예제 #1
0
        public override void Refresh()
        {
            base.Refresh();
            if (!Application.isPlaying || !MakeStatic)
            {
                var VMeshes = InVMeshArray.GetAllData <CGVMesh>();
                var Spots   = InSpots.GetData <CGSpots>();

                mCurrentMeshCount = 0;
                VertexCount       = 0;

                if (VMeshes.Count > 0 && (!InSpots.IsLinked || (Spots != null && Spots.Count > 0)))
                {
                    if (Spots != null && Spots.Count > 0)
                    {
                        createSpotMeshes(ref VMeshes, ref Spots, Combine);
                    }
                    else
                    {
                        createMeshes(ref VMeshes, Combine);
                    }
                }
                // Cleanup
                removeUnusedResource();

                // Update Colliders?
                if (AutoUpdateColliders)
                {
                    UpdateColliders();
                }
            }
        }
예제 #2
0
        /*! \endcond */
        #endregion

        #region ### Module Overrides ###

        public override void Refresh()
        {
            base.Refresh();
            var path = InPath.GetData <CGPath>();

#if UNITY_5_6_OR_NEWER
            if (path != null)
            {
                LineRenderer.positionCount = path.Position.Length;
                LineRenderer.SetPositions(path.Position);
            }
            else
            {
                LineRenderer.positionCount = 0;
            }
#else
            if (path != null)
            {
                LineRenderer.numPositions = path.Position.Length;
                for (int v = 0; v < path.Position.Length; v++)
                {
                    LineRenderer.SetPosition(v, path.Position[v]);
                }
            }
            else
            {
                LineRenderer.numPositions = 0;
            }
#endif
        }
예제 #3
0
        /*! \endcond */
        #endregion

        #region ### Public Methods ###

        public override void Refresh()
        {
            base.Refresh();
            var vol = InVolume.GetData <CGVolume>();


            if (vol && vol.Count > 0 && vol.CrossSize > 0 && vol.CrossMaterialGroups.Count > 0)
            {
                List <IntRegion> volSets = new List <IntRegion>();
                if (Split)
                {
                    float dist;
                    float lastdist  = 0;
                    int   lastIndex = 0;
                    for (int sample = 0; sample < vol.Count; sample++)
                    {
                        dist = vol.FToDistance(vol.F[sample]);
                        if (dist - lastdist >= SplitLength)
                        {
                            volSets.Add(new IntRegion(lastIndex, sample));
                            lastdist  = dist;
                            lastIndex = sample;
                        }
                    }
                    if (lastIndex < vol.Count - 1)
                    {
                        volSets.Add(new IntRegion(lastIndex, vol.Count - 1));
                    }
                }
                else
                {
                    volSets.Add(new IntRegion(0, vol.Count - 1));
                }

                CGVMesh[] data = OutVMesh.GetAllData <CGVMesh>();
                System.Array.Resize <CGVMesh>(ref data, volSets.Count);

                prepare(vol);
                for (int sub = 0; sub < volSets.Count; sub++)
                {
                    data[sub] = CGVMesh.Get(data[sub], vol, volSets[sub], GenerateUV, ReverseTriOrder);
                    build(data[sub], vol, volSets[sub]);
                }

                OutVMesh.SetData(data);
            }
            else
            {
                OutVMesh.SetData(null);
            }
        }
예제 #4
0
        public override void Refresh()
        {
            base.Refresh();

            var VGO   = InGameObjectArray.GetAllData <CGGameObject>();
            var Spots = InSpots.GetData <CGSpots>();

            Clear();
            var existingPools          = GetAllPrefabPools();
            HashSet <string> usedPools = new HashSet <string>();

            if (VGO.Count > 0 && Spots.Count > 0)
            {
                CGSpot spot;
                for (int s = 0; s < Spots.Count; s++)
                {
                    spot = Spots.Points[s];
                    int id = spot.Index;
                    if (id >= 0 && id < VGO.Count && VGO[id].Object != null)
                    {
                        string poolIdent = GetPrefabPool(VGO[id].Object).Identifier;
                        usedPools.Add(poolIdent);
                        var res = (Transform)AddManagedResource("GameObject", poolIdent, s);
                        res.gameObject.isStatic = MakeStatic;
                        res.gameObject.layer    = Layer;
                        res.localPosition       = spot.Position;
                        res.localRotation       = spot.Rotation;
                        res.localScale          = new Vector3(res.localScale.x * spot.Scale.x * VGO[id].Scale.x, res.localScale.y * spot.Scale.y * VGO[id].Scale.y, res.localScale.z * spot.Scale.z * VGO[id].Scale.z);
                        if (VGO[id].Matrix != Matrix4x4.identity)
                        {
                            res.Translate(VGO[id].Translate);
                            res.Rotate(VGO[id].Rotate);
                        }

