Esempio n. 1
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        private void Generate()
        {
            var draft = ChairGenerator.Chair(legWidth, legHeight, RandomE.Range(seatLB, seatUB), backHeight,
                                             hasStretchers, hasArmrests);

            meshFilter.mesh = draft.ToMesh();
        }
Esempio n. 2
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        private void Generate()
        {
            var draft = ChairGenerator.Chair(legWidth, legHeight, seatWidth, seatDepth, seatHeight, backHeight,
                                             hasStretchers, hasArmrests);

            meshFilter.mesh = draft.ToMesh();
        }
Esempio n. 3
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        public void Generate()
        {
            targetPalette = RandomE.TetradicPalette(0.25f, 0.75f);
            targetPalette.Add(ColorHSV.Lerp(targetPalette[2], targetPalette[3], 0.5f));

            var chairDraft = ChairGenerator.Chair(legWidth, legHeight, seatWidth, seatDepth, seatHeight, backHeight,
                                                  hasStretchers, hasArmrests, targetPalette[0].WithS(0.8f).WithV(0.8f).ToColor());
            var chairMesh = chairDraft.ToMesh();

            chairMesh.RecalculateBounds();
            chairMeshFilter.mesh = chairMesh;

            float chairRadius    = Mathf.Sqrt(seatWidth / 2f * seatWidth / 2f + seatDepth / 2f * seatDepth / 2f);
            float platformRadius = chairRadius + platformRadiusOffset;

            var platformMesh = Platform(platformRadius, platformBaseOffset, platformSegments, platformHeight).ToMesh();

            platformMesh.RecalculateBounds();
            platformMeshFilter.mesh = platformMesh;
        }
Esempio n. 4
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        public void Generate()
        {
            targetPalette = RandomE.TetradicPalette(0.25f, 0.75f);
            targetPalette.Add(ColorHSV.Lerp(targetPalette[2], targetPalette[3], 0.5f));

            config.color = targetPalette[0].WithSV(0.8f, 0.8f).ToColor();
            var chairDraft = ChairGenerator.Chair(config);
            var chairMesh  = chairDraft.ToMesh();

            chairMesh.RecalculateBounds();
            chairMeshFilter.mesh = chairMesh;

            float chairRadius    = Mathf.Sqrt(config.seatWidth * config.seatWidth / 4 + config.seatDepth * config.seatDepth / 4);
            float platformRadius = chairRadius + platformRadiusOffset;

            var platformMesh = Platform(platformRadius, platformBaseOffset, platformSegments, platformHeight).ToMesh();

            platformMesh.RecalculateBounds();
            platformMeshFilter.mesh = platformMesh;
        }