本文整理汇总了C#中MeshBuilder.AddTriangle方法的典型用法代码示例。如果您正苦于以下问题:C# MeshBuilder.AddTriangle方法的具体用法?C# MeshBuilder.AddTriangle怎么用?C# MeshBuilder.AddTriangle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MeshBuilder
的用法示例。
在下文中一共展示了MeshBuilder.AddTriangle方法的15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: BuildArcMesh
public static void BuildArcMesh(MeshBuilder meshBuilder,
float innerRadius,
float outerRadius,
float startAngle,
float endAngle,
int steps) {
float angleFull = endAngle - startAngle;
float angleInc = angleFull / steps;
float angle = startAngle;
meshBuilder.Resize((steps+1)*2, steps*6);
meshBuilder.ResetIndices ();
for (int i = 0; i <= steps; ++i) {
float uv = i/(float)steps;
meshBuilder.AddVertex(GetArcPoint(innerRadius, angle));
meshBuilder.AddVertex(GetArcPoint(outerRadius, angle));
meshBuilder.AddUv(new Vector2(uv, 0));
meshBuilder.AddUv(new Vector2(uv, 1));
if ( i > 0 ) {
int vi = meshBuilder.VertexIndex;
meshBuilder.AddTriangle(vi-3, vi-4, vi-2);
meshBuilder.AddTriangle(vi-1, vi-3, vi-2);
}
angle += angleInc;
}
}
示例2: BuildQuad
void BuildQuad(MeshBuilder meshBuilder, Vector3 offset, Vector3 widthDirection, Vector3 lengthDirection)
{
Vector3 normal = Vector3.Cross(lengthDirection, widthDirection).normalized;
//Set up the vertices and triangles:
meshBuilder.Vertices.Add(offset);
meshBuilder.Uvs.Add(new Vector2(0.0f, 0.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + lengthDirection);
meshBuilder.Uvs.Add(new Vector2(0.0f, 1.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + lengthDirection + widthDirection);
meshBuilder.Uvs.Add(new Vector2(1.0f, 1.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + widthDirection);
meshBuilder.Uvs.Add(new Vector2(1.0f, 0.0f));
meshBuilder.Normals.Add(normal);
int startPoint = meshBuilder.Vertices.Count - 4;
if(first){
meshBuilder.AddTriangle(startPoint, startPoint + 1, startPoint + 2);
meshBuilder.AddTriangle(startPoint, startPoint + 2, startPoint + 3);
//first = false;
}
}
示例3: BuildQuad
//BuildQuad with vectors
public static Mesh BuildQuad(MeshBuilder meshBuilder, Vector3 offset, Vector3 widthDir, Vector3 lengthDir)
{
Vector3 normal = Vector3.Cross(lengthDir, widthDir).normalized;
meshBuilder.Vertices.Add(offset);
meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + lengthDir);
meshBuilder.UVs.Add(new Vector2(0.0f, 1.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + lengthDir + widthDir);
meshBuilder.UVs.Add(new Vector2(1.0f, 1.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + widthDir);
meshBuilder.UVs.Add(new Vector2(1.0f, 0.0f));
meshBuilder.Normals.Add(normal);
int baseIndex = meshBuilder.Vertices.Count - 4;
meshBuilder.AddTriangle(baseIndex, baseIndex + 1, baseIndex + 2);
meshBuilder.AddTriangle(baseIndex, baseIndex + 2, baseIndex + 3);
Mesh _CreatedMesh = meshBuilder.CreateMesh();
_CreatedMesh.RecalculateNormals();
return _CreatedMesh;
}
示例4: BuildQuad
/// <summary>
/// Builds a single quad based on a position offset and width and length vectors.