                        GameObjects.Items.Add(res);
                        GameObjects.PoolNames.Add(poolIdent);
                    }
                }
            }

            // Remove unused pools
            foreach (var pool in existingPools)
            {
                if (!usedPools.Contains(pool.Identifier))
                {
                    Generator.PoolManager.DeletePool(pool);
                }
            }
        }
예제 #5
0
        public CGData[] OnSlotDataRequest(CGModuleInputSlot requestedBy, CGModuleOutputSlot requestedSlot, params CGDataRequestParameter[] requests)
        {
            var raster = GetRequestParameter <CGDataRequestRasterization>(ref requests);

            if (!raster)
            {
                return(null);
            }

            var Data = InPath.GetData <CGPath>(requests);

            return(new CGData[1] {
                Conform(Generator.transform, Data, LayerMask, Direction, Offset, MaxDistance, Warp)
            });
        }
예제 #6
0
        /*! \endcond */
        #endregion

        #region ### IOnRequestProcessing ###
        public CGData[] OnSlotDataRequest(CGModuleInputSlot requestedBy, CGModuleOutputSlot requestedSlot, params CGDataRequestParameter[] requests)
        {
            var raster = GetRequestParameter <CGDataRequestRasterization>(ref requests);

            if (!raster)
            {
                return(null);
            }

            var DataA = InPathA.GetData <CGPath>(requests);
            var DataB = InPathB.GetData <CGPath>(requests);

            return(new CGData[1] {
                MixPath(DataA, DataB, Mix)
            });
        }
        /*! \endcond */
        #endregion

        #region ### Public Methods ###

        public override void Refresh()
        {
            base.Refresh();
            if (Length == 0)
            {
                Reset();
            }
            else
            {
                var req = new List <CGDataRequestParameter>();
                req.Add(new CGDataRequestRasterization(From, Length, CGUtility.CalculateSamplePointsCacheSize(Resolution, InPath.SourceSlot().OnRequestPathModule.PathLength), AngleThreshold, (Optimize) ? CGDataRequestRasterization.ModeEnum.Optimized:CGDataRequestRasterization.ModeEnum.Even));
                var path = InPath.GetData <CGPath>(req.ToArray());

                OutPath.SetData(path);
            }
        }
예제 #8
0
        public CGData[] OnSlotDataRequest(CGModuleInputSlot requestedBy, CGModuleOutputSlot requestedSlot, params CGDataRequestParameter[] requests)
        {
            if (requestedSlot == OutShape)
            {
                var Data = InShape.GetData <CGShape>(requests);

                Matrix4x4 mat = Matrix;
                for (int i = 0; i < Data.Count; i++)
                {
                    Data.Position[i] = mat.MultiplyPoint3x4(Data.Position[i]);
                }

                Data.Recalculate();
                return(new CGData[1] {
                    Data
                });
            }
            return(null);
        }
예제 #9
0
        /*! \endcond */
        #endregion

        #region ### IOnRequestProcessing ###
        public CGData[] OnSlotDataRequest(CGModuleInputSlot requestedBy, CGModuleOutputSlot requestedSlot, params CGDataRequestParameter[] requests)
        {
            var raster = GetRequestParameter <CGDataRequestRasterization>(ref requests);

            if (!raster)
            {
                return(null);
            }

            var     DataA = InShapeA.GetData <CGShape>(requests);
            var     DataB = InShapeB.GetData <CGShape>(requests);
            var     data = new CGPath();
            CGShape A, B;

            if (DataA.Count > DataB.Count)
            {
                A = DataA;
                B = DataB;
            }
            else
            {
                A = DataB;
                B = DataA;
            }

