コード例 #1
0
ファイル: Box.cs プロジェクト: bluebackblue/fee_core
 /** 箱。作成。
  */
 public static UnityEngine.Mesh CreateMesh(System.Collections.Generic.List <UnityEngine.Vector3> a_vertex_list, System.Collections.Generic.List <int> a_index_list)
 {
     UnityEngine.Mesh t_mesh = new UnityEngine.Mesh();
     {
         t_mesh.SetVertices(a_vertex_list);
         t_mesh.SetTriangles(a_index_list, 0);
         t_mesh.RecalculateBounds();
         t_mesh.RecalculateNormals();
         t_mesh.RecalculateTangents();
     }
     return(t_mesh);
 }
コード例 #2
0
ファイル: MenuItem.cs プロジェクト: bluebackblue/AssetLib
        private static void MenuItem_LoadBinaryWithAssetsPath()
        {
            //SaveBinaryWithAssetsPath
            {
                UnityEngine.Mesh t_mesh = new UnityEngine.Mesh();
                {
                    System.Collections.Generic.List <UnityEngine.Vector3> t_vertex_list = new System.Collections.Generic.List <UnityEngine.Vector3>();
                    System.Collections.Generic.List <UnityEngine.Vector3> t_nomal_list  = new System.Collections.Generic.List <UnityEngine.Vector3>();
                    System.Collections.Generic.List <int> t_index_list = new System.Collections.Generic.List <int>();
                    {
                        t_vertex_list.Add(new UnityEngine.Vector3(0.0f, 0.0f, 0.0f));
                        t_vertex_list.Add(new UnityEngine.Vector3(1.0f, 0.0f, 0.0f));
                        t_vertex_list.Add(new UnityEngine.Vector3(0.0f, 1.0f, 0.0f));
                        t_vertex_list.Add(new UnityEngine.Vector3(0.0f, 0.0f, 1.0f));
                        t_nomal_list.Add(new UnityEngine.Vector3(0.0f, 0.0f, 1.0f));
                        t_nomal_list.Add(new UnityEngine.Vector3(0.0f, 0.0f, 1.0f));
                        t_nomal_list.Add(new UnityEngine.Vector3(0.0f, 0.0f, 1.0f));
                        t_nomal_list.Add(new UnityEngine.Vector3(0.0f, 0.0f, 1.0f));
                        t_index_list.Add(0);
                        t_index_list.Add(2);
                        t_index_list.Add(1);
                        t_index_list.Add(0);
                        t_index_list.Add(1);
                        t_index_list.Add(3);
                        t_index_list.Add(1);
                        t_index_list.Add(2);
                        t_index_list.Add(3);

                        t_index_list.Add(2);
                        t_index_list.Add(0);
                        t_index_list.Add(3);
                    }
                    t_mesh.vertices  = t_vertex_list.ToArray();
                    t_mesh.normals   = t_nomal_list.ToArray();
                    t_mesh.triangles = t_index_list.ToArray();
                    t_mesh.RecalculateNormals();
                    t_mesh.RecalculateBounds();
                    t_mesh.RecalculateTangents();
                }

                BlueBack.AssetLib.Editor.CreateDirectoryWithAssetsPath.Create("Out");
                BlueBack.AssetLib.Editor.SaveAssetWithAssetsPath.SaveConverter(t_mesh, new BlueBack.AssetLib.StlConverterAssetToBinary(new UnityEngine.Vector3(50.0f, 50.0f, 50.0f)), "Out/test.stl");
                BlueBack.AssetLib.Editor.RefreshAssetDatabase.Refresh();
            }

            //LoadBinaryWithAssetsPath
            {
                UnityEngine.Mesh t_mesh = BlueBack.AssetLib.Editor.LoadAssetWithAssetsPath.LoadConverter(new BlueBack.AssetLib.StlConverterBinaryToAsset(new UnityEngine.Vector3(1.0f, 1.0f, 1.0f)), "Out/test.stl");
                UnityEngine.Debug.Log(t_mesh.triangles.Length.ToString());
            }
        }