void Build() { points = Utils2D.Constrain(points, threshold); var polygon = Polygon2D.Contour(points.ToArray()); var vertices = polygon.Vertices; if (vertices.Length < 3) { return; // error } var triangulation = new Triangulation2D(polygon, angle); var go = Instantiate(prefab); go.transform.SetParent(transform, false); go.GetComponent <DemoMesh>().SetTriangulation(triangulation); Clear(); }
void Build() { if (points.Count < 3) { return; } points = Utils2D.Constrain(points, threshold); if (points.Count < 3) { return; } teddy = new Teddy(points); var mesh = teddy.Build(MeshSmoothingMethod.HC, 2, 0.2f, 0.75f); var go = Instantiate(prefab); go.transform.parent = transform; var puppet = go.GetComponent <Puppet>(); puppet.SetMesh(mesh); puppets.Add(puppet); }