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C# PivotPosition类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中PivotPosition的典型用法代码示例。如果您正苦于以下问题:C# PivotPosition类的具体用法?C# PivotPosition怎么用?C# PivotPosition使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



PivotPosition类属于命名空间,在下文中一共展示了PivotPosition类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: GenerateGeometry

        /// <summary>
        /// re/generate mesh geometry based on parameters
        /// </summary>
        /// <param name="radius0">fist radius of tube</param>
        /// <param name="radius1">second radius of tube</param>
        /// <param name="torusSegments">number of triangle of torusKnot</param>
        /// <param name="coneSegments">number of triangle of torusKnot cone</param>
        /// <param name="P">knot parameter</param>
        /// <param name="Q">knot parameter</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        public void GenerateGeometry(float radius0, float radius1, int torusSegments, int coneSegments, int P, int Q, NormalsType normalsType, PivotPosition pivotPosition)
        {
            // generate new mesh and clear old one
            var meshFilter = GetComponent<MeshFilter>();

            if (meshFilter.sharedMesh == null)
            {
                meshFilter.sharedMesh = new Mesh();
            }

            var mesh = meshFilter.sharedMesh;

            // generate geometry
            GenerationTimeMS = Primitives.TorusKnotPrimitive.GenerateGeometry(mesh, radius0, radius1, torusSegments, coneSegments, P, Q, normalsType, pivotPosition);

            this.radius0 = radius0;
            this.radius1 = radius1;
            this.torusSegments = torusSegments;
            this.coneSegments = coneSegments;
            this.P = P;
            this.Q = Q;
            this.normalsType = normalsType;
            this.flipNormals = false;
            this.pivotPosition = pivotPosition;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:36,代码来源:TorusKnot.cs


示例2: GenerateGeometry

        /// <summary>
        /// re/generate mesh geometry based on parameters
        /// </summary>
        /// <param name="radius0">fist radius of cone</param>
        /// <param name="radius1">second radius of cone</param>
        /// <param name="height">height of cone</param>
        /// <param name="sides">number of triangle segments in radius</param>
        /// <param name="heightSegments">number of triangle segments in height</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <returns>Cone class with Cone game object</returns>
        public void GenerateGeometry(float radius0, float radius1, float thickness, float height, int sides, int heightSegments, NormalsType normalsType, PivotPosition pivotPosition)
        {
            // generate new mesh and clear old one
            var meshFilter = GetComponent<MeshFilter>();

            if (meshFilter.sharedMesh == null)
            {
                meshFilter.sharedMesh = new Mesh();
            }

            var mesh = meshFilter.sharedMesh;

            // generate geometry
            if (thickness >= 0)
            {
                GenerationTimeMS = Primitives.HollowConePrimitive.GenerateGeometry(mesh, radius0, radius1, thickness, height, sides, heightSegments, normalsType, pivotPosition);
            }
            else
            {
                GenerationTimeMS = Primitives.ConePrimitive.GenerateGeometry(mesh, radius0, radius1, height, sides, heightSegments, normalsType, pivotPosition);
            }

            this.radius0 = radius0;
            this.radius1 = radius1;
            this.height = height;
            this.thickness = thickness;
            this.sides = sides;
            this.heightSegments = heightSegments;
            this.normalsType = normalsType;
            this.flipNormals = false;
            this.pivotPosition = pivotPosition;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:43,代码来源:Cone.cs


示例3: CreateGeometry

    /// <summary>
    /// Creates the geometry.
    /// </summary>
    protected void CreateGeometry(float radius0, float radius1, float thickness, float height, int sides, 
	                              int heightSegments, NormalsType normalsType, PivotPosition pivotPosition)
    {
        // Clear the old mesh and generate a new one.
        var meshFilter = GetComponent<MeshFilter>();
        if (meshFilter.sharedMesh == null)
        {
            meshFilter.sharedMesh = new Mesh();
        }
        var mesh = meshFilter.sharedMesh;
        _meshGenerationTime = ShapesFactory.CreateDiamond(mesh, radius0, radius1, height, sides, heightSegments, normalsType, pivotPosition);
    }
开发者ID:jaroosh,项目名称:Habitat,代码行数:15,代码来源:ShapeFixedRandom.cs


示例4: ElementPanel

        public ElementPanel(ModelPanel modelPanel, PivotPosition position)
        {
            _modelPanel = modelPanel;
            Position = position;

            BackColor = Color.White;
            DragEnter += new DragEventHandler(onDragEnter);
            DragOver += new DragEventHandler(onDragOver);
            DragDrop += new DragEventHandler(onDragDrop);
            Paint += new PaintEventHandler(ElementPanel_Paint);
            AutoScroll = true;
            AllowDrop = true;
        }
开发者ID:cnark,项目名称:Seal-Report,代码行数:13,代码来源:ElementPanel.cs


