void Rebuild() { // Build the initial poly polymorphSkinnedMeshRenderer = gameObject.GetComponent <SkinnedMeshRenderer>(); poly = JohnsonPoly.Build(JohnsonPolyType, sides); poly.Recenter(); poly = poly.ApplyOp(PreMorph.op, new OpParams(PreMorph.opAmount1, PreMorph.opAmount2, PreMorph.opFacesel)); // Build the mesh without any morph ops var baseMesh = MakeMorphTarget(0, 0); baseMesh.ClearBlendShapes(); baseMesh = AddBlendShapeFrameFromMesh("Base", baseMesh, baseMesh); baseMesh.RecalculateNormals(); baseMesh.RecalculateTangents(); // Build the morphed meshes for (var i = 0; i < Morphs.Count; i++) { var morphedMesh = MakeMorphTarget(i, 1); baseMesh = AddBlendShapeFrameFromMesh(i.ToString(), baseMesh, morphedMesh); // baseMesh.RecalculateNormals(); // baseMesh.RecalculateTangents(); } polymorphSkinnedMeshRenderer.sharedMesh = baseMesh; initialized = true; }
public void Build(int p, int q) { P = p; Q = q; switch (ShapeType) { case PolyHydraEnums.ShapeTypes.Uniform: var wythoff = new WythoffPoly(PolyType, P, Q); wythoff.BuildFaces(); poly = new ConwayPoly(wythoff); break; case PolyHydraEnums.ShapeTypes.Johnson: poly = JohnsonPoly.Build(JohnsonPolyType, P); break; case PolyHydraEnums.ShapeTypes.Grid: poly = Grids.Grids.MakeGrid(GridType, GridShape, P, Q); break; case PolyHydraEnums.ShapeTypes.Other: poly = JohnsonPoly.BuildOther(OtherPolyType, P, Q); break; case PolyHydraEnums.ShapeTypes.Waterman: poly = WatermanPoly.Build(1f, P, Q, true); break; } }
public void MakePolyhedron() { switch (ShapeType) { case PolyHydraEnums.ShapeTypes.Uniform: var wythoff = new WythoffPoly(UniformPolyType, PrismP, PrismQ); wythoff.BuildFaces(); _conwayPoly = new ConwayPoly(wythoff); break; case PolyHydraEnums.ShapeTypes.Johnson: _conwayPoly = JohnsonPoly.Build(JohnsonPolyType, PrismP); break; case PolyHydraEnums.ShapeTypes.Grid: _conwayPoly = Grids.Grids.MakeGrid(GridType, GridShape, PrismP, PrismQ); break; case PolyHydraEnums.ShapeTypes.Waterman: _conwayPoly = WatermanPoly.Build(PrismP, PrismQ); break; case PolyHydraEnums.ShapeTypes.Other: _conwayPoly = JohnsonPoly.BuildOther(OtherPolyType, PrismP, PrismQ); break; } _conwayPoly.basePolyhedraInfo = new ConwayPoly.BasePolyhedraInfo { P = PrismP, Q = PrismQ }; foreach (var op in ConwayOperators.ToList()) { if (op.disabled || op.opType == Ops.Identity) { continue; } _conwayPoly = ApplyOp(_conwayPoly, ref stashed, op); _conwayPoly.basePolyhedraInfo = new ConwayPoly.BasePolyhedraInfo { P = PrismP, Q = PrismQ }; } var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(_conwayPoly, GenerateSubmeshes, null, ColorMethod); AssignFinishedMesh(mesh); }
public void Generate() { switch (ShapeType) { case ShapeTypes.Wythoff: var wythoff1 = new WythoffPoly(PolyType1, P1, Q1); wythoff1.BuildFaces(); poly1 = new ConwayPoly(wythoff1); var wythoff2 = new WythoffPoly(PolyType2, P2, Q2); wythoff2.BuildFaces(); poly2 = new ConwayPoly(wythoff2); break; case ShapeTypes.Johnson: poly1 = JohnsonPoly.Build(JohnsonPolyType1, P1); poly2 = JohnsonPoly.Build(JohnsonPolyType2, P2); break; case ShapeTypes.Grid: poly1 = Grids.Grids.MakeGrid(GridType, GridShape1, P1, Q1, false); poly2 = Grids.Grids.MakeGrid(GridType, GridShape2, P2, Q2, false); break; } var o1 = new OpParams { valueA = op1Amount1, valueB = op1Amount2, facesel = op1Facesel }; poly1 = poly1.ApplyOp(op1, o1); var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, facesel = op2Facesel }; poly2 = poly2.ApplyOp(op2, o2); poly1.Morph(poly2, morphAmount, reverseVertexOrder); // Final Mesh var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(poly1, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { poly = JohnsonPoly.Build(JohnsonPolyType, sides); Face face; var sidesFilter = poly.FaceselToFaceFilterFunc(FaceSelections.FourSided); var roleFilter = poly.FaceselToFaceFilterFunc(FaceSelections.New); Func <FilterParams, bool> filterFunc = x => sidesFilter(x); for (int i = 0; i < splits; i++) { face = poly.GetFace(new OpParams(filterFunc), 0); if (face != null) { var edges = face.GetHalfedges(); poly = poly.SplitLoop(poly.GetFaceLoop(edges[edgeIndex % edges.Count]), splitRatio); } // Change the filter after the first loop iteration as we can // ensure we get the right face based on it's role filterFunc = x => sidesFilter(x) && roleFilter(x); } if (ApplyOp) { var o1 = new OpParams(op1Amount1, op1Amount2, op1Facesel); poly = poly.ApplyOp(op1, o1); var o2 = new OpParams(op2Amount1, op2Amount2, op2Facesel); poly = poly.ApplyOp(op2, o2); } if (Canonicalize) { poly = poly.Canonicalize(0.1, 0.1); } poly = poly.Transform(Position, Rotation, Scale); var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(poly, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
void Start() { // 1. Create a starting shape ConwayPoly poly1 = JohnsonPoly.Build(PolyHydraEnums.JohnsonPolyTypes.Prism, 4); // 2. Apply an operator to the starting shape poly1 = poly1.ApplyOp(Ops.Chamfer, new OpParams(.3f)); // 3. Create a second shape ConwayPoly poly2 = JohnsonPoly.Build(PolyHydraEnums.JohnsonPolyTypes.Pyramid, 4); // 4. Move our second shape down by 0.5 poly2 = poly1.Transform(new Vector3(0, .5f, 0)); // 5. Join the two shapes poly1.Append(poly2); // 6. Build and apply the mesh var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(poly1); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { poly = JohnsonPoly.Build(JohnsonPolyType, sides); if (ApplyOp) { var o1 = new OpParams { valueA = op1Amount1, valueB = op1Amount2, facesel = op1Facesel }; poly = poly.ApplyOp(op1, o1); } // Find and remove the edge loop var face = poly.Faces[ConwayPoly.ActualMod(StartingFace, poly.Faces.Count)]; var edges = face.GetHalfedges(); var startingEdge = edges[ConwayPoly.ActualMod(StartingEdge, edges.Count)]; loop = poly.GetFaceLoop(startingEdge); var faceIndices = loop.Select(x => x.Item1).ToList(); if (LoopAction == LoopActions.Remove) { poly = poly.FaceRemove(false, faceIndices); } else if (LoopAction == LoopActions.Keep) { poly = poly.FaceRemove(true, faceIndices); } else if (LoopAction == LoopActions.SplitFaces) { poly = poly.SplitLoop(loop); } else if (LoopAction == LoopActions.Split) { ConwayPoly otherPoly; (otherPoly, poly) = poly.Split(new OpParams(x => faceIndices.Contains(x.index))); poly.FaceRoles = Enumerable.Repeat(ConwayPoly.Roles.Existing, poly.Faces.Count).ToList(); poly.VertexRoles = Enumerable.Repeat(ConwayPoly.Roles.Existing, poly.Vertices.Count).ToList(); otherPoly.FaceRoles = Enumerable.Repeat(ConwayPoly.Roles.New, otherPoly.Faces.Count).ToList(); otherPoly.VertexRoles = Enumerable.Repeat(ConwayPoly.Roles.New, otherPoly.Vertices.Count).ToList(); poly.Append(otherPoly); } else if (LoopAction == LoopActions.SetRole) { var faceRoles = new List <ConwayPoly.Roles>(); for (var faceIndex = 0; faceIndex < poly.Faces.Count; faceIndex++) { faceRoles.Add(faceIndices.Contains(faceIndex) ? ConwayPoly.Roles.Existing : ConwayPoly.Roles.New); } poly.FaceRoles = faceRoles; } if (ApplyOp) { var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, facesel = op2Facesel }; poly = poly.ApplyOp(op2, o2); } if (Canonicalize) { poly = poly.Canonicalize(0.1, 0.1); } poly = poly.Transform(Position, Rotation, Scale); var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(poly, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { poly = JohnsonPoly.Build(JohnsonPolyType, Sides); poly = poly.Transform(PositionBefore, RotationBefore, ScaleBefore); if (ApplyOp) { var o0 = new OpParams { valueA = op0Amount1, valueB = op0Amount2, facesel = op0Facesel }; poly = poly.ApplyOp(op0, o0); } if (Canonicalize) { poly = poly.Canonicalize(0.01, 0.01); } poly.Recenter(); ConwayPoly DoSlices(ConwayPoly input, Vector3 axis) { var result = new ConwayPoly(); float offset = SliceStart; int failsafe = 100; do { offset += SliceDistance; var planePos = new Vector3(offset * axis.x, offset * axis.y, offset * axis.z); var sliced = input.SliceByPlane(new Plane(Quaternion.Euler(SliceAngle) * axis, planePos), Cap); var gapVector = new Vector3(-SliceGap * axis.x, -SliceGap * axis.y, -SliceGap * axis.z); result = result.Transform(gapVector); var lerp = Mathf.InverseLerp(SliceStart, SliceEnd, offset); var shift = new Vector3(Mathf.Sin(lerp * frequency) * amplitude, 0, 0); result.Append(sliced.bottom.Transform(shift)); input = sliced.top; failsafe--; } while (offset < SliceEnd && failsafe > 0); result.Append(input); if (Weld) { result = result.Weld(0.0001f); } return(result); } var output = new ConwayPoly(); output.Append(DoSlices(poly, Vector3.up)); if (ApplyOp) { var o1 = new OpParams { valueA = op1Amount1, valueB = op1Amount2, facesel = op1Facesel }; output = output.ApplyOp(op1, o1); if (Weld) { poly = poly.Weld(0.0001f); } var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, facesel = op2Facesel }; output = output.ApplyOp(op2, o2); } output.Recenter(); var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(output, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { switch (ShapeType) { case ShapeTypes.Wythoff: var wythoff = new WythoffPoly(PolyType, PrismP, PrismQ); wythoff.BuildFaces(); poly = new ConwayPoly(wythoff); break; case ShapeTypes.Johnson: poly = JohnsonPoly.Build(JohnsonPolyType, PrismP); break; case ShapeTypes.Grid: poly = Grids.Grids.MakeGrid(GridType, GridShape, PrismP, PrismQ); break; case ShapeTypes.Other: poly = JohnsonPoly.BuildOther(OtherPolyType, PrismP, PrismQ); break; } if (applyPreOp) { var preOpParams = new OpParams { valueA = preOpAmount1, valueB = preOpAmount2, facesel = preOpFacesel }; for (int i = 0; i < preOpIterations; i++) { poly = poly.ApplyOp(preOp, preOpParams); } } OpParams amount1Func = null; switch (Equation) { case Equations.LinearX: amount1Func = new OpParams { funcA = x => offset1 + Mathf.Sin((x.poly.Faces[x.index].Centroid.x * frequency1 + phase1 - (Time.time * animationSpeed1))) * amplitude1, funcB = x => offset2 + Mathf.Sin((x.poly.Faces[x.index].Centroid.x * frequency2 + phase2 - (Time.time * animationSpeed2))) * amplitude2 }; break; case Equations.LinearY: amount1Func = new OpParams { funcA = x => offset1 + Mathf.Sin((x.poly.Faces[x.index].Centroid.y * frequency1 + phase1 - (Time.time * animationSpeed1))) * amplitude1, funcB = x => offset2 + Mathf.Sin((x.poly.Faces[x.index].Centroid.y * frequency2 + phase2 - (Time.time * animationSpeed2))) * amplitude2 }; break; case Equations.LinearZ: amount1Func = new OpParams { funcA = x => offset1 + Mathf.Sin((x.poly.Faces[x.index].Centroid.z * frequency1 + phase1 - (Time.time * animationSpeed1))) * amplitude1, funcB = x => offset2 + Mathf.Sin((x.poly.Faces[x.index].Centroid.z * frequency2 + phase2 - (Time.time * animationSpeed2))) * amplitude2 }; break; case Equations.Radial: amount1Func = new OpParams { funcA = x => offset1 + Mathf.Sin((x.poly.Faces[x.index].Centroid.magnitude * frequency1 + phase1 - (Time.time * animationSpeed1))) * amplitude1, funcB = x => offset2 + Mathf.Sin((x.poly.Faces[x.index].Centroid.magnitude * frequency2 + phase2 - (Time.time * animationSpeed2))) * amplitude2 }; break; case Equations.Perlin: amount1Func = new OpParams { funcA = x => offset1 + Mathf.PerlinNoise(x.poly.Faces[x.index].Centroid.x * frequency1 + phase1 - (Time.time * animationSpeed1), x.poly.Faces[x.index].Centroid.z * frequency1 + phase1 - (Time.time * animationSpeed1)) * amplitude1, funcB = x => offset2 + Mathf.PerlinNoise(x.poly.Faces[x.index].Centroid.x * frequency2 + phase2 - (Time.time * animationSpeed2), x.poly.Faces[x.index].Centroid.z * frequency2 + phase2 - Time.time) * amplitude2, }; break; } poly = poly.ApplyOp(op, amount1Func); var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(poly, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { switch (ShapeType) { case ShapeTypes.Wythoff: var wythoff = new WythoffPoly(PolyType, P, Q); wythoff.BuildFaces(); polyBeforeOp = new ConwayPoly(wythoff); break; case ShapeTypes.Johnson: polyBeforeOp = JohnsonPoly.Build(JohnsonPolyType, P); break; case ShapeTypes.Grid: polyBeforeOp = Grids.Grids.MakeGrid(GridType, GridShape, P, Q); break; } var o1 = new OpParams { valueA = op1Amount1, valueB = op1Amount2, facesel = op1Facesel }; polyBeforeOp = polyBeforeOp.ApplyOp(op1, o1); // Collision Mesh var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(polyBeforeOp, false, null, ColorMethod); GetComponent <MeshCollider>().sharedMesh = mesh; miscUVs2 = new List <Vector4>(); mesh.GetUVs(4, miscUVs2); if (PolyHydraEnums.OpConfigs[op2].usesFaces) { var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, filterFunc = x => SelectedFaces.Contains(x.index) }; polyAfterOp = polyBeforeOp.ApplyOp(op2, o2); } else { var(excluded, included) = polyBeforeOp.Split(new OpParams { filterFunc = x => SelectedFaces.Contains(x.index) }); var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2 }; polyAfterOp = included.ApplyOp(op2, o2); polyAfterOp.Append(excluded); if (AttemptToFillHoles) { polyAfterOp = polyAfterOp.Weld(0.1f); polyAfterOp = polyAfterOp.FillHoles(); } } // Final Mesh mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(polyAfterOp, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { if (Random.seed != 0) { Random.seed = RandomSeed; } poly = JohnsonPoly.Build(JohnsonPolyType, Sides); poly = poly.Transform(PositionBefore, RotationBefore, ScaleBefore); if (ApplyOp) { var o1 = new OpParams { valueA = op1Amount1, valueB = op1Amount2, facesel = op1Facesel }; poly = poly.ApplyOp(op1, o1); } if (Canonicalize) { poly = poly.Canonicalize(0.01, 0.01); } // poly.Recenter(); ConwayPoly DoSlices(ConwayPoly input, Vector3 axis) { var result = new ConwayPoly(); float offset = SliceStart; do { offset += Random.Range(SliceMin, SliceMax); var planePos = new Vector3(offset * axis.x, offset * axis.y, offset * axis.z); var sliced = input.SliceByPlane(new Plane(Quaternion.Euler(SliceAngle) * axis, planePos), Cap); var gapVector = new Vector3(-Gap * axis.x, -Gap * axis.y, -Gap * axis.z); result = result.Transform(gapVector); float randomShift = Random.Range(ShiftMin, ShiftMax); var randomShiftVector = new Vector3(randomShift * axis.y, randomShift * axis.z, randomShift * axis.x); result.Append(sliced.bottom.Transform(randomShiftVector)); input = sliced.top; } while (offset < SliceEnd); result.Append(input); if (Weld) { result = result.Weld(0.0001f); } return(result); } if (SliceX) { poly = DoSlices(poly, Vector3.right); } if (SliceY) { poly = DoSlices(poly, Vector3.up); } if (SliceZ) { poly = DoSlices(poly, Vector3.forward); } // if (Weld) // { // poly = poly.Weld(0.0001f); // } if (ApplyOp) { var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, facesel = op2Facesel }; poly = poly.ApplyOp(op2, o2); } // poly.Recenter(); var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(poly, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { switch (ShapeType) { case ShapeTypes.Wythoff: var wythoff = new WythoffPoly(PolyType, PrismP, PrismQ); wythoff.BuildFaces(); preOpPoly = new ConwayPoly(wythoff); break; case ShapeTypes.Johnson: preOpPoly = JohnsonPoly.Build(JohnsonPolyType, PrismP); break; case ShapeTypes.Grid: preOpPoly = Grids.Grids.MakeGrid(GridType, GridShape, PrismP, PrismQ); break; } // var animValue1 = Mathf.PerlinNoise(Time.time / AnimateAmountRate, 0) * Mathf.PerlinNoise(Time.time / AnimateAmountRate * 3.1f, Time.time); var animValue1 = 1; if (ApplyOp) { var o1 = new OpParams { valueA = op1Amount1 * animValue1, valueB = op1Amount2, facesel = op1Facesel }; preOpPoly = preOpPoly.ApplyOp(op1, o1); } if (PreCanonicalize) { preOpPoly = preOpPoly.Canonicalize(0.01, 0.01); } var postOpPoly = preOpPoly.Transform(Position, Rotation, Scale); var animValue2 = Mathf.Sin(Time.time / AnimateAmountRate); // var animValue2 = Mathf.PerlinNoise(Time.time / AnimateAmountRate, 0) * Mathf.PerlinNoise(Time.time / AnimateAmountRate * .3f, 10) -.5f; var _amount = AnimateAmount > 0 ? animValue2 * AnimateAmount : Amount; var o = new OpParams(_amount, NormalBlend, Facesel); postOpPoly = postOpPoly.Segment(o); if (Canonicalize) { postOpPoly = postOpPoly.Canonicalize(0.01, 0.01); } if (ApplyOp) { var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, facesel = op2Facesel }; postOpPoly = postOpPoly.ApplyOp(op2, o2); } var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(postOpPoly, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }
public void Generate() { switch (ShapeType) { case ShapeTypes.Wythoff: var wythoff = new WythoffPoly(PolyType, PrismP, PrismQ); wythoff.BuildFaces(); poly = new ConwayPoly(wythoff); break; case ShapeTypes.Johnson: poly = JohnsonPoly.Build(JohnsonPolyType, PrismP); break; case ShapeTypes.Grid: poly = Grids.Grids.MakeGrid(GridType, GridShape, PrismP, PrismQ); break; } if (ApplyOp) { var o1 = new OpParams { valueA = op1Amount1, valueB = op1Amount2, facesel = op1Facesel }; poly = poly.ApplyOp(op1, o1); } if (PreCanonicalize) { poly = poly.Canonicalize(0.01, 0.01); } if (Canonicalize) { poly = poly.Canonicalize(0.01, 0.01); } if (ApplyOp) { var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, facesel = op2Facesel }; poly = poly.ApplyOp(op2, o2); var o3 = new OpParams { valueA = op3Amount1, valueB = op3Amount2, facesel = op3Facesel }; poly = poly.ApplyOp(op3, o3); } var points = poly.ListVerticesByPoints().ToList(); if (JitterAmount > 0) { for (int i = 0; i < points.Count(); i++) { var point = points[i]; points[i] = new Vector3( point.x + Random.value * JitterAmount, point.y + Random.value * JitterAmount, point.z + Random.value * JitterAmount ); } } var faceIndices = poly.ListFacesByVertexIndices(); // This whole mess is because I can't find a way to regenerate // a probuilder mesh and therefore have to continually create/destroy gameobjects // (which is a mess in edit mode) // If anyone can explain how to simply take an existing probuilder object clear it // and pass in a list of Vector3's and lists of ordered indexes for faces // then please do. if (pbmesh != null && pbmesh.gameObject != null) { if (Application.isPlaying) { Destroy(pbmesh.gameObject); } else { var go = pbmesh.gameObject; UnityEditor.EditorApplication.delayCall += () => { DestroyImmediate(go); }; } } var colors = Enumerable.Range(0, 8).Select(x => Colors.Evaluate(((x / 8f) * ColorRange + ColorOffset) % 1)).ToArray(); pbmesh = ProBuilderMesh.Create(points, new List <Face>()); var faces = new List <PBFace>(); for (var i = 0; i < faceIndices.Length; i++) { var face = faceIndices[i]; var result = AppendElements.CreatePolygon(pbmesh, face, false); if (result != null) { pbmesh.SetFaceColor(result, colors[(int)poly.FaceRoles[i]]); faces.Add(result); } } if (faces.Count < 1 || pbmesh == null) { return; } pbmesh.SetMaterial(faces, material); pbmesh.ToMesh(); pbmesh.Refresh(); }
public override void Generate() { poly = JohnsonPoly.Build(JohnsonPolyType, sides); base.Generate(); }
public void Generate() { poly = JohnsonPoly.Build(JohnsonPolyType, Sides); poly = poly.Transform(PositionBefore, RotationBefore, ScaleBefore); if (ApplyOp) { var o0 = new OpParams { valueA = op0Amount1, valueB = op0Amount2, facesel = op0Facesel }; poly = poly.ApplyOp(op0, o0); } if (Canonicalize) { poly = poly.Canonicalize(0.01, 0.01); } poly.Recenter(); ConwayPoly DoSlices(ConwayPoly input, Vector3 axis) { var result = new ConwayPoly(); if (SliceDistance < 0.01f) { return(result); } float offset = SliceStart; do { offset += SliceDistance; var planePos = new Vector3(offset * axis.x, offset * axis.y, offset * axis.z); var sliced = input.SliceByPlane(new Plane(Quaternion.Euler(SliceAngle) * axis, planePos), true, false, false, true); result.Append(sliced.cap); } while (offset < SliceEnd); return(result); } var output = new ConwayPoly(); if (SliceX) { output.Append(DoSlices(poly, Vector3.right)); } if (SliceY) { output.Append(DoSlices(poly, Vector3.up)); } if (SliceZ) { output.Append(DoSlices(poly, Vector3.forward)); } if (Shell) { var shellParams = new OpParams { valueA = SliceDistance - ShellSpacing }; output = output.ApplyOp(Ops.Shell, shellParams); } if (ApplyOp) { var o1 = new OpParams { valueA = op1Amount1, valueB = op1Amount2, facesel = op1Facesel }; output = output.ApplyOp(op1, o1); if (Weld) { poly = poly.Weld(0.0001f); } var o2 = new OpParams { valueA = op2Amount1, valueB = op2Amount2, facesel = op2Facesel }; output = output.ApplyOp(op2, o2); } var mesh = PolyMeshBuilder.BuildMeshFromConwayPoly(output, false, null, ColorMethod); GetComponent <MeshFilter>().mesh = mesh; }