// Start is called before the first frame update public void initialize() { //OLD AND UNUSED // mesh4_gameObject = this.gameObject.transform.GetChild(0).gameObject; // rb4 = mesh4_gameObject.GetComponent<RigidBody4D>(); //not sure about syntax //creates the rigidbody4d component rb4 = GetComponent <RigidBody4D>(); }
// Start is called before the first frame update void Start() { //input coordinates of verticies of 4 shape float[] vertexCoords = { -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }; //every pair shows indexes in vertexCoords that are connected by line. int[] edgeIndices = { 0, 1, 0, 2, 0, 4, 0, 8, 1, 3, 1, 5, 1, 9, 2, 3, 2, 6, 2, 10, 3, 7, 3, 11, 4, 5, 4, 6, 4, 12, 5, 7, 5, 13, 6, 7, 6, 14, 7, 15, 8, 9, 8, 10, 8, 12, 9, 11, 9, 13, 10, 11, 10, 14, 11, 15, 12, 13, 12, 14, 13, 15, 14, 15 }; //IN PROGRESS //used to darw faces for rendering int[] faceIndices = { 0, 2, 1, 1, 2, 3 }; //creating game objects and their components //hc = new Mesh4(vertexCoords, edgeIndices); GameObject mesh4_Object = new GameObject(); mesh4_Object.transform.parent = transform; hc = mesh4_Object.AddComponent <Mesh4>(); rb4 = mesh4_Object.AddComponent <RigidBody4D>(); //Deek? mcon = mesh4_Object.AddComponent <movementController>(); //calling each object or components initialization function hc.initialize(vertexCoords, edgeIndices); hc.triangles = faceIndices; rb4.initialize(); mcon.initialize(); }