Exemplo n.º 1
0
        private void CreateVertexList()
        {
            var Positions = customMesh.vertices;
            var Normals   = customMesh.normals;
            var Uv1       = customMesh.uv;

            m_Attributes = EVertexAttribute.Position;
            if (Normals != null && Normals.Length > 0)
            {
                m_Attributes |= EVertexAttribute.Normal;
            }
            if (Uv1 != null && Uv1.Length > 0)
            {
                m_Attributes |= EVertexAttribute.UV1;
            }

            vertices = new Vertex[Positions.Length];
            for (int i = 0; i < Positions.Length; i++)
            {
                var v = new Vertex(Positions[i]);
                v.normal = Normals[i];
                if (HasAttr(EVertexAttribute.UV1))
                {
                    v.uv1 = Uv1[i];
                }
                vertices[i] = v;
            }
        }
Exemplo n.º 2
0
 private bool HasAttr(EVertexAttribute aAttr)
 {
     return((m_Attributes & aAttr) != 0);
 }
Exemplo n.º 3
0
        private void CreateVertexList()
        {
            var Positions = m_Mesh.vertices;
            var Normals   = m_Mesh.normals;
            var Tangents  = m_Mesh.tangents;
            var Colors    = m_Mesh.colors;
            var Uv1       = m_Mesh.uv;
            var Uv2       = m_Mesh.uv2;
            var Uv3       = m_Mesh.uv3;
            var Uv4       = m_Mesh.uv4;
            var BWeights  = m_Mesh.boneWeights;

            m_Attributes = EVertexAttribute.Position;
            if (Normals != null && Normals.Length > 0)
            {
                m_Attributes |= EVertexAttribute.Normal;
            }
            if (Tangents != null && Tangents.Length > 0)
            {
                m_Attributes |= EVertexAttribute.Tangent;
            }
            if (Colors != null && Colors.Length > 0)
            {
                m_Attributes |= EVertexAttribute.Color;
            }
            if (Uv1 != null && Uv1.Length > 0)
            {
                m_Attributes |= EVertexAttribute.UV1;
            }
            if (Uv2 != null && Uv2.Length > 0)
            {
                m_Attributes |= EVertexAttribute.UV2;
            }
            if (Uv3 != null && Uv3.Length > 0)
            {
                m_Attributes |= EVertexAttribute.UV3;
            }
            if (Uv4 != null && Uv4.Length > 0)
            {
                m_Attributes |= EVertexAttribute.UV4;
            }
            if (BWeights != null && BWeights.Length > 0)
            {
                m_Attributes |= EVertexAttribute.BoneWeight;
            }

            vertices = new Vertex[Positions.Length];
            for (int i = 0; i < Positions.Length; i++)
            {
                var v = new Vertex(Positions[i]);
                if (HasAttr(EVertexAttribute.Normal))
                {
                    v.normal = Normals[i];
                }
                if (HasAttr(EVertexAttribute.Tangent))
                {
                    v.tangent = Tangents[i];
                }
                if (HasAttr(EVertexAttribute.Color))
                {
                    v.color = Colors[i];
                }
                if (HasAttr(EVertexAttribute.UV1))
                {
                    v.uv1 = Uv1[i];
                }
                if (HasAttr(EVertexAttribute.UV2))
                {
                    v.uv2 = Uv2[i];
                }
                if (HasAttr(EVertexAttribute.UV3))
                {
                    v.uv3 = Uv3[i];
                }
                if (HasAttr(EVertexAttribute.UV4))
                {
                    v.uv4 = Uv4[i];
                }
                if (HasAttr(EVertexAttribute.BoneWeight))
                {
                    v.bWeight = BWeights[i];
                }
                vertices[i] = v;
            }
        }