示例5: Create

        /// <summary>
        /// create Tube game object
        /// </summary>
        /// <param name="radius0">first radius of tube</param>
        /// <param name="radius1">second radius of tube</param>
        /// <param name="height">height of tube</param>
        /// <param name="sides">number of triangle segments in radius direction</param>
        /// <param name="heightSegments">number of triangle segments in height direction</param>
        /// <returns>Tube class with Tube game object</returns>
        /// <param name="slice">slicing parameter</param>
        /// <param name="radialMapping">using radial uv mapping on the top/bottom of the tube</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        public static Tube Create(float radius0, float radius1, float height, int sides, int heightSegments, float slice, bool radialMapping, NormalsType normalsType, PivotPosition pivotPosition)
        {
            var cylinderObject = new GameObject("TubePro");

            cylinderObject.AddComponent<MeshFilter>();
            var renderer = cylinderObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var tube = cylinderObject.AddComponent<Tube>();
            tube.GenerateGeometry(radius0, radius1, height, sides, heightSegments, slice, radialMapping, normalsType, pivotPosition);

            return tube;
        }
开发者ID:pisipo,项目名称:CTB,代码行数:27,代码来源:Tube.cs


示例6: Create

        /// <summary>
        /// create Box game object
        /// </summary>
        /// <param name="width">width of cube</param>
        /// <param name="height">height of cube</param>
        /// <param name="depth">depth of cube</param>
        /// <param name="widthSegments">number of triangle segments in width direction</param>
        /// <param name="heightSegments">number of triangle segments in height direction</param>
        /// <param name="depthSegments">number of triangle segments in depth direction</param>
        /// <param name="pivot">position of the model pivot</param>
        /// <param name="cubeMap">enable 6-sides cube map uv mapping</param>
        /// <returns>Box class with Box game object</returns>
        public static Box Create(float width, float height, float depth, int widthSegments, int heightSegments, int depthSegments, bool cubeMap, PivotPosition pivot)
        {
            var planeObject = new GameObject("BoxPro");

            planeObject.AddComponent<MeshFilter>();
            var renderer = planeObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var cube = planeObject.AddComponent<Box>();
            cube.GenerateGeometry(width, height, depth, widthSegments, heightSegments, depthSegments, cubeMap, pivot);

            return cube;
        }
开发者ID:pisipo,项目名称:CTB,代码行数:26,代码来源:Box.cs


示例7: Create

        /// <summary>
        /// create RoundedCube game object
        /// </summary>
        /// <param name="width">width of the cube</param>
        /// <param name="height">height of the cube</param>
        /// <param name="length">length of the cube</param>
        /// <param name="segments">number of segments</param>
        /// <param name="roundness">roudness coefficient</param>
        /// <param name="normals">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <returns>RoundedCube class with RoundedCube game object</returns>
        public static RoundedCube Create(float width, float height, float length, int segments, float roundness, NormalsType normals, PivotPosition pivotPosition)
        {
            var sphereObject = new GameObject("RoundedCubePro");

            sphereObject.AddComponent<MeshFilter>();
            var renderer = sphereObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var superellipsoid = sphereObject.AddComponent<RoundedCube>();
            superellipsoid.GenerateGeometry(width, height, length, segments, roundness, normals, pivotPosition);

            return superellipsoid;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:25,代码来源:RoundedCube.cs


示例8: Create

        /// <summary>
        /// create Sphere game object
        /// </summary>
        /// <param name="radius">radius of sphere</param>
        /// <param name="segments">number of segments</param>
        /// <param name="hemisphere">hemisphere, 0 ... complete sphere, 0.5 ... half-sphere</param>
        /// <param name="normals">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <param name="innerRadius">radius of the inner sphere</param>
        /// <param name="slice">vertical slice parameter</param>
        /// <returns>Sphere class with Sphere game object</returns>
        public static Sphere Create(float radius, int segments, float hemisphere, float innerRadius, float slice, NormalsType normals, PivotPosition pivotPosition)
        {
            var sphereObject = new GameObject("SpherePro");

            sphereObject.AddComponent<MeshFilter>();
            var renderer = sphereObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var sphere = sphereObject.AddComponent<Sphere>();
            sphere.GenerateGeometry(radius, segments, hemisphere, innerRadius, slice, normals, pivotPosition);

            return sphere;
        }
开发者ID:jaroosh,项目名称:Habitat,代码行数:25,代码来源:Sphere.cs


示例9: Create

        /// <summary>
        /// create TorusKnot game object
        /// </summary>
        /// <param name="radius0">first radius of tube</param>
        /// <param name="radius1">second radius of tube</param>
        /// <param name="torusSegments">number of triangle segments of torusKnot</param>
        /// <param name="coneSegments">number of triangle segments or torusKnot cone</param>
        /// <returns>TorusKnot class with TorusKnot game object</returns>
        /// <param name="P">knot parameter</param>
        /// <param name="Q">knot parameter</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        public static TorusKnot Create(float radius0, float radius1, int torusSegments, int coneSegments, int P, int Q, NormalsType normalsType, PivotPosition pivotPosition)
        {
            var cylinderObject = new GameObject("TorusKnotPro");