            Vector3[] pa   = new Vector3[A.Count];
            Vector3[] na   = new Vector3[A.Count];
            float     frag = (Mix + 1) / 2;

            for (int i = 0; i < A.Count; i++)
            {
                pa[i] = Vector3.Lerp(A.Position[i], B.InterpolatePosition(A.F[i]), frag);
                na[i] = Vector3.Lerp(A.Normal[i], B.Normal[i], frag);
            }

            data.F        = A.F;
            data.Position = pa;
            data.Normal   = na;
            return(new CGData[1] {
                data
            });
        }
예제 #10
0
        /*! \endcond */
        #endregion

        #region ### Public Methods ###

        public override void Refresh()
        {
            base.Refresh();
            if (Length == 0)
            {
                Reset();
            }
            else
            {
                var req = new List <CGDataRequestParameter>();
                req.Add(new CGDataRequestRasterization(this.From, this.Length, CGUtility.CalculateSamplePointsCacheSize(Resolution, InPath.SourceSlot().OnRequestPathModule.PathLength *this.Length), AngleThreshold, (Optimize) ? CGDataRequestRasterization.ModeEnum.Optimized : CGDataRequestRasterization.ModeEnum.Even));
                var path = InPath.GetData <CGPath>(req.ToArray());
                req.Clear();
                req.Add(new CGDataRequestRasterization(this.CrossFrom, this.CrossLength, CGUtility.CalculateSamplePointsCacheSize(CrossResolution, InCross.SourceSlot().OnRequestPathModule.PathLength *this.CrossLength), CrossAngleThreshold, (CrossOptimize) ? CGDataRequestRasterization.ModeEnum.Optimized : CGDataRequestRasterization.ModeEnum.Even));

                if (CrossIncludeControlPoints || CrossHardEdges || CrossMaterials)
                {
                    req.Add(new CGDataRequestMetaCGOptions(CrossHardEdges, CrossMaterials, CrossIncludeControlPoints, CrossExtendedUV));
                }

                var cross = InCross.GetData <CGShape>(req.ToArray());

                if (!path || !cross || path.Count == 0 || cross.Count == 0)
                {
                    OutVolume.ClearData();
                    OutVolumeHollow.ClearData();
                    return;
                }


                var vol       = CGVolume.Get(OutVolume.GetData <CGVolume>(), path, cross);
                var volHollow = (OutVolumeHollow.IsLinked) ? CGVolume.Get(OutVolumeHollow.GetData <CGVolume>(), path, cross) : null;

                PathSamples   = path.Count;
                CrossSamples  = cross.Count;
                CrossGroups   = cross.MaterialGroups.Count;
                CrossPosition = vol.Position[0];
                CrossRotation = Quaternion.LookRotation(vol.Direction[0], vol.Normal[0]);



                Vector3 baseScale = (ScaleUniform) ? new Vector3(ScaleX, ScaleX, 1) : new Vector3(ScaleX, ScaleY, 1);
                Vector3 scl       = baseScale;
                int     vtIdx     = 0;

                float[] scaleFArray = (ScaleReference == CGReferenceMode.Source) ? path.SourceF : path.F;

                Matrix4x4 mat;
                Matrix4x4 matHollow;

                Quaternion R;
                int        crossNormalMul  = (CrossReverseNormals) ? -1 : 1;
                int        hollowNormalMul = (HollowReverseNormals) ? -1 : 1;
                for (int sample = 0; sample < path.Count; sample++)
                {
                    R = Quaternion.LookRotation(path.Direction[sample], path.Normal[sample]);

                    getScaleInternal(scaleFArray[sample], baseScale, ref scl);
                    mat = Matrix4x4.TRS(path.Position[sample], R, scl);

                    if (volHollow == null)
                    {
                        for (int c = 0; c < cross.Count; c++)
                        {
                            vol.Vertex[vtIdx]         = mat.MultiplyPoint(cross.Position[c]);
                            vol.VertexNormal[vtIdx++] = R * cross.Normal[c] * crossNormalMul;
                        }
                    }
                    else
                    {
                        matHollow = Matrix4x4.TRS(path.Position[sample], R, scl * (1 - HollowInset));
                        for (int c = 0; c < cross.Count; c++)
                        {
                            vol.Vertex[vtIdx]             = mat.MultiplyPoint(cross.Position[c]);
                            vol.VertexNormal[vtIdx]       = R * cross.Normal[c];
                            volHollow.Vertex[vtIdx]       = matHollow.MultiplyPoint(cross.Position[c]);
                            volHollow.VertexNormal[vtIdx] = vol.VertexNormal[vtIdx++] * hollowNormalMul;
                        }
                    }
                }



