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C# pb_Object.SetVertices方法代码示例

本文整理汇总了C#中pb_Object.SetVertices方法的典型用法代码示例。如果您正苦于以下问题:C# pb_Object.SetVertices方法的具体用法?C# pb_Object.SetVertices怎么用?C# pb_Object.SetVertices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pb_Object的用法示例。


在下文中一共展示了pb_Object.SetVertices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: Triangulate

	static void Triangulate(pb_Object pb)
	{
		Vector3[] 	v = pb.vertices;
		Vector2[] 	u = pb.msh.uv;

		int triangleCount = pb.msh.triangles.Length;

		if(triangleCount == v.Length)
		{
			Debug.LogWarning("We can't pull over any further!\npb_Object: " + pb.name + " is already triangulated.");
		}

		int vertexCount = triangleCount;
		int faceCount = vertexCount / 3;

		Vector3[]	tri_vertices = new Vector3[vertexCount];
		Vector2[]	tri_uvs = new Vector2[vertexCount];
		pb_Face[]	tri_faces = new pb_Face[faceCount];

		int n = 0, f = 0;
		foreach(pb_Face face in pb.faces)
		{
			int[] indices = face.indices;

			for(int i = 0; i < indices.Length; i+=3)
			{
				tri_vertices[n+0] = v[indices[i+0]];
				tri_vertices[n+1] = v[indices[i+1]];
				tri_vertices[n+2] = v[indices[i+2]];

				tri_uvs[n+0] = u[indices[i+0]];
				tri_uvs[n+1] = u[indices[i+1]];
				tri_uvs[n+2] = u[indices[i+2]];
	
				tri_faces[f++] = new pb_Face( new int[] { n+0, n+1, n+2 },
											face.material,
											face.uv,
											face.smoothingGroup,
											face.textureGroup,		// textureGroup -> force to manual uv mode
											face.elementGroup,
											face.manualUV,			// manualUV
											face.color
										);	
				n += 3;
			}

		}

		pb.SetVertices(tri_vertices);
		pb.SetUV(tri_uvs);
		pb.SetFaces(tri_faces);

		pb.SetSharedIndices( pb_IntArrayUtility.ExtractSharedIndices(tri_vertices) );
		pb.SetSharedIndicesUV( new pb_IntArray[0] );
	}
开发者ID:benlewis,项目名称:unhinged_vr,代码行数:55,代码来源:TriangulatePbObject.cs

示例2: ResetPbObjectWithMeshFilter


//.........这里部分代码省略.........

		int vertexCount = m.vertexCount;
		Vector3[] m_vertices = m.vertices;
		Color[] m_colors = m.colors != null && m.colors.Length == vertexCount ? m.colors : new Color[vertexCount];
		Vector2[] m_uvs = m.uv;

		List<Vector3> verts = preserveFaces ? new List<Vector3>(m.vertices) : new List<Vector3>();
		List<Color> cols = preserveFaces ? new List<Color>(m.colors) : new List<Color>();
		List<Vector2> uvs = preserveFaces ? new List<Vector2>(m.uv) : new List<Vector2>();
		List<pb_Face> faces = new List<pb_Face>();

		MeshRenderer mr = pb.gameObject.GetComponent<MeshRenderer>();
		if(mr == null) mr = pb.gameObject.AddComponent<MeshRenderer>();

		Material[] sharedMaterials = mr.sharedMaterials;
		int mat_length = sharedMaterials.Length;

		for(int n = 0; n < m.subMeshCount; n++)
		{
			int[] tris = m.GetTriangles(n);
			for(int i = 0; i < tris.Length; i+=3)
			{
				int index = -1;
				if(preserveFaces)
				{
					for(int j = 0; j < faces.Count; j++)
					{
						if(	faces[j].distinctIndices.Contains(tris[i+0]) ||
							faces[j].distinctIndices.Contains(tris[i+1]) ||
							faces[j].distinctIndices.Contains(tris[i+2]))
						{
							index = j;
							break;
						}
					}
				}

				if(index > -1 && preserveFaces)
				{
					int len = faces[index].indices.Length;
					int[] arr = new int[len + 3];
					System.Array.Copy(faces[index].indices, 0, arr, 0, len);
					arr[len+0] = tris[i+0];
					arr[len+1] = tris[i+1];
					arr[len+2] = tris[i+2];
					faces[index].SetIndices(arr);
					faces[index].RebuildCaches();
				}
				else
				{
					int[] faceTris;

					if(preserveFaces)
					{
						faceTris = new int[3]
						{
							tris[i+0],
							tris[i+1],
							tris[i+2]	
						};
					}
					else
					{
						verts.Add(m_vertices[tris[i+0]]);
						verts.Add(m_vertices[tris[i+1]]);
						verts.Add(m_vertices[tris[i+2]]);

						cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i+0]] : Color.white);
						cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i+1]] : Color.white);
						cols.Add(m_colors != null && m_colors.Length == vertexCount ? m_colors[tris[i+2]] : Color.white);

						uvs.Add(m_uvs[tris[i+0]]);
						uvs.Add(m_uvs[tris[i+1]]);
						uvs.Add(m_uvs[tris[i+2]]);

						faceTris = new int[3] { i+0, i+1, i+2 };
					}

					faces.Add( 
						new pb_Face(
							faceTris,
							sharedMaterials[n >= mat_length ? mat_length - 1 : n],
							new pb_UV(),
							0,		// smoothing group
							-1,		// texture group
							-1,		// element group
							true 	// manualUV 
						));					
				}
			}
		}

		pb.SetVertices(verts.ToArray());
		pb.SetUV(uvs.ToArray());
		pb.SetFaces(faces.ToArray());
		pb.SetSharedIndices(pb_IntArrayUtility.ExtractSharedIndices(verts.ToArray()));
		pb.SetColors(cols.ToArray());

		return true;
	}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:101,代码来源:pbMeshOps.cs

示例3: CombineObjects

	/**
	 *	\brief Given an array of "donors", this method returns a merged #pb_Object.
	 */
	 public static bool CombineObjects(pb_Object[] pbs, out pb_Object combined)
	 {
	 	combined = null;

	 	if(pbs.Length < 1) return false;

	 	List<Vector3> v = new List<Vector3>();
	 	List<Vector2> u = new List<Vector2>();
	 	List<Color> c = new List<Color>();
	 	List<pb_Face> f = new List<pb_Face>();
	 	List<pb_IntArray> s = new List<pb_IntArray>();
	 	List<pb_IntArray> suv = new List<pb_IntArray>();

	 	foreach(pb_Object pb in pbs)
	 	{
	 		int vertexCount = v.Count;

	 		// Vertices
	 		v.AddRange(pb.VerticesInWorldSpace());

	 		// UVs
	 		u.AddRange(pb.uv);

	 		// Colors
	 		c.AddRange(pb.colors);

			// Faces
	 		pb_Face[] faces = new pb_Face[pb.faces.Length];
	 		for(int i = 0; i < faces.Length; i++)
	 		{
	 			faces[i] = new pb_Face(pb.faces[i]);
	 			faces[i].manualUV = true;
	 			faces[i].ShiftIndices(vertexCount);
	 			faces[i].RebuildCaches();
	 		}
	 		f.AddRange(faces);

	 		// Shared Indices
	 		pb_IntArray[] si = pb.GetSharedIndices();
	 		for(int i = 0; i < si.Length; i++)
	 		{
	 			for(int n = 0; n < si[i].Length; n++)
	 				si[i][n] += vertexCount;
	 		}
	 		s.AddRange(si);

	 		// Shared Indices UV
	 		{
		 		pb_IntArray[] si_uv = pb.GetSharedIndicesUV();
		 		for(int i = 0; i < si_uv.Length; i++)
		 		{
		 			for(int n = 0; n < si_uv[i].Length; n++)
		 				si_uv[i][n] += vertexCount;
		 		}

		 		suv.AddRange(si_uv);
		 	}
	 	}

		GameObject go = (GameObject)GameObject.Instantiate(pbs[0].gameObject);
	 	go.transform.position = Vector3.zero;
	 	go.transform.localRotation = Quaternion.identity;
	 	go.transform.localScale = Vector3.one;

	 	// Destroy the children
	 	foreach(Transform t in go.transform)
	 		GameObject.DestroyImmediate(t.gameObject);

	 	if(go.GetComponent<pb_Object>()) GameObject.DestroyImmediate(go.GetComponent<pb_Object>());
	 	if(go.GetComponent<pb_Entity>()) GameObject.DestroyImmediate(go.GetComponent<pb_Entity>());

	 	combined = go.AddComponent<pb_Object>();

		combined.SetVertices(v.ToArray());
		combined.SetUV(u.ToArray());
		combined.SetColors(c.ToArray());
		combined.SetFaces(f.ToArray());

		combined.SetSharedIndices( s.ToArray() ?? pb_IntArrayUtility.ExtractSharedIndices(v.ToArray()) );
		combined.SetSharedIndicesUV( suv.ToArray() ?? new pb_IntArray[0] {});

		combined.ToMesh();

		combined.GetComponent<pb_Entity>().SetEntity( pbs[0].GetComponent<pb_Entity>().entityType );
	 	
	 	combined.CenterPivot( pbs[0].transform.position );

		combined.Refresh();

		// refresh donors since deleting the children of the instantiated object could cause them to lose references
		foreach(pb_Object pb in pbs)
			pb.Verify();

	 	return true;
	 }
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:98,代码来源:pbMeshOps.cs


注:本文中的pb_Object.SetVertices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。