public void CreateBuildings(List <Building> buildings, Vector3Double origin, Material DefaultMaterial, GameObject parent = null, bool WGSConvert = false, Dictionary <string, Material> materialmapping = null) { Materialmapping = materialmapping; wgsConvert = WGSConvert; Defaultmaterial = DefaultMaterial; Origin = origin; CreateBuildingsSlowly(buildings, parent); }
private List <Vector3> CreateVectorlist(List <Vector3Double> vectors, Vector3Double origin) { List <Vector3> output = new List <Vector3>(); Vector3 vect; for (int i = 0; i < vectors.Count; i++) { vect = new Vector3(); vect.x = (float)(vectors[i].x - origin.x); vect.y = (float)(vectors[i].z - origin.z); vect.z = (float)(vectors[i].y - origin.y); output.Add(vect); } output.Reverse(); return(output); }