public override bool traverseTriangles <T> (T state, traverseFn <T> fn) { foreach (var s in _renderSubMeshes) { bool finished = s.traverseTriangles(state, fn); if (finished) { return(true); } } return(false); }
public override bool traverseTriangles <T>(T state, traverseFn <T> fn) { for (int idx = 0; idx < m_runtimeMesh.indices.Length; idx += 3) { var v1 = m_runtimeMesh.computeVertexPos(m_runtimeMesh.indices[idx]); var v2 = m_runtimeMesh.computeVertexPos(m_runtimeMesh.indices[idx + 1]); var v3 = m_runtimeMesh.computeVertexPos(m_runtimeMesh.indices[idx + 2]); bool finished = fn(state, v1, v2, v3); if (finished) { return(true); } } return(false); }
public override bool traverseTriangles <T>(T state, traverseFn <T> fn) { foreach (var subset in geometrySubsets) { for (int idx = 0; idx < subset.indicies.Length; idx += 3) { var V1 = subset.vertices[subset.indicies[idx]].Position; var V2 = subset.vertices[subset.indicies[idx + 1]].Position; var V3 = subset.vertices[subset.indicies[idx + 2]].Position; bool finished = fn(state, V1, V2, V3); if (finished) { return(true); } } } return(false); }
public bool TraverseTriangles(traverseFn <Object> fn) { return(this.TraverseTriangles <Object>(new Object(), fn)); }
public virtual bool TraverseTriangles <T>(T state, traverseFn <T> fn) { return(true); }