Triangulate() public method

public Triangulate ( ) : List
return List
示例#1
0
    /// Rebuilds the mesh from scratch deleting the old one if necessary.
    public void RebuildMesh()
    {
        if (TerrainCurve.Count < 2 || Terrain.CurveIntercrossing)
        {
            DestroyMesh();
            return;
        }

        EnsureMeshComponentsExist();
        ResetMeshObjectsTransforms();

        // create the shape polygon
        List <Vector2> polygon = GetShapePolygon();

        // triangulate the polygon
        e2dTriangulator triangulator = new e2dTriangulator(polygon.ToArray());
        List <int>      triangleList = triangulator.Triangulate();

        triangleList.Reverse();
        int[] triangles = triangleList.ToArray();

        // generate 3d vertices and UVs
        Vector3[] vertices = new Vector3[polygon.Count];
        Vector3[] normals  = new Vector3[vertices.Length];
        Vector2[] uvs      = new Vector2[vertices.Length];

        for (int i = 0; i < polygon.Count; i++)
        {
            vertices[i] = polygon[i];
            normals[i]  = Vector3.back;
            uvs[i]      = GetPointFillUV(polygon[i]);
        }

        // set the result to the mesh
        MeshFilter filter = transform.FindChild(e2dConstants.FILL_MESH_NAME).GetComponent <MeshFilter>();

        filter.sharedMesh.Clear();
        filter.sharedMesh.vertices  = vertices;
        filter.sharedMesh.normals   = normals;
        filter.sharedMesh.uv        = uvs;
        filter.sharedMesh.triangles = triangles;


        if (SomeMaterialsMissing())
        {
            RebuildMaterial();
        }
    }
示例#2
0
    public void RebuildMesh()
    {
        if (base.TerrainCurve.Count < 2 || base.Terrain.CurveIntercrossing)
        {
            this.DestroyMesh();
            return;
        }
        base.EnsureMeshComponentsExist();
        base.ResetMeshObjectsTransforms();
        List <Vector2>  shapePolygon    = this.GetShapePolygon();
        e2dTriangulator e2dTriangulator = new e2dTriangulator(shapePolygon.ToArray());
        List <int>      list            = e2dTriangulator.Triangulate();

        list.Reverse();
        int[]     triangles = list.ToArray();
        Vector3[] array     = new Vector3[shapePolygon.Count];
        Vector3[] array2    = new Vector3[array.Length];
        Vector2[] array3    = new Vector2[array.Length];
        for (int i = 0; i < shapePolygon.Count; i++)
        {
            array[i]  = shapePolygon[i];
            array2[i] = Vector3.back;
            array3[i] = this.GetPointFillUV(shapePolygon[i]);
        }
        MeshFilter component = base.transform.Find(e2dConstants.FILL_MESH_NAME).GetComponent <MeshFilter>();

        component.sharedMesh.Clear();
        component.sharedMesh.vertices  = array;
        component.sharedMesh.normals   = array2;
        component.sharedMesh.uv        = array3;
        component.sharedMesh.triangles = triangles;
        if (this.SomeMaterialsMissing())
        {
            this.RebuildMaterial();
        }
    }
示例#3
0
    /// Rebuilds the mesh from scratch deleting the old one if necessary.
    public void RebuildMesh()
    {
        if (TerrainCurve.Count < 2 || Terrain.CurveIntercrossing)
        {
            DestroyMesh();
            return;
        }

        EnsureMeshComponentsExist();
        ResetMeshObjectsTransforms();

        // create the shape polygon
        List<Vector2> polygon = GetShapePolygon();

        // triangulate the polygon
        e2dTriangulator triangulator = new e2dTriangulator(polygon.ToArray());
        List<int> triangleList = triangulator.Triangulate();
        triangleList.Reverse();
        int[] triangles = triangleList.ToArray();

        // generate 3d vertices and UVs
        Vector3[] vertices = new Vector3[polygon.Count];
        Vector3[] normals = new Vector3[vertices.Length];
        Vector2[] uvs = new Vector2[vertices.Length];

        for (int i = 0; i < polygon.Count; i++)
        {
            vertices[i] = polygon[i];
            normals[i] = Vector3.back;
            uvs[i] = GetPointFillUV(polygon[i]);
        }

        // set the result to the mesh
        MeshFilter filter = transform.FindChild(e2dConstants.FILL_MESH_NAME).GetComponent<MeshFilter>();
        filter.sharedMesh.Clear();
        filter.sharedMesh.vertices = vertices;
        filter.sharedMesh.normals = normals;
        filter.sharedMesh.uv = uvs;
        filter.sharedMesh.triangles = triangles;

        if (SomeMaterialsMissing()) RebuildMaterial();
    }