AddFace() публичный Метод

public AddFace ( ObjUnity3D.OBJFace lFace ) : void
lFace ObjUnity3D.OBJFace
Результат void
Пример #1
0
        public static OBJData EncodeOBJ(this Mesh lMesh)
        {
            OBJData oBJData = new OBJData
            {
                m_Vertices = new List <Vector3>(lMesh.vertices),
                m_UVs      = new List <Vector2>(lMesh.uv),
                m_Normals  = new List <Vector3>(lMesh.normals),
                m_UV2s     = new List <Vector2>(lMesh.uv2),
                m_Colors   = new List <Color>(lMesh.colors)
            };

            for (int i = 0; i < lMesh.subMeshCount; i++)
            {
                int[]    triangles = lMesh.GetTriangles(i);
                OBJGroup oBJGroup  = new OBJGroup(lMesh.name + "_" + i.ToString());
                for (int j = 0; j < triangles.Length; j += 3)
                {
                    OBJFace oBJFace = new OBJFace();
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j] : -1
                    });
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 1] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j + 1] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 1] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j + 1] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j + 1] : -1
                    });
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 2] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j + 2] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 2] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j + 2] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j + 2] : -1
                    });
                    oBJGroup.AddFace(oBJFace);
                }
                oBJData.m_Groups.Add(oBJGroup);
            }
            return(oBJData);
        }
Пример #2
0
 public static OBJData EncodeOBJ(this Mesh lMesh)
 {
     OBJData oBJData = new OBJData
     {
         m_Vertices = new List<Vector3>(lMesh.vertices),
         m_UVs = new List<Vector2>(lMesh.uv),
         m_Normals = new List<Vector3>(lMesh.normals),
         m_UV2s = new List<Vector2>(lMesh.uv2),
         m_Colors = new List<Color>(lMesh.colors)
     };
     for (int i = 0; i < lMesh.subMeshCount; i++)
     {
         int[] triangles = lMesh.GetTriangles(i);
         OBJGroup oBJGroup = new OBJGroup(lMesh.name + "_" + i.ToString());
         for (int j = 0; j < triangles.Length; j += 3)
         {
             OBJFace oBJFace = new OBJFace();
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j] : -1
             });
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 1] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j + 1] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 1] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j + 1] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j + 1] : -1
             });
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 2] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j + 2] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 2] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j + 2] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j + 2] : -1
             });
             oBJGroup.AddFace(oBJFace);
         }
         oBJData.m_Groups.Add(oBJGroup);
     }
     return oBJData;
 }