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);
 }
Exemple #4
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 public override OpStatus Cull()
 {
     Target     = null;
     MeshChange = null;
     return(OpStatus.Success);
 }
Exemple #5
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 public UpdateVerticesChange(DMeshSO target, ModifyVerticesMeshChange change)
 {
     Target     = target;
     MeshChange = change;
 }