void LateUpdate() { if (m_updateVerts) { SetVerts(); //@moon // meshCollider.sharedMesh = m_mesh; //@moon } if (m_updateUVs) { if (m_vectorLine.lineUVs.Length == m_mesh.vertexCount) { m_mesh.uv = m_vectorLine.lineUVs; } m_updateUVs = false; } if (m_updateColors) { if (m_vectorLine.lineColors.Length == m_mesh.vertexCount) { // In case line points were erased and SetColor called m_mesh.colors32 = m_vectorLine.lineColors; } m_updateColors = false; } if (m_updateTris) { m_mesh.SetTriangles(m_vectorLine.lineTriangles, 0); m_updateTris = false; } if (m_updateNormals) { m_mesh.RecalculateNormals(); m_updateNormals = false; } if (m_updateTangents) { m_mesh.tangents = m_vectorLine.CalculateTangents(m_mesh.normals); m_updateTangents = false; } // Renderer rd = this.GetComponent<Renderer>(); // if (rd != null) // { // Debug.Log("line bound size= " + rd.bounds.size); // } }
protected override void OnPopulateMesh(VertexHelper vh) { if (m_updateVerts) { m_mesh.vertices = vectorLine.lineVertices; m_updateVerts = false; } if (m_updateUVs) { if (vectorLine.lineUVs.Length == m_mesh.vertexCount) { m_mesh.uv = vectorLine.lineUVs; } m_updateUVs = false; } if (m_updateColors) { if (vectorLine.lineColors.Length == m_mesh.vertexCount) // In case line points were erased and SetColor called { m_mesh.colors32 = vectorLine.lineColors; } m_updateColors = false; } if (m_updateTris) { m_mesh.SetTriangles(vectorLine.lineTriangles, 0); m_updateTris = false; SetMeshBounds(); } if (m_updateNormals && m_mesh != null) { m_mesh.RecalculateNormals(); UpdateGeometry(); m_updateNormals = false; } if (m_updateTangents && m_mesh != null) { m_mesh.tangents = vectorLine.CalculateTangents(m_mesh.normals); m_updateTangents = false; } }
void LateUpdate() { if (m_updateVerts) { SetVerts(); } if (m_updateUVs) { if (m_vectorLine.lineUVs.Length == m_mesh.vertexCount) { m_mesh.uv = m_vectorLine.lineUVs; } m_updateUVs = false; } if (m_updateColors) { if (m_vectorLine.lineColors.Length == m_mesh.vertexCount) // In case line points were erased and SetColor called { m_mesh.colors32 = m_vectorLine.lineColors; } m_updateColors = false; } if (m_updateTris) { m_mesh.SetTriangles(m_vectorLine.lineTriangles, 0); m_updateTris = false; } if (m_updateNormals) { m_mesh.RecalculateNormals(); m_updateNormals = false; } if (m_updateTangents) { m_mesh.tangents = m_vectorLine.CalculateTangents(m_mesh.normals); m_updateTangents = false; } }