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, 10, "Mesh UVs"); testAssert.AssertEquals(mesh.GetTangents().Length, 10, "Mesh Tangents"); testAssert.AssertEquals(mesh.GetTriangles()[0].Length, 27, "Mesh Indices"); }
public void Execute() { CurvedPolygonsNet cpnet = asset.GetCPN(); CurvedPolyVariants cpnVariants = new CurvedPolyVariants(); cpnVariants.SetCPN(cpnet); short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 }; CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess(); TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs); //Debug.Log("cpnet.GetGeometriesCount() " + cpnet.GetGeometriesCount()); tessellationProcess.BuildProfile(); int[] builtTrianglesCount = output.GetBuiltTrianglesSize(); int builtVerticesCount = output.GetBuiltVerticesSize(); uvs_ = new Vector2[builtVerticesCount]; vertices_ = new Vector3[builtVerticesCount]; normals_ = new Vector3[builtVerticesCount]; indices_ = new int[builtTrianglesCount.Length][]; for (int i = 0; i < builtTrianglesCount.Length; i++) { indices_[i] = new int[builtTrianglesCount[i] * 3]; } OutputMesh mesh = null; mesh = new OutputMesh(vertices_, uvs_, normals_, indices_); tessellationProcess.WriteMesh(mesh); //here int id = cpnVariants.GetFreeTessellationRecordId(); cpnVariants.SetRecord(id, new OutputMesh(vertices_, uvs_, normals_, indices_), output); //this.outMesh = cpnVariants.GetMeshOutput(id).GetNewCloneVariant(); CPNSubset subsSet = new CPNSubset(); TessellationOutput output2 = tessellationProcess.InitProcess(cpnet, loqs, subsSet); this.mesh2 = new OutputMesh(outMesh.GetVertices(), outMesh.GetUVs(), outMesh.GetNormals(), outMesh.GetTriangles()); tessellationProcess.WriteMesh(mesh2); }
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()); }