// Use this for initialization void Start() { Application.runInBackground = true; #if UNITY_EDITOR //SceneView.FocusWindowIfItsOpen( typeof( SceneView ) ); #endif model = new ParticleModel(this); meshModel = new TriangularModelMesh(model, this); simpleVis = new ParticleVisualisation(model, this); gInst = this; }
private static Mesh MeshFromData(TriangularMesh v) { if (v?.Points == null || v.Points.Length == 0) { return(null); } var mesh = new Mesh(); var vertices = new List <Vector3>(); for (var i = 0; i < v.Points.Length; i += 3) { vertices.Add(new Vector3((float)v.Points[i], (float)v.Points[i + 1], (float)v.Points[i + 2])); } mesh.vertices = vertices.ToArray(); mesh.triangles = v.Indices; mesh.RecalculateNormals(); mesh.RecalculateBounds(); return(mesh); }