/// <summary> /// Crear a partir de un mesh /// </summary> public static TgcTriangleArray fromMesh(TgcMesh mesh) { TgcTriangleArray triangleArray = new TgcTriangleArray(); Vector3[] vertices = mesh.getVertexPositions(); int triCount = vertices.Length / 3; List<TgcTriangle> triangles = new List<TgcTriangle>(triCount); for (int i = 0; i < triCount; i++) { Vector3 v1 = vertices[i * 3]; Vector3 v2 = vertices[i * 3 + 1]; Vector3 v3 = vertices[i * 3 + 2]; TgcTriangle t = new TgcTriangle(); t.A = v1; t.B = v2; t.C = v3; t.Color = Color.Red; t.updateValues(); triangles.Add(t); } triangleArray.triangles.AddRange(triangles); return triangleArray; }
/// <summary> /// Crear a partir de un mesh /// </summary> public static TgcTriangleArray fromMesh(TgcMesh mesh) { TgcTriangleArray triangleArray = new TgcTriangleArray(); Vector3[] vertices = mesh.getVertexPositions(); int triCount = vertices.Length / 3; List <TgcTriangle> triangles = new List <TgcTriangle>(triCount); for (int i = 0; i < triCount; i++) { Vector3 v1 = vertices[i * 3]; Vector3 v2 = vertices[i * 3 + 1]; Vector3 v3 = vertices[i * 3 + 2]; TgcTriangle t = new TgcTriangle(); t.A = v1; t.B = v2; t.C = v3; t.Color = Color.Red; t.updateValues(); triangles.Add(t); } triangleArray.triangles.AddRange(triangles); return(triangleArray); }