Dictionary <int, int> ModifiedV; // could use flat buffer for this? public VertexChangeBuilder(DMesh3 mesh, MeshComponents components = MeshComponents.All) { Mesh = mesh; Components = components; ModifiedV = new Dictionary <int, int>(); ActiveChange = new ModifyVerticesMeshChange(mesh, components); }
protected override void end_stroke() { base.end_stroke(); activeChange.SaveCurrentNormals(); if (EmitChangeF != null) { ModifyVerticesMeshChange change = activeChange.ExtractChange(); UpdateVerticesChange soChange = new UpdateVerticesChange(Target, change); EmitChangeF(soChange); } else { activeChange.Reset(); } }
public void Reset() { ModifiedV.Clear(); ActiveChange = new ModifyVerticesMeshChange(Mesh, Components); }
public override OpStatus Cull() { Target = null; MeshChange = null; return(OpStatus.Success); }
public UpdateVerticesChange(DMeshSO target, ModifyVerticesMeshChange change) { Target = target; MeshChange = change; }