public void SetMeshRenderers() { OcclusionType type = OcclusionType.A; while (type != OcclusionType.End) { List <GameObject> templist = GetProperListOfGameObject(type); if (templist.Count > 0) { foreach (GameObject gObj in templist) { MeshRenderer[] mrs = gObj.GetComponentsInChildren <MeshRenderer>(); if (mrs.Length > 0) { foreach (MeshRenderer mr in mrs) { if (mr.tag != "Helper") { GetProperListOfMeshRenderer(type).Add(mr); } } } } } type++; } }
public VoxelizationInput() { m_voxelLevel = 6; m_minVolume = 0.65f; m_minOcclusion = 0.03f; m_type = OcclusionType.BoxExpansion; m_retriangulate = true; m_removeTop = false; m_removeBottom = false; m_upAxis = UpAxis.Y; m_windingOrder = WindingOrder.CounterClockwise; }
public void RestoreHiddenObjects() { OcclusionType type = OcclusionType.A; while (type != OcclusionType.End) { List <MeshRenderer> templist = OccList.GetProperListOfMeshRenderer(type); if (templist.Count > 0) { foreach (MeshRenderer mr in templist) { mr.enabled = true; } } type++; } }
public List <GameObject> GetProperListOfGameObject(OcclusionType _type) { OcclusionType type = _type; switch (type) { case OcclusionType.A: return(occlusionObj_A); break; case OcclusionType.B: return(occlusionObj_B); break; case OcclusionType.C: return(occlusionObj_C); break; case OcclusionType.D: return(occlusionObj_D); break; case OcclusionType.E: return(occlusionObj_E); break; case OcclusionType.F: return(occlusionObj_F); break; case OcclusionType.G: return(occlusionObj_G); break; case OcclusionType.H: return(occlusionObj_H); break; case OcclusionType.I: return(occlusionObj_I); break; case OcclusionType.J: return(occlusionObj_J); break; case OcclusionType.K: return(occlusionObj_K); break; case OcclusionType.L: return(occlusionObj_L); break; case OcclusionType.M: return(occlusionObj_M); break; case OcclusionType.N: return(occlusionObj_N); break; case OcclusionType.O: return(occlusionObj_O); break; case OcclusionType.P: return(occlusionObj_P); break; } Debug.LogError("GetProperList In OcclusionObjectList Works Bad"); return(occlusionObj_P); }
public List <MeshRenderer> GetProperListOfMeshRenderer(OcclusionType _type) { OcclusionType type = _type; switch (type) { case OcclusionType.A: return(mRenderer_A); break; case OcclusionType.B: return(mRenderer_B); break; case OcclusionType.C: return(mRenderer_C); break; case OcclusionType.D: return(mRenderer_D); break; case OcclusionType.E: return(mRenderer_E); break; case OcclusionType.F: return(mRenderer_F); break; case OcclusionType.G: return(mRenderer_G); break; case OcclusionType.H: return(mRenderer_H); break; case OcclusionType.I: return(mRenderer_I); break; case OcclusionType.J: return(mRenderer_J); break; case OcclusionType.K: return(mRenderer_K); break; case OcclusionType.L: return(mRenderer_L); break; case OcclusionType.M: return(mRenderer_M); break; case OcclusionType.N: return(mRenderer_N); break; case OcclusionType.O: return(mRenderer_O); break; case OcclusionType.P: return(mRenderer_P); break; } Debug.LogError("GetProperListOfMeshRenderers In OcclusionObjectList Works Bad"); return(mRenderer_P); }