private void InitMesh() { float radius = MDefinitions.POINT_PRECISION; mesh = MPrefab.GetCubeMesh(); Vector3[] vertices = new Vector3[mesh.vertices.Length]; for (int i = 0; i < mesh.vertices.Length; i++) { vertices[i] = mesh.vertices[i] * radius * 2 + position; } mesh.vertices = vertices; }
private void InitMesh() { mesh = MPrefab.GetSphereMesh(); if (!MHelperFunctions.FloatEqual(radius, 0.5f)) { Vector3[] vertices = new Vector3[mesh.vertices.Length]; for (int i = 0; i < mesh.vertices.Length; i++) { vertices[i] = mesh.vertices[i] * radius * 2; } mesh.vertices = vertices; } }
private void InitMesh() { int count = points.Count - 1; CombineInstance[] combines = new CombineInstance[count]; Matrix4x4 transform = Matrix4x4.Scale(Vector3.one); Vector3 lastNormal = (points[1] - points[0]).normalized; for (int i = 0; i < count; i++) { Vector3 curNormal = (points[i + 1] - points[i]).normalized; combines[i].mesh = MPrefab.GetLineMesh(points[i], lastNormal, points[i + 1], curNormal, MDefinitions.LINE_RADIUS); combines[i].transform = transform; lastNormal = curNormal; } mesh = new Mesh(); mesh.CombineMeshes(combines); }
public MMesh() { boundingBox = new AABB(); pointList = new List <MPoint>(); edgeList = new List <MEdge>(); faceList = new List <MFace>(); pointIdentifiers = new Dictionary <MPoint, GameObject>(); identifierLetters = new List <string> { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z" }; freeGameObjects = new List <GameObject>(); for (int i = 0; i < identifierLetters.Count; i++) { freeGameObjects.Add(MPrefab.GetTextMesh()); } }
private void InitMesh() { mesh = MPrefab.GetCylinderFaceMesh(top.center.position, bottom.center.position, top.normal, top.radius); mesh.RecalculateBounds(); boundingBox = new AABB(mesh.bounds); }
private void InitMesh() { mesh = MPrefab.GetLineMesh(start.position, end.position, MDefinitions.LINE_RADIUS); }
private void InitMesh() { mesh = MPrefab.GetCircleFaceMesh(circle.center.position, circle.normal, circle.radius); mesh.RecalculateBounds(); boundingBox = new AABB(mesh.bounds); }
private void InitMesh() { mesh = MPrefab.GetCircleEdgeMesh(center.position, normal, radius, MDefinitions.LINE_RADIUS); }