private void TestCreate() { List <Vector3> points = new List <Vector3>(); float every_t = 1.0f / (float)pointnum; for (int i = 0; i < pointnum; ++i) { Vector3 pos = CalculateCubicBezierPoint(every_t * i, this.transform.position, point1.position, point2.position, endpoint.position); points.Add(pos); } RenderModel.SetLength(0.1f); RenderModel.SetWidth(0.1f); RenderModel.SetDepth(10); RenderModel.CreateMesh(points.ToArray(), null); m_SelfMaterial = RenderModel.GetMeshMaterial(); }
public override void CreateMesh(Vector3[] points, Vector3[] normals = null) { RenderModel.CreateMesh(points, normals); m_SelfMaterial = RenderModel.GetMeshMaterial(); }