Exemplo n.º 1
0
    public static Vector3[] faceVertices(int dir, float scale, Vector3 pos)
    {
//		Debug.Log ("scale," + scale + "===========pos:" + pos);
        Vector3[] fv = new Vector3[4];
        for (int i = 0; i < fv.Length; i++)
        {
            fv [i] = (CubeMeshData.vertices()[faceTriangles[dir][i]] * scale) + pos;
        }
        return(fv);
    }
Exemplo n.º 2
0
    public static Vector3[] faceVerticesWithOffset(int dir, float lenScale, Vector3 pos, int[] offsetIndex = null, float[] offsets = null)
    {
////        Debug.Log("scale," + scale + "===========pos:" + pos);
//        Vector3[] fv = new Vector3[4];
//        for (int i = 0; i < fv.Length; i++)
//        {
//          if(faceTriangles[dir][i] == 0 || faceTriangles[dir][i] ==5){
//              fv[i].x = (CubeMeshData.vertices()[faceTriangles[dir][i]].x * scale) + pos.x +  ;
//						fv[i].y = (CubeMeshData.vertices()[faceTriangles[dir][i]].y * 1f) + pos.y;
//						fv[i].z = (CubeMeshData.vertices()[faceTriangles[dir][i]].z * 1f) + pos.z;
//          }else{
//              fv[i].x = (CubeMeshData.vertices()[faceTriangles[dir][i]].x * scale) + pos.x;
//						fv[i].y = (CubeMeshData.vertices()[faceTriangles[dir][i]].y * 1f) + pos.y;
//						fv[i].z = (CubeMeshData.vertices()[faceTriangles[dir][i]].z * 1f) + pos.z;
//          }
//        }
//
        //        Debug.Log("scale," + scale + "===========pos:" + pos);
        Vector3[] fv = new Vector3[4];
        for (int i = 0; i < fv.Length; i++)
        {
            //fv[i] = (vertices[faceTriangles[dir][i]] * scale) + pos;
            fv[i].x = (CubeMeshData.vertices()[faceTriangles[dir][i]].x * lenScale) + pos.x;
            fv[i].y = (CubeMeshData.vertices()[faceTriangles[dir][i]].y * 1f) + pos.y;
            fv[i].z = (CubeMeshData.vertices()[faceTriangles[dir][i]].z * 1f) + pos.z;

            if (offsets != null && offsets.Length > 0)
            {
                for (int j = 0; j < offsets.Length; j++)
                {
                    //				fv [i].x += offsets[i];
                    if (faceTriangles[dir][i] == offsetIndex[j])
                    {
//						Debug.Log( offsetIndex[j]);
                        fv [i].x += offsets [j];
                    }
                }
            }
        }
//		if (offsets != null && offsets.Length > 0) {
//			for (int i = 0; i < offsets.Length; i++) {
////				fv [i].x += offsets[i];
//			}
//		}
        return(fv);
    }