/// </summary>
/// <param name="meshBuilder">The mesh builder currently being added to.</param>
/// <param name="offset">A position offset for the quad.</param>
/// <param name="widthDir">The width vector of the quad.</param>
/// <param name="lengthDir">The length vector of the quad.</param>
public static void BuildQuad(MeshBuilder meshBuilder, Vector3 offset, Vector3 widthDir, Vector3 lengthDir) {
Vector3 normal = Vector3.Cross(lengthDir, widthDir).normalized;
meshBuilder.Vertices.Add(offset);
meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + lengthDir);
meshBuilder.UVs.Add(new Vector2(0.0f, 1.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + lengthDir + widthDir);
meshBuilder.UVs.Add(new Vector2(1.0f, 1.0f));
meshBuilder.Normals.Add(normal);
meshBuilder.Vertices.Add(offset + widthDir);
meshBuilder.UVs.Add(new Vector2(1.0f, 0.0f));
meshBuilder.Normals.Add(normal);
//we don't know how many verts the meshBuilder is up to, but we only care about the four we just added:
int baseIndex = meshBuilder.Vertices.Count - 4;
meshBuilder.AddTriangle(baseIndex, baseIndex + 1, baseIndex + 2);
meshBuilder.AddTriangle(baseIndex, baseIndex + 2, baseIndex + 3);
}
示例5: BuildRectangleMesh
public static void BuildRectangleMesh(MeshBuilder meshBuilder,
float width,
float height,
float wStart,
float hStart,
float amount) {
float fullW;
float fullH;
if ( width >= height ) {
fullH = height*amount;
fullW = width-(height-fullH);
}
else {
fullW = width*amount;
fullH = height-(width-fullW);
}
meshBuilder.Resize(4, 6);
meshBuilder.ResetIndices();
meshBuilder.AddVertex(new Vector3(fullW, fullH, 0));
meshBuilder.AddVertex(new Vector3(fullW, fullH*hStart, 0));
meshBuilder.AddVertex(new Vector3(fullW*wStart, fullH*hStart, 0));
meshBuilder.AddVertex(new Vector3(fullW*wStart, fullH, 0));
meshBuilder.AddTriangle(0, 1, 2);
meshBuilder.AddTriangle(0, 2, 3);
meshBuilder.AddRemainingUvs(Vector2.zero);
}
示例6: BuildQuad
void BuildQuad(MeshBuilder meshBuilder, Vector3 offset, Vector3 widthDir, Vector3 lengthDir, int sizeX, int sizeY)
{
Vector3 normal = Vector3.Cross (lengthDir, widthDir).normalized;
float vx, vy;
// Define vertices e triangulos
for (int y = 0; y <= sizeY; y++) {
for (int x = 0; x <= sizeX; x++) {
vx = ((float) x / sizeX);
vy = ((float) y / sizeY);
meshBuilder.Vertices.Add (offset + vx * lengthDir + vy * widthDir);
meshBuilder.UVs.Add (new Vector2(vx, vy));
meshBuilder.Normals.Add (normal);
}
}
int baseIndex = meshBuilder.Vertices.Count - (sizeX+1) * (sizeY+1);
for (int vi = baseIndex, y = 0; y < sizeY; y++, vi++) {
for (int x = 0; x < sizeX; x++, vi++) {
meshBuilder.AddTriangle (vi, vi+1, vi+sizeX+2);
meshBuilder.AddTriangle (vi, vi+sizeX+2, vi+sizeX+1);
}
}
}
示例7: AddQuadTriangles
protected void AddQuadTriangles(MeshBuilder meshBuilder, int index0, int index1, int index2, int index3)
{
if (meshFace == MeshFace.Front || meshFace == MeshFace.Both) {
meshBuilder.AddTriangle(index0, index1, index2);
meshBuilder.AddTriangle(index1, index3, index2);
}
if(meshFace == MeshFace.Back || meshFace == MeshFace.Both){
meshBuilder.AddTriangle(index1, index0, index2);
meshBuilder.AddTriangle(index1, index2, index3);
}
}
示例8: AddTrianglesAtIndex
protected virtual void AddTrianglesAtIndex(MeshBuilder meshBuilder, int originIndex, int i)
{
if (meshFace == MeshFace.Front || meshFace == MeshFace.Both) {
meshBuilder.AddTriangle(originIndex,
originIndex + i + 1,
originIndex + (i + 1) % curveVerticesNumber + 1);
}
if(meshFace == MeshFace.Back || meshFace == MeshFace.Both){
meshBuilder.AddTriangle(originIndex,
originIndex + (i + 1) % curveVerticesNumber + 1,
originIndex + i + 1);
}
}
示例9: GenerateCurveTriangles
MeshBuilder GenerateCurveTriangles(MeshBuilder meshBuilder, bool doubleTriangles = false)
{
int baseIndex = 0;
int sizeX = 2;
int sizeY = meshBuilder.Vertices.Count / 3 - 1;
int vi = baseIndex;
for (int y = 0; y < sizeY; y++, vi++) {
for (int x = 0; x < sizeX; x++, vi++) {
meshBuilder.AddTriangle (vi, vi + sizeX + 1, vi + 1);
