private void WriteMesh(Mesh storedMesh, OutputMesh output /*,bool useUnityNormals*/) { if (output.GetVertices().Length > CPNTessellationProcess.MAX_VERTICES_SIZE) { return; } storedMesh.Clear(); storedMesh.vertices = output.GetVertices(); storedMesh.uv = output.GetUVs(); storedMesh.normals = output.GetNormals(); int[][] triangles = output.GetTriangles(); if (triangles.Length == 0) { storedMesh.SetTriangles(new int[0], 0); } else { storedMesh.subMeshCount = triangles.Length; for (int i = 0; i < triangles.Length; i++) { storedMesh.SetTriangles(triangles[i], i); } } }
public void Test(ITestAssert testAssert) { testAssert.CallTest(GetName()); Execute(); testAssert.AssertEquals(mesh.GetVertices().Length, 10, "Mesh Vertices"); testAssert.AssertEquals(mesh.GetNormals().Length, 10, "Mesh Normals"); //testAssert.AssertEquals(mesh.GetUVs().Length, 0, "Mesh UVs"); //testAssert.AssertEquals(mesh.GetTangents().Length, 0, "Mesh Tangents"); testAssert.AssertEquals(mesh.GetTriangles()[0].Length, 27, "Mesh Indices"); }
public void BuildModel(GameObject gameObject) { Execute(); MeshAssigner.AssignMesh(gameObject, mesh2.GetVertices(), mesh2.GetNormals(), mesh2.GetUVs(), outMesh.GetTriangles()); }
public static void AssignMesh(GameObject gameObject, OutputMesh outputMesh) { AssignMesh(gameObject, outputMesh.GetVertices(), outputMesh.GetNormals(), outputMesh.GetUVs(), outputMesh.GetTriangles()); }