                switch (CrossShiftMode)
                {
                case CrossShiftModeEnum.ByOrientation:
                    // shift CrossF to match Path Orientation
                    Vector2 hit;
                    float   frag;
                    for (int i = 0; i < cross.Count - 1; i++)
                    {
                        if (DTMath.RayLineSegmentIntersection(vol.Position[0], vol.VertexNormal[0], vol.Vertex[i], vol.Vertex[i + 1], out hit, out frag))
                        {
                            vol.CrossFShift = DTMath.SnapPrecision(vol.CrossF[i] + (vol.CrossF[i + 1] - vol.CrossF[i]) * frag, 2);
                            break;
                        }
                    }
                    if (vol.CrossClosed && DTMath.RayLineSegmentIntersection(vol.Position[0], vol.VertexNormal[0], vol.Vertex[cross.Count - 1], vol.Vertex[0], out hit, out frag))
                    {
                        vol.CrossFShift = DTMath.SnapPrecision(vol.CrossF[cross.Count - 1] + (vol.CrossF[0] - vol.CrossF[cross.Count - 1]) * frag, 2);
                    }
                    break;

                case CrossShiftModeEnum.Custom:
                    vol.CrossFShift = CrossShiftValue;
                    break;

                default:
                    vol.CrossFShift = 0;
                    break;
                }

                if (volHollow != null)
                {
                    volHollow.CrossFShift = vol.CrossFShift;
                }

                OutVolume.SetData(vol);
                OutVolumeHollow.SetData(volHollow);
            }
        }
예제 #11
0
        public override void Refresh()
        {
            base.Refresh();
            mBounds = InBounds.GetAllData <CGBounds>();
            Path    = InPath.GetData <CGPath>();
            if (Path != null && Volume == null && UseVolume)
            {
                m_UseVolume = false;
            }
            List <CGSpot>   spots     = new List <CGSpot>();
            List <GroupSet> endGroups = null;

            prepare();

            if (Path && mBounds.Count > 0 && mGroupsHaveDepth)
            {
                float remainingLength = Length;
                StartDistance = Path.FToDistance(m_Range.Low);
                float currentDistance = StartDistance;

                // Fixed start group(s)
                for (int g = 0; g < FirstRepeating; g++)
                {
                    addGroupItems(Groups[g], ref spots, ref remainingLength, ref currentDistance);
                    if (remainingLength <= 0)
                    {
                        break;
                    }
                }
                // Fixed end group(s)
                if (GroupCount - LastRepeating - 1 > 0)
                {
                    endGroups = new List <GroupSet>();
                    float endDist = 0;
                    for (int g = LastRepeating + 1; g < GroupCount; g++)
                    {
                        endGroups.Add(addGroupItems(Groups[g], ref spots, ref remainingLength, ref endDist, true));
                    }
                }
                // Mid-Groups, either in row or random
                if (RepeatingOrder == CurvyRepeatingOrderEnum.Row)
                {
                    int g = FirstRepeating;
                    while (remainingLength > 0)
                    {
                        addGroupItems(Groups[g++], ref spots, ref remainingLength, ref currentDistance);
                        if (g > LastRepeating)
                        {
                            g = FirstRepeating;
                        }
                    }
                }
                else
                {
                    while (remainingLength > 0)
                    {
                        addGroupItems(Groups[mGroupBag.Next()], ref spots, ref remainingLength, ref currentDistance);
                    }
                }
                // If we have previously generated endgroups data, shift them now
                if (endGroups != null)
                {
                    rebase(ref spots, ref endGroups, currentDistance, remainingLength);
                }
            }

            Count = spots.Count;

            SimulatedSpots = new CGSpots(spots);
            if (Simulate)
            {
                OutSpots.SetData(new CGSpots());
            }
            else
            {
                OutSpots.SetData(SimulatedSpots);
            }
        }
예제 #12
0
        /*! \endcond */
        #endregion

