Exemple #1
0
    public void InsertMesh(int meshID)
    {
        switch (meshID)
        {
        case 0:
            DefaultMeshes.Cube(selMesh);
            break;

        case 1:
            DefaultMeshes.Plane(selMesh);
            break;

        case 2:
            DefaultMeshes.Sphere(selMesh);
            break;

        case 3:
            DefaultMeshes.Circle(selMesh);
            break;

        default:
            Debug.LogError($"Mesh ID not valid ({meshID})");
            break;
        }
        //selMesh.verts.AddRange(newMesh.verts);
        //selMesh.faces.AddRange(newMesh.faces);
        selMesh.ReconstructMesh();
        //selMesh.selVerts = new HashSet<Vertex>(newMesh.verts);
        //selMesh.selFaces = new HashSet<Face>(newMesh.faces);
        transformGizmo.OnSelectionChange();
    }
Exemple #2
0
    public void LoadMeshToSelected()
    {
        MeshObject mesh = SaveLoad.LoadMesh(meshFilter, meshCollider);

        if (mesh != null)
        {
            selMesh = mesh;
            selMesh.ReconstructMesh();
            transformGizmo.SetPositionAuto();
            SaveUndoState();
        }
    }
Exemple #3
0
    //------------------------------------------------------------------
    //------------------------------------------------------------------

    void Start()
    {
        //SaveLoad.LoadLastMeshSavePath();
        meshFilter   = GetComponent <MeshFilter>();
        meshCollider = gameObject.GetComponent <MeshCollider>();

        selMesh = DefaultMeshes.Cube(selMesh);
        selMesh.meshCollider = meshCollider;
        selMesh.selVerts.Clear();
        selMesh.selFaces.Clear();
        selMesh.ReconstructMesh();
        //gameObject.GetComponent<MeshCollider>().sharedMesh = selMesh.meshFilter.sharedMesh;
        SaveUndoState();
        //Debug.Log(Application.persistentDataPath);
    }
Exemple #4
0
    public MeshObject ToMeshObject(MeshFilter _meshFilter, MeshCollider meshCollider)
    {
        MeshObject mesh = new MeshObject(_meshFilter);

        mesh.meshCollider = meshCollider;
        mesh.verts        = vertices.Select(vert => new Vertex(vert.pos, mesh)).ToList();
        mesh.faces        = faces.Select(face => new Face(face.verts, mesh)).ToList(); //new List<Face> { };

        if (selVerts != null && selFaces != null)
        {
            foreach (int vertID in selVerts)
            {
                mesh.selVerts.Add(mesh.verts[vertID]);
            }
            foreach (int faceID in selFaces)
            {
                mesh.selFaces.Add(mesh.faces[faceID]);
            }
        }

        //mesh.meshFilter = meshFilter_;
        mesh.ReconstructMesh();
        return(mesh);
    }