            cylinderObject.AddComponent<MeshFilter>();
            var renderer = cylinderObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var torusKnot = cylinderObject.AddComponent<TorusKnot>();
            torusKnot.GenerateGeometry(radius0, radius1, torusSegments, coneSegments, P, Q, normalsType, pivotPosition);

            return torusKnot;
        }
开发者ID:jaroosh,项目名称:Habitat,代码行数:26,代码来源:TorusKnot.cs


示例10: Create

        /// <summary>
        /// create GeoSphere game object
        /// </summary>
        /// <param name="radius">radius of sphere</param>
        /// <param name="subdivision">number of subdivision</param>
        /// <param name="baseType">type of generation primitive</param>
        /// <param name="normals">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <returns>GeoSphere class with GeoSphere game object</returns>
        public static GeoSphere Create(float radius, int subdivision, Primitives.GeoSpherePrimitive.BaseType baseType, NormalsType normals, PivotPosition pivotPosition)
        {
            var sphereObject = new GameObject("GeoSpherePro");

            sphereObject.AddComponent<MeshFilter>();
            var renderer = sphereObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var sphere = sphereObject.AddComponent<GeoSphere>();
            sphere.GenerateGeometry(radius, subdivision, baseType, normals, pivotPosition);

            return sphere;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:23,代码来源:GeoSphere.cs


示例11: Create

        /// <summary>
        /// create Cone game object
        /// </summary>
        /// <param name="radius0">first radius of cone</param>
        /// <param name="radius1">second radius of cone</param>
        /// <param name="thickness">thickness</param>
        /// <param name="height">height of cone</param>
        /// <param name="sides">number of triangle segments in radius direction</param>
        /// <param name="heightSegments">number of triangle segments in height direction</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <returns>Cone class with Cone game object</returns>
        public static Cone Create(float radius0, float radius1, float thickness, float height, int sides, int heightSegments, NormalsType normalsType, PivotPosition pivotPosition)
        {
            var cylinderObject = new GameObject("ConePro");

            cylinderObject.AddComponent<MeshFilter>();
            var renderer = cylinderObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var cone = cylinderObject.AddComponent<Cone>();
            cone.GenerateGeometry(radius0, radius1, thickness, height, sides, heightSegments, normalsType, pivotPosition);

            return cone;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:26,代码来源:Cone.cs


示例12: Create

        /// <summary>
        /// create Pyramid game object
        /// </summary>
        /// <param name="width">width of pyramid</param>
        /// <param name="height">height of pyramid</param>
        /// <param name="depth">depth of pyramid</param>
        /// <param name="widthSegments">number of triangle segments in width direction</param>
        /// <param name="heightSegments">number of triangle segments in height direction</param>
        /// <param name="depthSegments">number of triangle segments in depth direction</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <param name="pyramidMap">enable pyramid map uv mapping</param>
        /// <returns>Pyramid class with Pyramid game object</returns>
        public static Pyramid Create(float width, float height, float depth, int widthSegments, int heightSegments, int depthSegments, bool pyramidMap, PivotPosition pivotPosition)
        {
            var planeObject = new GameObject("PyramidPro");

            planeObject.AddComponent<MeshFilter>();
            var renderer = planeObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var pyramid = planeObject.AddComponent<Pyramid>();
            pyramid.GenerateGeometry(width, height, depth, widthSegments, heightSegments, depthSegments, pyramidMap, pivotPosition);

            return pyramid;
        }
开发者ID:jaroosh,项目名称:Habitat,代码行数:26,代码来源:Pyramid.cs


示例13: Create

        /// <summary>
        /// create Cylinder game object
        /// </summary>
        /// <param name="radius">radius of cylinder</param>
        /// <param name="height">height of cylinder</param>
        /// <param name="sides">number of triangle segments in radius direction</param>
        /// <param name="heightSegments">number of triangle segments in height direction</param>
        /// <returns>Cylinder class with Cylinder game object</returns>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <param name="normals">type of normals to be generated</param>
        public static Cylinder Create(float radius, float height, int sides, int heightSegments, NormalsType normals, PivotPosition pivotPosition)
        {
            var cylinderObject = new GameObject("CylinderPro");

            cylinderObject.AddComponent<MeshFilter>();
            var renderer = cylinderObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var cylinder = cylinderObject.AddComponent<Cylinder>();
            cylinder.GenerateGeometry(radius, height, sides, heightSegments, normals, pivotPosition);