        #region ### Public Methods ###

        public override void Refresh()
        {
            base.Refresh();
            CGVolume vol   = InVolume.GetData <CGVolume>();
            var      holes = InVolumeHoles.GetAllData <CGVolume>();

            if (vol)
            {
                bool genStart = (StartCap == CGYesNoAuto.Yes || (StartCap == CGYesNoAuto.Auto && !vol.Seamless));
                bool genEnd   = (EndCap == CGYesNoAuto.Yes || (EndCap == CGYesNoAuto.Auto && !vol.Seamless));

                if (!genStart && !genEnd)
                {
                    OutVMesh.SetData(null);
                    return;
                }

                var       vmesh   = new CGVMesh();
                Vector3[] vtStart = new Vector3[0];
                Vector3[] vtEnd   = new Vector3[0];

                vmesh.AddSubMesh(new CGVSubMesh());
                CGVSubMesh submesh = vmesh.SubMeshes[0];

                if (genStart)
                {
                    #region --- Start Cap ---

                    var tess = new Tess();
                    tess.UsePooling = true;
                    tess.AddContour(make2DSegment(vol, 0));

                    for (int h = 0; h < holes.Count; h++)
                    {
                        if (holes[h].Count < 3)
                        {
                            OutVMesh.SetData(null);
                            UIMessages.Add("Hole Cross has <3 Vertices: Can't create Caps!");
                            return;
                        }
                        tess.AddContour(make2DSegment(holes[h], 0));
                    }
                    tess.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3);
                    vtStart = UnityLibTessUtility.FromContourVertex(tess.Vertices);
                    Bounds b;
                    vmesh.Vertex      = applyMat(vtStart, getMat(vol, 0, true), out b);
                    submesh.Material  = StartMaterial;
                    submesh.Triangles = tess.Elements;
                    if (ReverseTriOrder)
                    {
                        flipTris(ref submesh.Triangles, 0, submesh.Triangles.Length);
                    }
                    if (GenerateUV)
                    {
                        vmesh.UV = new Vector2[vtStart.Length];
                        applyUV(vtStart, ref vmesh.UV, 0, vtStart.Length, StartMaterialSettings, b);
                    }
                    #endregion
                }

                if (genEnd)
                {
                    #region --- End Cap ---

                    var tess = new Tess();
                    tess.UsePooling = true;
                    tess.AddContour(make2DSegment(vol, 0));

                    for (int h = 0; h < holes.Count; h++)
                    {
                        if (holes[h].Count < 3)
                        {
                            OutVMesh.SetData(null);
                            UIMessages.Add("Hole Cross has <3 Vertices: Can't create Caps!");
                            return;
                        }
                        tess.AddContour(make2DSegment(holes[h], 0));
                    }
                    tess.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3);
                    vtEnd = UnityLibTessUtility.FromContourVertex(tess.Vertices);
                    Bounds b;
                    int    l = vmesh.Vertex.Length;
                    vmesh.Vertex = vmesh.Vertex.AddRange <Vector3>(applyMat(vtEnd, getMat(vol, vol.Count - 1, true), out b));
                    int[] tris = tess.Elements;
                    if (!ReverseTriOrder)
                    {
                        flipTris(ref tris, 0, tris.Length);
                    }
                    for (int i = 0; i < tris.Length; i++)
                    {
                        tris[i] += l;
                    }
                    if (!CloneStartCap && StartMaterial != EndMaterial)
                    {
                        vmesh.AddSubMesh(new CGVSubMesh(tris, EndMaterial));
                    }
                    else
                    {
                        submesh.Material  = StartMaterial;
                        submesh.Triangles = submesh.Triangles.AddRange <int>(tris);
                    }

                    if (GenerateUV)
                    {
                        System.Array.Resize <Vector2>(ref vmesh.UV, vmesh.UV.Length + vtEnd.Length);
                        applyUV(vtEnd, ref vmesh.UV, vtStart.Length, vtEnd.Length, (CloneStartCap) ? StartMaterialSettings : EndMaterialSettings, b);
                    }


                    #endregion
                }


                OutVMesh.SetData(vmesh);
            }
        }
예제 #13
0
        /*! \endcond */
        #endregion

