本文整理汇总了C#中MeshBuilder.AddVertex方法的典型用法代码示例。如果您正苦于以下问题:C# MeshBuilder.AddVertex方法的具体用法?C# MeshBuilder.AddVertex怎么用?C# MeshBuilder.AddVertex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.AddVertex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: 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2: 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3: 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;
}
}