protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Surface>(ref surfaceInputSlot, this); InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <IVertexAttribute <Vector3> >(ref vertexPositionsInputSlot, this); // Outputs OutputSlot.CreateOrReset <UniversalFaceSpatialPartitioning>(ref partitioningOutputSlot, this, "Face Spatial Partitioning"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <DynamicMesh>(ref dynamicMeshInputSlot, this); // Fields meshPrefab = null; // Outputs OutputSlot.CreateOrReset <GameObject>(ref prefabOutputSlot, this, "Prefab"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Surface>(ref surfaceInputSlot, this); InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <IEdgeAttribute <Vector3> >(ref vertexPositionsInputSlot, this); InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref facePositionsInputSlot, this); // Outputs OutputSlot.CreateOrResetGrouped <IEdgeAttribute <Vector3> >(ref bisectorsOutputSlot, this, "Face Edge Bisectors", "Attributes"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Surface>(ref surfaceInputSlot, this); InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <IVertexAttribute <Vector3> >(ref vertexPositionsInputSlot, this); // Fields flatten = false; // Outputs OutputSlot.CreateOrResetGrouped <IFaceAttribute <Vector3> >(ref faceCentroidsOutputSlot, this, "Face Centroids", "Attributes"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <IEdgeAttribute <Vector3> >(ref vertexPositionsInputSlot, this); InputSlot.CreateOrResetRequired <IEdgeAttribute <Vector3> >(ref offsetsInputSlot, this); // Fields scale = 1f; // Outputs OutputSlot.CreateOrResetGrouped <IEdgeAttribute <Vector3> >(ref offsetVertexPositionsOutputSlot, this, "Offset Vertex Positions", "Attributes"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <IFaceAttribute <Color> >(ref faceColorsInputSlot, this); // Fields colorSource = ColorSource.Constant; constantColor = Color.black; blendWeight = 0.5f; // Outputs OutputSlot.CreateOrResetGrouped <IEdgeAttribute <Color> >(ref faceEdgeColorsOutputSlot, this, "Face Edge Colors", "Attributes"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); // Fields groupCount = 1; randomness.Initialize(this); // Outputs OutputSlot.CreateOrResetGrouped <FaceGroupCollection>(ref faceGroupCollectionOutputSlot, this, "Random Face Groups", "Face Groups"); OutputSlot.CreateOrResetGrouped <IFaceAttribute <int> >(ref faceGroupIndicesOutputSlot, this, "Random Face Group Indices", "Attributes"); faceGroupOutputSlots = new OutputSlot[0]; }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Surface>(ref surfaceInputSlot, this); InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <IVertexAttribute <Vector3> >(ref vertexPositionsInputSlot, this); InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref facePositionsInputSlot, this); InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref faceNormalsInputSlot, this); // Fields calculationMethod = CalculationMethod.FromSurfaceNormal; // Outputs OutputSlot.CreateOrResetGrouped <IVertexAttribute <Vector3> >(ref vertexNormalsOutputSlot, this, "Vertex Normals", "Attributes"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <QuadrilateralSurface>(ref surfaceInputSlot, this); InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref facePositionsInputSlot, this); // Fields axisDivisions = new IntVector2(1, 1); // Outputs OutputSlot.CreateOrResetGrouped <FaceGroupCollection>(ref faceGroupCollectionOutputSlot, this, "Rectangular Face Groups", "Face Groups"); OutputSlot.CreateOrResetGrouped <IFaceAttribute <int> >(ref faceGroupIndicesOutputSlot, this, "Rectangular Face Group Indices", "Attributes"); faceGroupOutputSlots = new OutputSlot[0]; }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <FaceGroupCollection>(ref faceGroupCollectionInputSlot, this); InputSlot.CreateOrResetRequired <IFaceAttribute <int> >(ref faceGroupIndicesInputSlot, this); // Fields colorSource = ColorSource.Constant; constantColor = Color.white; randomness.Initialize(this); // Outputs OutputSlot.CreateOrResetGrouped <IFaceGroupAttribute <Color> >(ref faceGroupColorsOutputSlot, this, "Face Group Colors", "Attributes"); OutputSlot.CreateOrResetGrouped <IFaceAttribute <Color> >(ref faceColorsOutputSlot, this, "Face Colors", "Attributes"); }
protected override void Initialize() { // Inputs InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this); InputSlot.CreateOrResetRequired <FaceGroupCollection>(ref faceGroupCollectionInputSlot, this); InputSlot.CreateOrResetRequired <FaceGroup>(ref faceGroupInputSlot, this); ringVertexPositionsInputSlots = new InputSlot[0]; ringVertexNormalsInputSlots = new InputSlot[0]; ringVertexColorsInputSlots = new InputSlot[0]; ringVertexColor32sInputSlots = new InputSlot[0]; ringVertexUV1sInputSlots = new InputSlot[0]; ringVertexUV2sInputSlots = new InputSlot[0]; ringVertexUV3sInputSlots = new InputSlot[0]; ringVertexUV4sInputSlots = new InputSlot[0]; ringVertexTangentsInputSlots = new InputSlot[0]; centerVertexPositionsInputSlots = new InputSlot[0]; centerVertexNormalsInputSlots = new InputSlot[0]; centerVertexColorsInputSlots = new InputSlot[0]; centerVertexColor32sInputSlots = new InputSlot[0]; centerVertexUV1sInputSlots = new InputSlot[0]; centerVertexUV2sInputSlots = new InputSlot[0]; centerVertexUV3sInputSlots = new InputSlot[0]; centerVertexUV4sInputSlots = new InputSlot[0]; centerVertexTangentsInputSlots = new InputSlot[0]; UpdateVertexAttributeInputSlots(); // Fields sourceType = SourceType.InternalFaces; triangulation = Triangulation.Fan; ringDepth = 1; maxVerticesPerSubmesh = 65534; // Outputs OutputSlot.CreateOrReset <DynamicMesh>(ref dynamicMeshOutputSlot, this, "Dynamic Mesh"); meshOutputSlots = new OutputSlot[0]; }