protected void Awake() { this.meshCollider = (MeshCollider)((Component)this).GetComponent <MeshCollider>(); this.meshData = new MeshColliderData(); this.meshGroup = new MeshColliderGroup(); this.meshLookup = new MeshColliderLookup(); }
public void Combine(MeshColliderGroup meshGroup) { for (int i = 0; i < meshGroup.data.Count; i++) { MeshColliderInstance meshColliderInstance = meshGroup.data[i]; Matrix4x4 matrix4x = Matrix4x4.TRS(meshColliderInstance.position, meshColliderInstance.rotation, meshColliderInstance.scale); int count = vertices.Count; for (int j = 0; j < meshColliderInstance.data.triangles.Length; j++) { triangles.Add(count + meshColliderInstance.data.triangles[j]); } for (int k = 0; k < meshColliderInstance.data.vertices.Length; k++) { vertices.Add(matrix4x.MultiplyPoint3x4(meshColliderInstance.data.vertices[k])); } for (int l = 0; l < meshColliderInstance.data.normals.Length; l++) { normals.Add(matrix4x.MultiplyVector(meshColliderInstance.data.normals[l])); } } }
public void Combine(MeshColliderGroup meshGroup) { for (int i = 0; i < meshGroup.data.Count; i++) { MeshColliderInstance item = meshGroup.data[i]; Matrix4x4 matrix4x4 = Matrix4x4.TRS(item.position, item.rotation, item.scale); int count = this.vertices.Count; for (int j = 0; j < (int)item.data.triangles.Length; j++) { this.triangles.Add(count + item.data.triangles[j]); } for (int k = 0; k < (int)item.data.vertices.Length; k++) { this.vertices.Add(matrix4x4.MultiplyPoint3x4(item.data.vertices[k])); } for (int l = 0; l < (int)item.data.normals.Length; l++) { this.normals.Add(matrix4x4.MultiplyVector(item.data.normals[l])); } } }
public void Combine(MeshColliderGroup meshGroup) { for (int index1 = 0; index1 < meshGroup.data.Count; ++index1) { MeshColliderInstance colliderInstance = meshGroup.data[index1]; Matrix4x4 matrix4x4 = Matrix4x4.TRS(colliderInstance.position, colliderInstance.rotation, colliderInstance.scale); int count = this.vertices.Count; for (int index2 = 0; index2 < colliderInstance.data.triangles.Length; ++index2) { this.triangles.Add(count + colliderInstance.data.triangles[index2]); } for (int index2 = 0; index2 < colliderInstance.data.vertices.Length; ++index2) { this.vertices.Add(((Matrix4x4) ref matrix4x4).MultiplyPoint3x4(colliderInstance.data.vertices[index2])); } for (int index2 = 0; index2 < colliderInstance.data.normals.Length; ++index2) { this.normals.Add(((Matrix4x4) ref matrix4x4).MultiplyVector(colliderInstance.data.normals[index2])); } } }