GetVertices() публичный Метод

Creates a new array of vertices with values from a @"UnityEngine.ProBuilder.ProBuilderMesh" component.
public GetVertices ( IList indexes = null ) : UnityEngine.ProBuilder.Vertex[]
indexes IList An optional list of indexes pointing to the mesh attribute indexes to include in the returned Vertex array.
Результат UnityEngine.ProBuilder.Vertex[]
Пример #1
0
        public static void Apply(
            IEnumerable <FaceRebuildData> newFaces,
            ProBuilderMesh mesh,
            List <Vertex> vertices = null,
            List <Face> faces      = null)
        {
            if (faces == null)
            {
                faces = new List <Face>(mesh.facesInternal);
            }

            if (vertices == null)
            {
                vertices = new List <Vertex>(mesh.GetVertices());
            }

            var lookup   = mesh.sharedVertexLookup;
            var lookupUV = mesh.sharedTextureLookup;

            Apply(newFaces, vertices, faces, lookup, lookupUV);

            mesh.SetVertices(vertices);
            mesh.faces = faces;
            mesh.SetSharedVertices(lookup);
            mesh.SetSharedTextures(lookupUV);
        }
Пример #2
0
        /// <summary>
        /// Set a collection of mesh attributes with a Vertex.
        /// <br /><br />
        /// Use @"UnityEngine.ProBuilder.ProBuilderMesh.sharedIndexes" and IntArrayUtility.IndexOf to get a shared (or common) index.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="sharedVertexHandle"></param>
        /// <param name="vertex"></param>
        internal static void SetSharedVertexValues(this ProBuilderMesh mesh, int sharedVertexHandle, Vertex vertex)
        {
            Vertex[] vertices = mesh.GetVertices();

            foreach (var index in mesh.sharedVerticesInternal[sharedVertexHandle])
            {
                vertices[index] = vertex;
            }

            mesh.SetVertices(vertices);
        }
Пример #3
0
 internal static string SanityCheck(ProBuilderMesh mesh)
 {
     return(SanityCheck(mesh.GetVertices()));
 }