// 初始化 public void Init(Material material) { this.material = material; render_object = RenderObject.Create(null, null, Vector3.zero, Quaternion.identity); render_object.mesh_render.material = material; render_object.mesh_render.castShadows = true; render_object.mesh_render.receiveShadows = true; render_object.go.name = "Build"; flag = MeshEnableFlag.Vertice | MeshEnableFlag.Normal | MeshEnableFlag.Triangle | MeshEnableFlag.Color | MeshEnableFlag.UV; segment_mesh = new RepeatSegmentMesh(3, 3, 100, flag); segment_mesh.SegmentData.MarkTriangleTopology(); segment_mesh.ProcedureMesher.SetMesh32(); mesh_line = new MeshLine(); }
public MeshLine() { this.material = GlobalAppData.Instance.Data.line_material; render_object = RenderObject.Create(null, null, Vector3.zero, Quaternion.identity); render_object.mesh_render.material = material; render_object.mesh_render.castShadows = true; render_object.mesh_render.receiveShadows = true; render_object.go.name = "MeshLine"; //Light light = render_object.mesh_filter.GetComponent<Lighting>(); flag = MeshEnableFlag.Vertice | MeshEnableFlag.Normal | MeshEnableFlag.Triangle | MeshEnableFlag.Color | MeshEnableFlag.UV; segment_mesh = new RepeatSegmentMesh(3, 3, 100, flag); segment_mesh.ProcedureMesher.SetMesh32(); segment_mesh.SegmentData.MarkTriangleTopology(); }