CalcTriangleCount() private method

private CalcTriangleCount ( Mesh mesh ) : int
mesh UnityEngine.Mesh
return int
        public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
        {
            int triCount = InternalMeshUtil.CalcTriangleCount(src);
            int uvCount  = triUV.Length;

            if (uvCount != 3 * triCount)
            {
                Debug.LogError("mesh contains " + triCount + " triangles but " + uvCount + " uvs are provided");
                return;
            }

            SetPerTriangleUV2NoCheck(src, triUV);
        }
示例#2
0
        /// <summary>
        ///   <para>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</para>
        /// </summary>
        /// <param name="src"></param>
        /// <param name="triUV"></param>
        public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
        {
            int num    = InternalMeshUtil.CalcTriangleCount(src);
            int length = triUV.Length;

            if (length != 3 * num)
            {
                Debug.LogError((object)("mesh contains " + (object)num + " triangles but " + (object)length + " uvs are provided"));
            }
            else
            {
                MeshUtility.SetPerTriangleUV2NoCheck(src, triUV);
            }
        }
示例#3
0
        /// <summary>
        /// <para>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</para>
        /// </summary>
        /// <param name="src"></param>
        /// <param name="triUV"></param>
        public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
        {
            int num    = InternalMeshUtil.CalcTriangleCount(src);
            int length = triUV.Length;

            if (length != (3 * num))
            {
                Debug.LogError(string.Concat(new object[] { "mesh contains ", num, " triangles but ", length, " uvs are provided" }));
            }
            else
            {
                SetPerTriangleUV2NoCheck(src, triUV);
            }
        }
        public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
        {
            if (triUV == null)
            {
                throw new ArgumentNullException("triUV");
            }

            int triCount = InternalMeshUtil.CalcTriangleCount(src), uvCount = triUV.Length;

            if (uvCount != 3 * triCount)
            {
                Debug.LogError("mesh contains " + triCount + " triangles but " + uvCount + " uvs are provided");
                return;
            }
            SetPerTriangleUV2NoCheck(src, triUV);
        }
示例#5
0
        public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
        {
            int num  = InternalMeshUtil.CalcTriangleCount(src);
            int num2 = triUV.Length;

            if (num2 != 3 * num)
            {
                Debug.LogError(string.Concat(new object[]
                {
                    "mesh contains ",
                    num,
                    " triangles but ",
                    num2,
                    " uvs are provided"
                }));
                return;
            }
            MeshUtility.SetPerTriangleUV2NoCheck(src, triUV);
        }