public override uint[] Colours(int stream = 0) { if (CachedColours == null && UnityMesh.colors32 != null) { CachedColours = new uint[UnityMesh.vertexCount]; Color32 c; for (int i = 0; i < UnityMesh.vertexCount; ++i) { c = UnityMesh.colors32[i]; CachedColours[i] = new Tes.Maths.Colour(c.r, c.g, c.b, c.a).Value; } } return(CachedColours); }
/// <summary> /// Convert to a Unity colour. /// </summary> /// <returns>The equivalent Unity colour.</returns> /// <param name="c">The colour to convert.</param> public static UnityEngine.Vector4 ToUnityVector4(this Colour c) { return(new UnityEngine.Vector4(c.Rf, c.Gf, c.Bf, c.Af)); }
/// <summary> /// Convert to a Unity colour. /// </summary> /// <returns>The equivalent Unity colour.</returns> /// <param name="c">The colour to convert.</param> public static UnityEngine.Color ToUnity(this Colour c) { const float div = 1.0f / 255.0f; return(new UnityEngine.Color((float)c.R * div, (float)c.G * div, (float)c.B * div, (float)c.A * div)); }
/// <summary> /// Convert to a Unity colour. /// </summary> /// <returns>The equivalent Unity colour.</returns> /// <param name="c">The colour to convert.</param> public static UnityEngine.Color32 ToUnity32(this Colour c) { return(new UnityEngine.Color32(c.R, c.G, c.B, c.A)); }