOSE) { Debug.Log("Number of meshes: " + meshes.Count); } }
private void CreateMeshColumns() { meshObjects = new List <GameObject>(); foreach (VoronoiCell cell in voronoi.voronoiCells) { if (cell.isValid) { int corners = cell.boundaryPoints.Count; if (VERBOSE) { Debug.Log("Corners: " + corners); } if (corners >= 3) { // set object at cell.center, in cmg.Init() all boundary points get converted with that in mind //GameObject obj = Instantiate(columnMeshPrefab, Vector3.zero, Quaternion.identity); GameObject obj = Instantiate(columnMeshPrefab, cell.center, Quaternion.identity); ColumnMeshGenerator cmg = obj.AddComponent <ColumnMeshGenerator>() as ColumnMeshGenerator; cmg.Init(cell, columnLength, createBottomFace); meshObjects.Add(obj); cell.theMeshObject = obj; } } } if (VERBOSE) { Debug.Log("Number of meshObjects: " + meshObjects.Count); } }