示例#1
0
        static public Mesh2DSubmesh CreateBox(float size)
        {
            Mesh2DSubmesh result = new Mesh2DSubmesh(6);

            result.vertices[0] = new Vector3(-size, -size, 0);
            result.vertices[1] = new Vector3(size, -size, 0);
            result.vertices[2] = new Vector3(size, size, 0);

            result.vertices[3] = new Vector3(size, size, 0);
            result.vertices[4] = new Vector3(-size, size, 0);
            result.vertices[5] = new Vector3(-size, -size, 0);

            result.uv[0] = new Vector2(uv0, uv0);
            result.uv[1] = new Vector2(uv1, uv0);
            result.uv[2] = new Vector2(uv1, uv1);

            result.uv[3] = new Vector2(uv1, uv1);
            result.uv[4] = new Vector2(uv1, uv0);
            result.uv[5] = new Vector2(uv0, uv0);

            return(result);
        }
示例#2
0
 public void Add(Mesh2DSubmesh m)
 {
     submeshes.Add(m);
     verticesCount += m.vertices.Length;
 }
示例#3
0
    static public Mesh2DSubmesh CreateLine(Pair2D pair, Vector3 transformScale, float lineWidth, float z = 0f)
    {
        Mesh2DSubmesh result = new Mesh2DSubmesh(18);

        float xuv0 = 0;
        float xuv1 = 1f - xuv0;
        float yuv0 = 0;
        float yuv1 = 1f - yuv0;

        float size = lineWidth / 6;
        float rot  = (float)Vector2D.Atan2(pair.A, pair.B);

        A1.x = pair.A.x;
        A1.y = pair.A.y;

        A2.x = pair.A.x;
        A2.y = pair.A.y;

        B1.x = pair.B.x;
        B1.y = pair.B.y;

        B2.x = pair.B.x;
        B2.y = pair.B.y;

        Vector2 scale = new Vector2(1f / transformScale.x, 1f / transformScale.y);

        A1.Push(rot + pi2, size, scale);
        A2.Push(rot - pi2, size, scale);
        B1.Push(rot + pi2, size, scale);
        B2.Push(rot - pi2, size, scale);

        result.vertices[0] = new Vector3((float)B1.x, (float)B1.y, z);
        result.vertices[1] = new Vector3((float)A1.x, (float)A1.y, z);
        result.vertices[2] = new Vector3((float)A2.x, (float)A2.y, z);

        result.vertices[3] = new Vector3((float)A2.x, (float)A2.y, z);
        result.vertices[4] = new Vector3((float)B2.x, (float)B2.y, z);
        result.vertices[5] = new Vector3((float)B1.x, (float)B1.y, z);

        result.uv[0] = new Vector2(xuv1 / 3, yuv1);
        result.uv[1] = new Vector2(1 - xuv1 / 3, yuv1);
        result.uv[2] = new Vector2(1 - xuv1 / 3, yuv0);

        result.uv[3] = new Vector2(1 - xuv1 / 3, yuv0);
        result.uv[4] = new Vector2(yuv1 / 3, xuv0);
        result.uv[5] = new Vector2(xuv1 / 3, yuv1);

        A3.x = A1.x;
        A3.y = A1.y;

        A4.x = A1.x;
        A4.y = A1.y;

        A3.Push(rot - pi2, size, scale);

        A3.x = A1.x;
        A3.y = A1.y;

        A4.x = A2.x;
        A4.y = A2.y;

        A1.Push(rot, size, scale);
        A2.Push(rot, size, scale);

        result.vertices[6] = new Vector3((float)A3.x, (float)A3.y, z);
        result.vertices[7] = new Vector3((float)A1.x, (float)A1.y, z);
        result.vertices[8] = new Vector3((float)A2.x, (float)A2.y, z);

        result.vertices[9]  = new Vector3((float)A2.x, (float)A2.y, z);
        result.vertices[10] = new Vector3((float)A4.x, (float)A4.y, z);
        result.vertices[11] = new Vector3((float)A3.x, (float)A3.y, z);

        result.uv[6] = new Vector2(xuv1 / 3, yuv1);
        result.uv[7] = new Vector2(xuv0, yuv1);
        result.uv[8] = new Vector2(xuv0, yuv0);

        result.uv[9]  = new Vector2(xuv0, yuv0);
        result.uv[10] = new Vector2(yuv1 / 3, xuv0);
        result.uv[11] = new Vector2(xuv1 / 3, yuv1);

        A1.x = B1.x;
        A1.y = B1.y;

        A2.x = B2.x;
        A2.y = B2.y;

        B1.Push(rot - Mathf.PI, size, scale);
        B2.Push(rot - Mathf.PI, size, scale);

        result.vertices[12] = new Vector3((float)B1.x, (float)B1.y, z);
        result.vertices[13] = new Vector3((float)A1.x, (float)A1.y, z);
        result.vertices[14] = new Vector3((float)A2.x, (float)A2.y, z);

        result.vertices[15] = new Vector3((float)A2.x, (float)A2.y, z);
        result.vertices[16] = new Vector3((float)B2.x, (float)B2.y, z);
        result.vertices[17] = new Vector3((float)B1.x, (float)B1.y, z);

        result.uv[12] = new Vector2(xuv0, yuv1);
        result.uv[13] = new Vector2(xuv1 / 3, yuv1);
        result.uv[14] = new Vector2(xuv1 / 3, yuv0);

        result.uv[15] = new Vector2(xuv1 / 3, yuv0);
        result.uv[16] = new Vector2(yuv0, xuv0);
        result.uv[17] = new Vector2(xuv0, yuv1);

        return(result);
    }