meshBuilder.AddTriangle (vi + 1, vi + sizeX + 1, vi + sizeX + 2);
if (y == sizeY - 1) {
meshBuilder.AddTriangle (vi + sizeX + 1, baseIndex + x, vi + sizeX + 2);
meshBuilder.AddTriangle (baseIndex + x + 1, vi + sizeX + 2, baseIndex + x);
}
if (doubleTriangles) {
meshBuilder.AddTriangle (vi + 1, vi + sizeX + 1, vi);
meshBuilder.AddTriangle (vi + sizeX + 2, vi + sizeX + 1, vi + 1);
if (y == sizeY - 1) {
meshBuilder.AddTriangle (vi + sizeX + 2, baseIndex + x, vi + sizeX + 1);
meshBuilder.AddTriangle (baseIndex + x, vi + sizeX + 2, baseIndex + x + 1);
}
}
}
}
return meshBuilder;
}
示例10: BuildQuadForGrid
void BuildQuadForGrid(MeshBuilder meshBuilder, Vector3 position, Vector2 uv,
bool buildTriangles, int vertsPerRow)
{
meshBuilder.Vertices.Add(position);
meshBuilder.UVs.Add(uv);
if (buildTriangles)
{
int baseIndex = meshBuilder.Vertices.Count - 1;
int index0 = baseIndex;
int index1 = baseIndex - 1;
int index2 = baseIndex - vertsPerRow;
int index3 = baseIndex - vertsPerRow - 1;
meshBuilder.AddTriangle(index0, index2, index1);
meshBuilder.AddTriangle(index2, index3, index1);
}
}
示例11: buildTri
private static object buildTri()
{
var mb = new MeshBuilder(true, false);
var p0 = new Point3D(0, 0, 0);
var p1 = new Point3D(1, 0, 0);
var p2 = new Point3D(1, 1, 0);
mb.AddTriangle(p0, p1, p2);
mb.Normals.ToList().ForEach(x => System.Diagnostics.Trace.WriteLine(x.ToString()));
return mb.ToMesh();
}
示例12: BuildRing
static void BuildRing(MeshBuilder meshBuilder, int segmentCount, Vector3 center, float radius,
float v, bool buildTriangles, Quaternion rotation)
{
// Precomputed Sine/Cosine circle drawing from http://slabode.exofire.net/circle_draw.shtml
float theta = 2f * Mathf.PI / (float)segmentCount;
float c = Mathf.Cos(theta);
float s = Mathf.Sin(theta);
float t;
float x = radius;//we start at angle = 0
float y = 0;
// Since we haven't added any yet, we don't need to -1
int ringBaseIndex = meshBuilder.VertexCount;
for (int i = 0; i < segmentCount; i++) {
Vector3 unitPosition = Vector3.zero;
unitPosition.x = x;
unitPosition.z = y;
unitPosition = rotation * unitPosition;
meshBuilder.AddVertex(center + unitPosition);// * radius
meshBuilder.AddNormal(unitPosition);
meshBuilder.AddUV(new Vector2((float)i / segmentCount, v));
if (buildTriangles) {
int vertsPerRow = segmentCount;
int index0 = ringBaseIndex + i;
int index1 = ringBaseIndex + MathHelpers.Mod(i - 1, segmentCount); // before base
int index2 = ringBaseIndex + i - vertsPerRow; // below base
int index3 = ringBaseIndex + MathHelpers.Mod(i - 1, segmentCount) - vertsPerRow; // before below base
// Debug.Log(string.Format("TRI{0}>{1}>{2}", index0, index2, index1));
meshBuilder.AddTriangle(index0, index2, index1);
// Debug.Log(string.Format("TRI{0}>{1}>{2}", index2, index3, index1));
meshBuilder.AddTriangle(index2, index3, index1);
}
t = x;
x = c * x - s * y;
y = s * t + c * y;
}
}
示例13: Start
//Initialisation:
private void Start()
{
//Create a new mesh builder:
MeshBuilder meshBuilder = new MeshBuilder();
//Add the vertices:
meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, 0.0f));
meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f));
meshBuilder.Normals.Add(Vector3.up);
meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, m_Length));
meshBuilder.UVs.Add(new Vector2(0.0f, 1.0f));
meshBuilder.Normals.Add(Vector3.up);
meshBuilder.Vertices.Add(new Vector3(m_Width, 0.0f, m_Length));
meshBuilder.UVs.Add(new Vector2(1.0f, 1.0f));
meshBuilder.Normals.Add(Vector3.up);
meshBuilder.Vertices.Add(new Vector3(m_Width, 0.0f, 0.0f));
meshBuilder.UVs.Add(new Vector2(1.0f, 0.0f));
meshBuilder.Normals.Add(Vector3.up);
//Add the triangles:
meshBuilder.AddTriangle(0, 1, 2);
meshBuilder.AddTriangle(0, 2, 3);
//Create the mesh:
Mesh mesh = meshBuilder.CreateMesh();
//Look for a MeshFilter component attached to this GameObject:
MeshFilter filter = GetComponent<MeshFilter>();
//If the MeshFilter exists, attach the new mesh to it.
