public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) { IndexedMesh mesh = new IndexedMesh(); mesh.TriangleCount = numTriangleIndices; mesh.TriangleIndexBase = triangleIndexBase; mesh.TriangleIndexStride = triangleIndexStride; mesh.VertexBase = vertexBase; mesh.VertexCount = numVertices; mesh.VertexStride = vertexStride; AddIndexedMesh(mesh); }
public override void GetLockedReadOnlyVertexIndexBase(out List <Vector3> verts, out List <int> indicies, out int numfaces, int subpart) { IndexedMesh m = _indexedMeshes[0]; Vector3[] vertexBase = m.VertexBase; verts = new List <Vector3>(); foreach (Vector3 v in vertexBase) { verts.Add(v); } int[] indexBase = m.TriangleIndexBase; indicies = new List <int>(); foreach (int i in indexBase) { indicies.Add(i); } numfaces = vertexBase.GetLength(0); }
public void AddIndexedMesh(IndexedMesh indexedMesh) { _indexedMeshes.Add(indexedMesh); }