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));
 }
Exemple #3
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 /// <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));
 }