//Assuming the GameObject also has a renderer attached, our new mesh will now be visible in the scene.
if (filter != null)
{
filter.sharedMesh = mesh;
}
}
示例14: BuildQuad
void BuildQuad(MeshBuilder meshBuilder, Vector3 offset)
{
meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, 0.0f) + offset);
meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f));
meshBuilder.Normals.Add(Vector3.up);
meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, spacing) + offset);
meshBuilder.UVs.Add(new Vector2(0.0f, 1.0f));
meshBuilder.Normals.Add(Vector3.up);
meshBuilder.Vertices.Add(new Vector3(spacing, 0.0f, spacing) + offset);
meshBuilder.UVs.Add(new Vector2(1.0f, 1.0f));
meshBuilder.Normals.Add(Vector3.up);
meshBuilder.Vertices.Add(new Vector3(spacing, 0.0f, 0.0f) + offset);
meshBuilder.UVs.Add(new Vector2(1.0f, 0.0f));
meshBuilder.Normals.Add(Vector3.up);
int baseIndex = meshBuilder.Vertices.Count - 4;
meshBuilder.AddTriangle(baseIndex, baseIndex + 1, baseIndex + 2);
meshBuilder.AddTriangle(baseIndex, baseIndex + 2, baseIndex + 3);
}
示例15: BuildLinkBezier
public void BuildLinkBezier(MeshBuilder meshBuilder, BezierCurve connectionBezier, float widthStart, float widthEnd, Color colorStart, Color colorEnd) {
List<int> verticesList = new List<int>();
float m_splineStartRadius = widthStart;
float m_splineEndRadius = widthEnd;
int m_splineHeightSegmentCount = 8;
int m_splineRadialSegmentCount = 4;
float tInc = 1f / m_splineHeightSegmentCount; // How many subdivisions along the length of the spline
for (int i = 0; i <= m_splineHeightSegmentCount; i++) {
float t = tInc * (float)i;
Vector3 ringCenter = connectionBezier.GetPoint(t);
//Quaternion rot = Quaternion.identity;
Vector3 dir = connectionBezier.GetDirection(t);
Quaternion rot = Quaternion.identity;
if (dir != Vector3.zero) {
rot.SetLookRotation(dir);
}
float radius = ((1f - t) * m_splineStartRadius) + (t * m_splineEndRadius);
// Construct the mesh Ring!
//BuildBezierCurveRing(meshBuilder, m_splineRadialSegmentCount, ringCenter, radius, t, i > 0, rot);
//protected void BuildBezierCurveRing(MeshBuilder meshBuilder, int segmentCount, Vector3 center, float radius, float v, bool buildTriangles, Quaternion rotation) {
float angleInc = (Mathf.PI * 2.0f) / m_splineRadialSegmentCount;
for (int j = 0; j <= m_splineRadialSegmentCount; j++) {
float angle = angleInc * j;
Vector3 unitPosition = Vector3.zero;
unitPosition.x = Mathf.Cos(angle);
unitPosition.y = Mathf.Sin(angle);
unitPosition = rot * unitPosition;
Vector3 normal = unitPosition;
meshBuilder.Vertices.Add(ringCenter + unitPosition * radius);
meshBuilder.Normals.Add(normal);
//meshBuilder.UVs.Add(new Vector2((float)i / segmentCount, v));
meshBuilder.UVs.Add(new Vector2((float)j / m_splineRadialSegmentCount, t));
verticesList.Add(meshBuilder.Vertices.Count - 1);
meshBuilder.Colors.Add(Color.Lerp(colorStart, colorEnd, t));
if (j > 0 && i > 0) {
//Debug.Log ("buildTriangles!");
int baseIndex = meshBuilder.Vertices.Count - 1;
int vertsPerRow = m_splineRadialSegmentCount + 1;
int index0 = baseIndex;
int index1 = baseIndex - 1;
int index2 = baseIndex - vertsPerRow;
int index3 = baseIndex - vertsPerRow - 1;
meshBuilder.AddTriangle(index1, index2, index0);
meshBuilder.AddTriangle(index1, index3, index2);
}
}
}
connectionVertexList.Add(verticesList); // keep track of Connection's vertices so their color can be changed without rebuilding every frame
}