// Start is called before the first frame update void Start() { Unity.Mathematics.float3x4 verticies = GetComponentInParent <IMRE.ScaleDimension.CrossSections.SquareCrossSection>().squareVertices; LineRenderer lr = gameObject.AddComponent <LineRenderer>(); lr.positionCount = 4; lr.SetPositions(new Vector3[] { verticies.c0, verticies.c1, verticies.c2, verticies.c3 }); lr.useWorldSpace = true; lr.startWidth = 0.01f; lr.endWidth = 0.01f; lr.loop = true; lr.material = mat; }
// Start is called before the first frame update void Start() { Unity.Mathematics.float3x4 vertices = GetComponentInParent <IMRE.ScaleDimension.CrossSections.TetrahedronCrossSection>().tetrahderonVertices; Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] { vertices.c0, vertices.c1, vertices.c2, vertices.c3 }; int[] tris = { 0, 1, 2, 0, 2, 3, 0, 3, 1, 1, 2, 3 }; mesh.triangles = tris; mesh.RecalculateNormals(); gameObject.AddComponent <MeshFilter>(); gameObject.AddComponent <MeshRenderer>(); GetComponent <MeshFilter>().mesh = mesh; GetComponent <MeshRenderer>().material = mat; }