Esempio n. 1
0
    static public UnityEngine.Mesh ToHost(this Rhino.Geometry.Mesh _mesh)
    {
        var result = new UnityEngine.Mesh();

        using (var mesh = _mesh.DuplicateMesh())
        {
            mesh.Faces.ConvertQuadsToTriangles();

            result.SetVertices(mesh.Vertices.ToHost());
            result.SetNormals(mesh.Normals.ToHost());

            int   i       = 0;
            int[] indices = new int[mesh.Faces.Count * 3];
            foreach (var face in mesh.Faces)
            {
                indices[i++] = (face.C);
                indices[i++] = (face.B);
                indices[i++] = (face.A);
            }

            result.SetIndices(indices, MeshTopology.Triangles, 0);
        }

        return(result);
    }
Esempio n. 2
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        static public UnityEngine.Mesh ToHost(this Rhino.Geometry.Mesh _mesh)
        {
            var result = new UnityEngine.Mesh();

            if (_mesh.Vertices.Count > 65535)
            {
                result.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            }

            using (var mesh = _mesh.DuplicateMesh())
            {
                mesh.Faces.ConvertQuadsToTriangles();

                result.SetVertices(mesh.Vertices.ToHost());
                result.SetNormals(mesh.Normals.ToHost());
                result.SetUVs(0, mesh.TextureCoordinates.ToHost());

                int   i       = 0;
                int[] indices = new int[mesh.Faces.Count * 3];
                foreach (var face in mesh.Faces)
                {
                    indices[i++] = (face.C);
                    indices[i++] = (face.B);
                    indices[i++] = (face.A);
                }

                result.SetColors(mesh.VertexColors.ToHost());
                result.SetIndices(indices, MeshTopology.Triangles, 0);
            }
            result.RecalculateBounds();
            result.RecalculateNormals();
            result.RecalculateTangents();
            return(result);
        }
Esempio n. 3
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    static public UnityEngine.Mesh ToHost(this Rhino.Geometry.Mesh _mesh)
    {
        var result = new UnityEngine.Mesh();

        result.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
        using (var mesh = _mesh.DuplicateMesh())
        {
            mesh.Faces.ConvertQuadsToTriangles();

            result.SetVertices(mesh.Vertices.ToHost());
            result.SetNormals(mesh.Normals.ToHost());
            var colors = mesh.VertexColors.Select(col => new Color(col.R / 255.0f, col.G / 255.0f, col.B / 255.0f)).ToArray();
            result.SetColors(colors);


            int   i       = 0;
            int[] indices = new int[mesh.Faces.Count * 3];
            foreach (var face in mesh.Faces)
            {
                indices[i++] = (face.C);
                indices[i++] = (face.B);
                indices[i++] = (face.A);
            }

            result.SetIndices(indices, MeshTopology.Triangles, 0);
        }

        return(result);
    }
Esempio n. 4
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 /// <summary>
 /// make a deep copy of the mesh
 /// </summary>
 /// <returns></returns>
 public IMesh DuplicateMesh()
 {
     return(new RhinoMesh(mesh.DuplicateMesh()));
 }