public Mesh CreateMesh(GameObject gameObject, Vector2 UVScale, Vector2 UVOffset, PolygonTriangulator2D.Triangulation triangulation = PolygonTriangulator2D.Triangulation.Advanced) { if (gameObject.GetComponent <MeshRenderer>() == null) { gameObject.AddComponent <MeshRenderer>(); } MeshFilter filter = gameObject.GetComponent <MeshFilter> (); if (filter == null) { filter = gameObject.AddComponent <MeshFilter>() as MeshFilter; } filter.sharedMesh = PolygonTriangulator2D.Triangulate2D(this, UVScale, UVOffset, triangulation); if (filter.sharedMesh == null) { UnityEngine.Object.Destroy(gameObject); } return(filter.sharedMesh); }
public Mesh CreateMesh3D(GameObject gameObject, float zSize, Vector2 UVScale, Vector2 UVOffset, float uvRotation, PolygonTriangulator2D.Triangulation triangulation) { MeshRenderer meshRenderer = gameObject.GetComponent <MeshRenderer>(); if (meshRenderer == null) { meshRenderer = gameObject.AddComponent <MeshRenderer>(); } MeshFilter filter = gameObject.GetComponent <MeshFilter> (); if (filter == null) { filter = gameObject.AddComponent <MeshFilter>() as MeshFilter; } filter.sharedMesh = PolygonTriangulator2D.Triangulate3D(this, zSize, UVScale, UVOffset, uvRotation, triangulation); if (filter.sharedMesh == null) { UnityEngine.Object.Destroy(gameObject); } return(filter.sharedMesh); }
public Mesh CreateMesh(Vector2 UVScale, Vector2 UVOffset, PolygonTriangulator2D.Triangulation triangulation = PolygonTriangulator2D.Triangulation.Advanced) { return(PolygonTriangulator2D.Triangulate2D(this, UVScale, UVOffset, triangulation)); }