예제 #1
0
        /// <summary>
        /// adds an existing element in the constructed list
        /// </summary>
        /// <param name="mesh"></param>
        public void AddExistingElement(GameObject go)
        {
            MyMesh mesh = new MyMesh(go);

            //mesh.obj.AddComponent<BoxCollider>();
            mesh.obj.AddComponent<GetSelected>();
            mesh.obj.AddComponent<AdditionnalProperties>();
            AdditionnalProperties prop = mesh.obj.GetComponent<AdditionnalProperties>();
            prop.ID = currentID + 1;
            currentID++;
            constructedElements.Add(mesh);
        }
예제 #2
0
        /// <summary>
        /// create an object with the given element
        /// </summary>
        /// <param name="basicElement">the BasicElement to build</param>
        /// <param name="position">the position of the BasicElement</param>
        /// <param name="currentID">the ID of the BasicElement</param>
        private static void CreateObject(BasicElement basicElement, int position, int currentID)
        {
            basicElement.Build(); // the mesh is updated when triangulating in the build function

            MyMesh mesh = new MyMesh(basicElement.GetMesh().triangles, basicElement.GetMesh().vertices); // here you get that mesh (OpencascadePart.MyMesh) and you convert it into an Assets.MyMesh
            // if you need to refresh MyMesh for some reasons, you can update the faces the way you wish and then call basicElement.RecalculateMyMesh()

            mesh.obj.transform.localScale = new Vector3(1, 1, 1);
            mesh.obj.AddComponent<BoxCollider>();
            mesh.obj.transform.position = new Vector3(1.0f, 1.0f, -1.0f - position);
            mesh.obj.AddComponent<GetSelected>();
            mesh.obj.AddComponent<AdditionnalProperties>();
            mesh.obj.GetComponent<AdditionnalProperties>().ID = currentID + 1;
        }
예제 #3
0
 /// <summary>
 /// adds an existing element in the constructed list
 /// </summary>
 /// <param name="mesh"></param>
 public void AddExistingElement(MyMesh mesh)
 {
     constructedElements.Add(mesh);
 }