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C# MeshBuilder.AddVertex方法代码示例

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);
	}
开发者ID:honi90,项目名称:LeapMotionVRInterface,代码行数:31,代码来源:MeshNative.cs

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;
		}
	}
开发者ID:honi90,项目名称:LeapMotionVRInterface,代码行数:31,代码来源:MeshNative.cs

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;
        }
    }
开发者ID:jceipek,项目名称:UnityBase,代码行数:42,代码来源:TubeRenderer.cs


注:本文中的MeshBuilder.AddVertex方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。