Esempio n. 1
0
    public override uint[] Colours(int stream = 0)
    {
        if (CachedColours == null && UnityMesh.colors32 != null)
        {
            CachedColours = new uint[UnityMesh.vertexCount];
            Color32 c;
            for (int i = 0; i < UnityMesh.vertexCount; ++i)
            {
                c = UnityMesh.colors32[i];
                CachedColours[i] = new Tes.Maths.Colour(c.r, c.g, c.b, c.a).Value;
            }
        }

        return(CachedColours);
    }
Esempio n. 2
0
 /// <summary>
 /// Convert to a Unity colour.
 /// </summary>
 /// <returns>The equivalent Unity colour.</returns>
 /// <param name="c">The colour to convert.</param>
 public static UnityEngine.Vector4 ToUnityVector4(this Colour c)
 {
     return(new UnityEngine.Vector4(c.Rf, c.Gf, c.Bf, c.Af));
 }
Esempio n. 3
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        /// <summary>
        /// Convert to a Unity colour.
        /// </summary>
        /// <returns>The equivalent Unity colour.</returns>
        /// <param name="c">The colour to convert.</param>
        public static UnityEngine.Color ToUnity(this Colour c)
        {
            const float div = 1.0f / 255.0f;

            return(new UnityEngine.Color((float)c.R * div, (float)c.G * div, (float)c.B * div, (float)c.A * div));
        }
Esempio n. 4
0
 /// <summary>
 /// Convert to a Unity colour.
 /// </summary>
 /// <returns>The equivalent Unity colour.</returns>
 /// <param name="c">The colour to convert.</param>
 public static UnityEngine.Color32 ToUnity32(this Colour c)
 {
     return(new UnityEngine.Color32(c.R, c.G, c.B, c.A));
 }