/// <summary> /// Constructor for the GeometryData class. /// </summary> public Geometry() { _objImporter = new WavefrontImporter <float3>(); _LverticeHndl = new List <HandleVertex>(); _LedgeHndl = new List <HandleEdge>(); _LfaceHndl = new List <HandleFace>(); _LvertexPtrCont = new List <VertexPtrCont>(); _LhedgePtrCont = new List <HEdgePtrCont>(); _LedgePtrCont = new List <EdgePtrCont>(); _LfacePtrCont = new List <FacePtrCont>(); _LvertexVal = new List <float3>(); _LfaceNormals = new List <float3>(); _LVertexNormals = new List <float3>(); _LuvCoordinates = new List <float2>(); // For mesh conversion _LtrianglesFuseeMesh = new List <ushort>(); _LvertDataFuseeMesh = new List <float3>(); _LvertNormalsFuseeMesh = new List <float3>(); _LvertuvFuseeMesh = new List <float2>(); // Performance stuff _NormalCalcStopWatch = new Stopwatch(); }
public void Instantiate(Vector3 requestedPosition, Quaternion requestedRotation) { InfiniObject.CreateObject("New Cube", WavefrontImporter.MeshFromBytes(Properties.Resources.cube), MaterialGenerator.DefaultMaterial(), requestedPosition, requestedRotation, new Vector3(1, 1, 1), 100, 100, true); }
/// <summary> /// Constructor for the GeometryData class. /// </summary> public Geometry() { _objImporter = new WavefrontImporter<float3>(); _LverticeHndl = new List<HandleVertex>(); _LedgeHndl = new List<HandleEdge>(); _LfaceHndl = new List<HandleFace>(); _LvertexPtrCont = new List<VertexPtrCont>(); _LhedgePtrCont = new List<HEdgePtrCont>(); _LedgePtrCont = new List<EdgePtrCont>(); _LfacePtrCont = new List<FacePtrCont>(); _LvertexVal = new List<float3>(); _LfaceNormals = new List<float3>(); _LVertexNormals = new List<float3>(); _LuvCoordinates = new List<float2>(); // For mesh conversion _LtrianglesFuseeMesh = new List<short>(); _LvertDataFuseeMesh = new List<float3>(); _LvertNormalsFuseeMesh = new List<float3>(); _LvertuvFuseeMesh = new List<float2>(); // Performance stuff _NormalCalcStopWatch = new Stopwatch(); }