//protected MeshFilter meshFilter; //protected MeshRenderer meshRenderer; //protected Mesh mesh; //public GameObject Cube //{ // get // { // if (g == null) // { // g = new GameObject(); // meshRenderer = g.AddComponent<MeshRenderer>(); // meshFilter = g.AddComponent<MeshFilter>(); // } // return g; // } //} public void Build() { //mesh = new Mesh(); BaseMeshBuilder.BuildMesh(); //UpdateMesh(); //meshFilter.mesh = mesh; }
protected void CombineWallMeshes() { ApplyTupleToMesh(wallParts .Select(w => w.baseMeshBuilder) .Aggregate(EmptyMesh, (t, meshB) => BaseMeshBuilder <Vector2> .MergeMesh( t.Item1, t.Item2, t.Item3, meshB.triangles, meshB.colorData, meshB.vertices))); }
public void BuildPlanet() { vertexCountsForLods = new int[] { 12, 42, 162, 642, 2562, 10242, 41912 }; vertices = new Vector3[VerticesAtLod(levelOfDetail)]; triangles = new int[TrianglesAtLod(levelOfDetail)]; Create(levelOfDetail - 1); BuildUvs(); BaseMeshBuilder <Color> .ShadeFlat(ref vertices, triangles, ref colorData); Mesh m = new Mesh(); m.vertices = vertices; m.triangles = triangles; m.colors = colorData; m.RecalculateNormals(); this.GetOrAddComponent <MeshFilter>().mesh = m; }