/// <summary> /// Make Slab GameObjects /// </summary> void MakeSlabObjs(StbSlabs stbSlabs) { int slabNum = 0; GameObject slabs = new GameObject("StbSlabs"); GameObject slabBar = new GameObject("StbSlabBar"); slabs.transform.parent = GameObject.Find("StbData").transform; slabBar.transform.parent = GameObject.Find("StbData").transform; foreach (var NodeIds in stbSlabs.NodeIdList) { int[] nodeIndex = new int[NodeIds.Count]; Mesh meshObj = new Mesh(); for (int i = 0; i < NodeIds.Count; i++) { nodeIndex[i] = _nodes.Id.IndexOf(NodeIds[i]); } meshObj = CreateMesh.Slab(_nodes.Vertex, nodeIndex); var slabName = string.Format("Slab{0}", slabNum); GameObject slab = new GameObject(slabName); slab.AddComponent <MeshFilter>().mesh = meshObj; slab.AddComponent <MeshRenderer>().material = new Material(Shader.Find("Custom/CulloffSurfaceShader")) { color = GetMemberColor("RC", "Slab") }; slab.transform.localPosition = new Vector3(0, (float)stbSlabs.Level[slabNum], 0); slab.transform.parent = slabs.transform; slabNum++; } }
void Init() { _nodes = new StbNodes(); _storys = new StbStorys(); _slabs = new StbSlabs(); _secColumnRC = new StbSecColRC(); _secBeamRC = new StbSecBeamRC(); _secColumnS = new StbSecColumnS(); _secBeamS = new StbSecBeamS(); _secBraceS = new StbSecBraceS(); _stbSecSteel = new StbSecSteel(); }
private void Init() { Nodes = new StbNodes(); Columns = new StbColumns(); Posts = new StbPosts(); Girders = new StbGirders(); Beams = new StbBeams(); Braces = new StbBraces(); Slabs = new StbSlabs(); Walls = new StbWalls(); SecColumnRc = new StbSecColumnRc(); SecBeamRc = new StbSecBeamRc(); SecColumnS = new StbSecColumnS(); SecBeamS = new StbSecBeamS(); SecBraceS = new StbSecBraceS(); SecSteel = new StbSecSteel(); }