Esempio n. 1
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    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Mesh mesh = cube.GetComponent <MeshFilter>().mesh;

            MeshLib.BoxProjection b = new MeshLib.BoxProjection();
            b.BoxUvProjection(mesh);
        }
    }
        /// <summary>
        /// Create the mesh from specified points, thickness, name and axis
        /// </summary>
        public Meshes Create(List <Vector3> points, float thickness, string name, AXIS axis = AXIS.Y)
        {
            GameObject meshObject = new GameObject(name);

            meshObject.name = name;
            meshObject.transform.position = GetMidPt(points);

            //get the vertices for building mesh
            Vector3[] verts = GetVertices(meshObject.transform, points, thickness, axis);

            Vector2[] pointsToTriangulate = ConvertPointsTo2DArray(meshObject.transform, verts, axis);

            //get necessary triangles to build mesh
            int[] triangles = GetTriangles(pointsToTriangulate, points.Count);

            //If the thickness is less than 0 then the triangles needs to be reversed
            //so that normals will be proper
            if (thickness < 0)
            {
                triangles = ReverseTriangles(triangles, points.Count);
            }

            //generate mesh using the vertices and triangles
            Mesh mesh = CreateMesh(verts, triangles);

            //UV projection for generated mesh
            BoxProjection b = new BoxProjection();

            b.BoxUvProjection(mesh, axis);

            //add mesh filter
            MeshFilter meshFilter = meshObject.AddComponent(typeof(MeshFilter)) as MeshFilter;

            meshFilter.mesh = mesh;

            //add meshrenderer
            Renderer renderer = meshObject.AddComponent(typeof(MeshRenderer)) as Renderer;

            renderer.material = new Material(Shader.Find("Standard"));

            //create object for floor/ceiling
            Meshes meshObj = new Meshes(name, mesh, renderer, thickness);

            return(meshObj);
        }