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() { // Fields radius = 1f; primaryPole = Vector3.up; equatorialPole = Vector3.right; isInverted = false; sphericalPolyhedron = SphericalPolyhedrons.Icosahedron; subdivisionDegree = 10; useDualPolyhedron = true; // Outputs OutputSlot.CreateOrReset <SphericalSurface>(ref surfaceOutputSlot, this, "Surface"); OutputSlot.CreateOrReset <Topology>(ref topologyOutputSlot, this, "Topology"); OutputSlot.CreateOrResetGrouped <IVertexAttribute <Vector3> >(ref vertexPositionsOutputSlot, this, "Vertex Positions", "Attributes"); }
protected override void Initialize() { // Fields _version = "1.1"; tileType = TileTypes.Quadrilateral; size = new IntVector2(64, 64); SetHexTileShape(HexTileShapes.RegularPointUp, true); SetQuadTileShape(QuadTileShapes.Square, true); isAxis0Wrapped = false; isAxis1Wrapped = false; hexGridAxisStyle = HexGridAxisStyles.Staggered; swapAxes = false; origin = Vector3.zero; rotation = Vector3.zero; // Outputs OutputSlot.CreateOrReset <QuadrilateralSurface>(ref surfaceOutputSlot, this, "Surface"); OutputSlot.CreateOrReset <Topology>(ref topologyOutputSlot, this, "Topology"); OutputSlot.CreateOrResetGrouped <IVertexAttribute <Vector3> >(ref vertexPositionsOutputSlot, this, "Vertex Positions", "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]; }