Esempio n. 1
0
        void Start()
        {
            const float pointSize = 0.025f;
            var         dt        = new DtTrianglePlane();

            fun.meshes.CreateTwoSidedTrianglePlane(dt).SetStandardShaderTransparentColor(0, 0, 1, 0.5);
            _mesh = dt.mesh;
            _b    = fun.meshes.CreateSphere(new DtSphere {
                radius = pointSize, name = "Tri_ver_b"
            }).SetStandardShaderTransparentColor(0, 1, 0, 0.9).transform;
            _c = fun.meshes.CreateSphere(new DtSphere {
                radius = pointSize, name = "Tri_ver_c"
            }).SetStandardShaderTransparentColor(0, 1, 0, 0.9).transform;


            _b.position = Vector3.forward * 0.5f;
            _c.position = Vector3.right * 0.5f;


            _point =
                fun.meshes.CreateSphere(new DtSphere {
                radius = pointSize
            })
                .SetStandardShaderTransparentColor(1, 1, 1, 0.9).transform;
            _projection =
                fun.meshes.CreateSphere(new DtSphere {
                radius = pointSize
            })
                .SetStandardShaderTransparentColor(1, 0, 0, 0.9).transform;

            _point.position = new Vector3(0.5f, 0.5f, 0.5f);
        }
Esempio n. 2
0
        protected GameObject CreateTriangle(double pointSize, out Transform a, out Transform b, out Transform c, out Mesh mesh)
        {
            var dt = new DtTrianglePlane();
            var tr = fun.meshes.CreateTwoSidedTrianglePlane(dt).SetStandardShaderTransparentColor(0, 0, 1, 0.5);

            a = fun.meshes.CreateSphere(new DtSphere {
                radius = pointSize, name = "Tri_ver_a"
            }).SetStandardShaderTransparentColor(0, 1, 0, 0.9).transform;
            b = fun.meshes.CreateSphere(new DtSphere {
                radius = pointSize, name = "Tri_ver_b"
            }).SetStandardShaderTransparentColor(0, 1, 0, 0.9).transform;
            c = fun.meshes.CreateSphere(new DtSphere {
                radius = pointSize, name = "Tri_ver_c"
            }).SetStandardShaderTransparentColor(0, 1, 0, 0.9).transform;
            mesh = dt.mesh;

            a.position = mesh.vertices[0];
            b.position = mesh.vertices[1];
            c.position = mesh.vertices[2];

            return(tr);
        }