Exemple #1
0
    IEnumerator BuildMeshes()
    {
        yield return(null);


        for (int i = 0; i < fracturePoints.Count; i++)
        {
            if (i != gizmoPolyIndex && gizmoPolyIndex != -1)
            {
                continue;
            }
            Polygon3D poly = new Polygon3D(fracturePoints[i][0], fracturePoints[i][1], fracturePoints[i][2]);


            //Polygon3D poly = new Polygon3D(fracturePoints[i]);
            MeshFilter filt = mc3D.createMesh(poly);
            for (int j = 3; j < fracturePoints[i].Count; j++)
            {
                while (!Input.GetMouseButtonUp(1))
                {
                    yield return(null);
                }

                Debug.Log("poly " + i + " : add point (" + fracturePoints[i][j].x + ", " + fracturePoints[i][j].y + ", " + fracturePoints[i][j].z + ")  number of vertices : " + poly.points.Count + "/" + fracturePoints[i].Count);
                poly.addPoint(fracturePoints[i][j]);


                mc3D.updateMesh(poly, filt);

                yield return(null);
            }
        }
    }
Exemple #2
0
    private void Start()
    {
        convexHull = new Polygon3D(points);

        meshCreator = new MeshCreator3D();
        meshCreator.createMesh(convexHull);


        for (int i = 0; i < points.Count; i++)
        {
            pointsTR.Add(Instantiate <GameObject>(newPointTR));
            pointsTR[i].transform.localScale *= 0.5f;
            pointsTR[i].transform.position    = points[i];
            pointsTR[i].GetComponent <Renderer>().material.color = new Color(0, 1, 0, 0.5f);
        }
        newPointTR.transform.position = newPoint;
    }