// Update is called once per frame void Update() { // Generate the underwater mesh modifyBoatMesh.GenerateUnderwaterMesh(); // Display the underwater mesh modifyBoatMesh.DisplayMesh(underWaterMesh, "UnderWater Mesh", modifyBoatMesh.underWaterTriangleData); }
void Update() { //Generate the under water and above water meshes modifyBoatMesh.GenerateUnderwaterMesh(); //Display the under water mesh - is always needed to get the underwater length for forces calculations modifyBoatMesh.DisplayMesh(underWaterMesh, "UnderWater Mesh", modifyBoatMesh.underWaterTriangleData); //Display the above water mesh //modifyBoatMesh.DisplayMesh(aboveWaterMesh, "AboveWater Mesh", modifyBoatMesh.aboveWaterTriangleData); }
void Update() { //Generate the under water and above water meshes modifyBoatMesh.GenerateUnderwaterMesh(); intersectionVertices = modifyBoatMesh.intersectionVertices; //Display the under water mesh - is always needed to get the underwater length for forces calculations modifyBoatMesh.DisplayMesh(underWaterMesh, "UnderWater Mesh", modifyBoatMesh.underWaterTriangleData); //Display the above water mesh generateExtraMeshes.DisplayMesh(aboveWaterMesh, "AboveWater Mesh", modifyBoatMesh.aboveWaterTriangleData); //Display the mesh that's the mirror //generateExtraMeshes.DisplayMirrorMesh(underWaterMirrorMesh, "UnderwaterWater Mirror Mesh", modifyBoatMesh.aboveWaterTriangleData); //Generate the foam skirt //generateExtraMeshes.GenerateFoamSkirt(foamMesh, "Foam skirt", intersectionVertices); }
void Update() { m_modifyBoatMesh.GenerateUnderwaterMesh(); m_modifyBoatMesh.DisplayMesh(m_underwaterMesh, "Underwater Mesh", m_modifyBoatMesh.m_underwaterTriangleData); }
void Update() { modifyBoatMesh.GenerateUnderwaterMesh(); modifyBoatMesh.DisplayMesh(underWaterMesh, "Underwater Mesh", modifyBoatMesh.underWaterTriangleData); }
private void Update() { modifyBoatMesh.GenerateUnderwaterMesh(); modifyBoatMesh.DisplayMesh(underWaterMesh, "UnderWater Mesh"); }