public static Mesh CreateTrivialRect(float width, float height, UVRegionType eUVType) { TrivialRectGenerator gen = new TrivialRectGenerator() { Width = width, Height = height, Clockwise = false }; if (eUVType == UVRegionType.CenteredUVRectangle) gen.UVMode = TrivialRectGenerator.UVModes.CenteredUVRectangle; else if (eUVType == UVRegionType.BottomCornerUVRectangle) gen.UVMode = TrivialRectGenerator.UVModes.BottomCornerUVRectangle; gen.Generate(); return gen.MakeUnityMesh(false, false); }
public static fMesh CreateTrivialRectF(float width, float height, UVRegionType eUVType) { return new fMesh(CreateTrivialRect(width, height, eUVType)); }
/// <summary> /// Create a rounded rect. If you want some corners to be sharp, use SharpCorners /// field, with bitwise-or of RoundRectGenerator.Corner values /// </summary> public static fMesh CreateRoundRect(float width, float height, float radius, int cornerSteps, UVRegionType eUVType, int SharpCorners = 0) { RoundRectGenerator gen = new RoundRectGenerator() { Width = width, Height = height, Radius = radius, CornerSteps = cornerSteps, Clockwise = false }; if (eUVType == UVRegionType.CenteredUVRectangle) gen.UVMode = RoundRectGenerator.UVModes.CenteredUVRectangle; else if (eUVType == UVRegionType.BottomCornerUVRectangle) gen.UVMode = RoundRectGenerator.UVModes.BottomCornerUVRectangle; gen.SharpCorners = (RoundRectGenerator.Corner)SharpCorners; gen.Generate(); return new fMesh(gen.MakeUnityMesh(false, false)); }