        #region ### Public Methods ###

        public override void Refresh()
        {
            base.Refresh();
            CGVolume vol   = InVolume.GetData <CGVolume>();
            var      holes = InVolumeHoles.GetAllData <CGVolume>();

            if (vol)
            {
                bool genStart = (StartCap == CGYesNoAuto.Yes || (StartCap == CGYesNoAuto.Auto && !vol.Seamless));
                bool genEnd   = (EndCap == CGYesNoAuto.Yes || (EndCap == CGYesNoAuto.Auto && !vol.Seamless));

                if (!genStart && !genEnd)
                {
                    OutVMesh.SetData(null);
                    return;
                }

                var       vmesh   = new CGVMesh();
                Vector3[] vtStart = new Vector3[0];
                Vector3[] vtEnd   = new Vector3[0];



                Polygon pOuter;

                vmesh.AddSubMesh(new CGVSubMesh());
                CGVSubMesh submesh = vmesh.SubMeshes[0];
                Vector3[]  points;

                if (genStart)
                {
                    #region --- Start Cap ---
                    points = make2DSegment(vol, 0);
                    if (points.Length < 3)
                    {
                        OutVMesh.SetData(null);
                        UIMessages.Add("Cross has <3 Vertices: Can't create Caps!");
                        return;
                    }

                    pOuter = new Polygon(points);

                    for (int h = 0; h < holes.Count; h++)
                    {
                        points = make2DSegment(holes[h], 0);
                        if (points.Length < 3)
                        {
                            OutVMesh.SetData(null);
                            UIMessages.Add("Hole Cross has <3 Vertices: Can't create Caps!");
                            return;
                        }
                        pOuter.AddHole(new Polygon(points));
                    }

                    try
                    {
                        P2T.Triangulate(pOuter);
                    }
                    catch (System.Exception e)
                    {
                        Debug.LogException(e);
                        OutVMesh.SetData(null);
                        return;
                    }

                    submesh.Material = StartMaterial;
                    pOuter.GetResults(out vtStart, out submesh.Triangles, ReverseTriOrder);
                    vmesh.Vertex = applyMat(vtStart, getMat(vol, 0, true));
                    if (GenerateUV)
                    {
                        vmesh.UV = new Vector2[vtStart.Length];
                        applyUV(vtStart, ref vmesh.UV, 0, vtStart.Length, pOuter.Bounds.Bounds, StartMaterialSettings);
                    }



                    #endregion
                }

                if (genEnd)
                {
                    #region --- End Cap ---

                    points = make2DSegment(vol, vol.Count - 1);
                    if (points.Length < 3)
                    {
                        OutVMesh.SetData(null);
                        UIMessages.Add("Cross has <3 Vertices: Can't create Caps!");
                        return;
                    }
                    pOuter = new Polygon(points);

                    for (int h = 0; h < holes.Count; h++)
                    {
                        points = make2DSegment(holes[h], holes[h].Count - 1);
                        if (points.Length < 3)
                        {
                            OutVMesh.SetData(null);
                            UIMessages.Add("Hole Cross has <3 Vertices: Can't create Caps!");
                            return;
                        }
                        pOuter.AddHole(new Polygon(points));
                    }

                    try
                    {
                        P2T.Triangulate(pOuter);
                    }
                    catch (System.Exception e)
                    {
                        Debug.LogException(e);
                        OutVMesh.SetData(null);
                        return;
                    }

                    int[] tris;
                    pOuter.GetResults(out vtEnd, out tris, !ReverseTriOrder, vtStart.Length);

                    vmesh.Vertex = vmesh.Vertex.AddRange <Vector3>(applyMat(vtEnd, getMat(vol, vol.Count - 1, true)));

                    if (!CloneStartCap && StartMaterial != EndMaterial)
                    {
                        vmesh.AddSubMesh(new CGVSubMesh(tris, EndMaterial));
                    }
                    else
                    {
                        submesh.Material  = StartMaterial;
                        submesh.Triangles = submesh.Triangles.AddRange <int>(tris);
                    }

                    if (GenerateUV)
                    {
                        System.Array.Resize <Vector2>(ref vmesh.UV, vmesh.UV.Length + vtEnd.Length);
                        applyUV(vtEnd, ref vmesh.UV, vtStart.Length, vtEnd.Length, pOuter.Bounds.Bounds, (CloneStartCap) ? StartMaterialSettings : EndMaterialSettings);
                    }


                    #endregion
                }


                OutVMesh.SetData(vmesh);
            }
        }