Пример #1
0
        /**
         * Populate a renderable's mesh with a face highlight mesh matching the selected triangles array.
         */
        private pb_Renderable BuildFaceMesh(pb_Object pb)
        {
            int[] selectedTriangles = pb_Face.AllTriangles(pb.SelectedFaces);

            Vector3[] v = pbUtil.ValuesWithIndices(pb.vertices, selectedTriangles);

            pb_Renderable ren = pool.Get();

            ren.name      = "Faces Renderable";
            ren.transform = pb.transform;
            ren.materials = new Material[] { faceMaterial };

            ren.mesh.Clear();
            ren.mesh.vertices = v;
            ren.mesh.normals  = v;
#if UNITY_5
            ren.mesh.uv = null;
#else
            ren.mesh.uv = new Vector2[v.Length];
#endif
            ren.mesh.triangles = SequentialTriangles(v.Length);

            return(ren);
        }
Пример #2
0
        public void AddLineSegments(Vector3[] segments, Color[] colors)
        {
            // Because editor scripts are enabled first, pool could still be null
            // when first request comes in.
            if (pool == null)
            {
                pool = new pb_ObjectPool <Mesh>(1, 4, MeshConstructor, null);
            }

            Mesh m = pool.Get();

            m.Clear();
            m.name = "pb_LineRenderer::Mesh_" + m.GetInstanceID();
            m.MarkDynamic();

            int vc = segments.Length;
            int cc = colors.Length;

            m.vertices = segments;

            int[]   tris = new int[vc];
            Color[] col  = new Color[vc];

            int n = 0;

            for (int i = 0; i < vc; i++)
            {
                tris[i] = i;
                col[i]  = colors[n % cc];
                if (i % 2 == 1)
                {
                    n++;
                }
            }

            m.subMeshCount = 1;
            m.SetIndices(tris, MeshTopology.Lines, 0);
            m.uv     = new Vector2[m.vertexCount];
            m.colors = col;

            m.hideFlags = pb_Constant.EDITOR_OBJECT_HIDE_FLAGS;

            gizmos.Add(m);
        }