本文整理汇总了C#中Mesh.Add方法的典型用法代码示例。如果您正苦于以下问题:C# Mesh.Add方法的具体用法?C# Mesh.Add怎么用?C# Mesh.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Mesh
的用法示例。
在下文中一共展示了Mesh.Add方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CreateSimpleBoxMesh
/// <summary>
/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
/// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
/// for some reason
/// </summary>
/// <param name="minX"></param>
/// <param name="maxX"></param>
/// <param name="minY"></param>
/// <param name="maxY"></param>
/// <param name="minZ"></param>
/// <param name="maxZ"></param>
/// <returns></returns>
private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
{
Mesh box = new Mesh();
List<Vertex> vertices = new List<Vertex>();
// bottom
vertices.Add(new Vertex(minX, maxY, minZ));
vertices.Add(new Vertex(maxX, maxY, minZ));
vertices.Add(new Vertex(maxX, minY, minZ));
vertices.Add(new Vertex(minX, minY, minZ));
box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
// top
vertices.Add(new Vertex(maxX, maxY, maxZ));
vertices.Add(new Vertex(minX, maxY, maxZ));
vertices.Add(new Vertex(minX, minY, maxZ));
vertices.Add(new Vertex(maxX, minY, maxZ));
box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
// sides
box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
return box;
}
示例2: CreateMeshFromPrimMesher
/// <summary>
/// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="lod"></param>
/// <returns></returns>
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, float lod, bool convex)
{
// m_log.DebugFormat(
// "[MESH]: Creating physics proxy for {0}, shape {1}",
// primName, (OpenMetaverse.SculptType)primShape.SculptType);
List<Coord> coords;
List<Face> faces;
if (primShape.SculptEntry)
{
if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
{
if (!useMeshiesPhysicsMesh)
return null;
if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, out coords, out faces, convex))
return null;
}
else
{
if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, lod, out coords, out faces))
return null;
}
}
else
{
if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, lod, out coords, out faces))
return null;
}
int numCoords = coords.Count;
int numFaces = faces.Count;
Mesh mesh = new Mesh();
// Add the corresponding triangles to the mesh
for (int i = 0; i < numFaces; i++)
{
Face f = faces[i];
mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
}
coords.Clear();
faces.Clear();
if(mesh.numberVertices() < 3 || mesh.numberTriangles() < 1)
{
m_log.ErrorFormat("[MESH]: invalid degenerated mesh for prim " + primName + " ignored");
return null;
}
primShape.SculptData = Utils.EmptyBytes;
return mesh;
}
示例3: CreateMeshFromPrimMesher
/// <summary>
/// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="lod"></param>
/// <returns></returns>
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
// m_log.DebugFormat(
// "[MESH]: Creating physics proxy for {0}, shape {1}",
// primName, (OpenMetaverse.SculptType)primShape.SculptType);
List<Coord> coords;
List<Face> faces;
if (primShape.SculptEntry)
{
if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
{
if (!useMeshiesPhysicsMesh)
return null;
if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
return null;
}
else
{
if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
return null;
}
}
else
{
if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
return null;
}
// Remove the reference to any JPEG2000 sculpt data so it can be GCed
primShape.SculptData = Utils.EmptyBytes;
int numCoords = coords.Count;
int numFaces = faces.Count;
// Create the list of vertices
List<Vertex> vertices = new List<Vertex>();
for (int i = 0; i < numCoords; i++)
{
Coord c = coords[i];
vertices.Add(new Vertex(c.X, c.Y, c.Z));
}
Mesh mesh = new Mesh();
// Add the corresponding triangles to the mesh
for (int i = 0; i < numFaces; i++)
{
Face f = faces[i];
mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
}
return mesh;
}