            return cylinder;
        }
开发者ID:pisipo,项目名称:CTB,代码行数:24,代码来源:Cylinder.cs


示例14: Create

        /// <summary>
        /// create SuperEllipsoid game object
        /// </summary>
        /// <param name="width">width of the cube</param>
        /// <param name="height">height of the cube</param>
        /// <param name="length">length of the cube</param>
        /// <param name="segments">number of segments</param>
        /// <param name="normals">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <param name="n1">first parameter</param>
        /// <param name="n2">second parameter</param>
        /// <returns>SuperEllipsoid class with SuperEllipsoid game object</returns>
        public static SuperEllipsoid Create(float width, float height, float length, int segments, float n1, float n2, NormalsType normals, PivotPosition pivotPosition)
        {
            var sphereObject = new GameObject("SuperEllipsoidPro");

            sphereObject.AddComponent<MeshFilter>();
            var renderer = sphereObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var roundedCube = sphereObject.AddComponent<SuperEllipsoid>();
            roundedCube.GenerateGeometry(width, height, length, segments, n1, n2, normals, pivotPosition);

            return roundedCube;
        }
开发者ID:jimbo00000,项目名称:SeaSnake,代码行数:26,代码来源:SuperEllispoid.cs


示例15: Create

        /// <summary>
        /// create Capsule game object
        /// </summary>
        /// <param name="radius">radius of capsule</param>
        /// <param name="sides">number of segments</param>
        /// <param name="heightSegments">number of segments of central cylinder</param>
        /// <param name="normals">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <returns>Capsule class with Capsule game object</returns>
        public static Capsule Create(float radius, float height, int sides, int heightSegments, bool preserveHeight, NormalsType normals, PivotPosition pivotPosition)
        {
            var capsuleObject = new GameObject("CapsulePro");

            capsuleObject.AddComponent<MeshFilter>();
            var renderer = capsuleObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var capsule = capsuleObject.AddComponent<Capsule>();
            capsule.GenerateGeometry(radius, height, sides, heightSegments, preserveHeight, normals, pivotPosition);

            return capsule;
        }
开发者ID:jimbo00000,项目名称:SeaSnake,代码行数:23,代码来源:Capsule.cs


示例16: Create

        /// <summary>
        /// create Arc game object
        /// </summary>
        /// <param name="width">width of cube</param>
        /// <param name="height1">height1 of cube</param>
        /// <param name="height2">height2 of cube</param>
        /// <param name="depth">depth of cube</param>
        /// <param name="arcSegments">depth of the </param>
        /// <param name="pivot">position of the model pivot</param>
        /// <returns>Arc class with Arc game object</returns>
        public static Arc Create(float width, float height1, float height2, float depth, int arcSegments, PivotPosition pivot)
        {
            var planeObject = new GameObject("ArcPro");

            planeObject.AddComponent<MeshFilter>();
            var renderer = planeObject.AddComponent<MeshRenderer>();

            renderer.sharedMaterial = new Material(Shader.Find("Diffuse"));

            var cube = planeObject.AddComponent<Arc>();

            cube.gizmo = ArcGizmo.Create();
            cube.gizmo.transform.parent = planeObject.transform;
            cube.GenerateGeometry(width, height1, height2, depth, arcSegments, pivot);

            return cube;
        }
开发者ID:pisipo,项目名称:CTB,代码行数:27,代码来源:Arc.cs


示例17: GenerateGeometry

        /// <summary>
        /// create SphericalCone game object
        /// </summary>
        /// <param name="radius">radius of sphere</param>
        /// <param name="segments">number of segments</param>
        /// <param name="coneAngle">angle of conus in DEG, 360 ... complete sphere, 180 ... half-sphere</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        public void GenerateGeometry(float radius, int segments, float coneAngle, NormalsType normalsType, PivotPosition pivotPosition)
        {
            // generate new mesh and clear old one
            var meshFilter = GetComponent<MeshFilter>();

            if (meshFilter.sharedMesh == null)
            {
                meshFilter.sharedMesh = new Mesh();
            }

            var mesh = meshFilter.sharedMesh;

            // generate geometry
            GenerationTimeMS = Primitives.SphericalConePrimitive.GenerateGeometry(mesh, radius, segments, coneAngle, normalsType, pivotPosition);

            this.radius = radius;
            this.segments = segments;
            this.coneAngle = coneAngle;
            this.normalsType = normalsType;
            this.flipNormals = false;
            this.pivotPosition = pivotPosition;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:30,代码来源:SphericalCone.cs


示例18: GenerateGeometry

        /// <summary>
        /// create GeoSphere game object
        /// </summary>
        /// <param name="radius">radius of sphere</param>
        /// <param name="subdivision">number of subdivision</param>
        /// <param name="baseType">type of generation primitive</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        public void GenerateGeometry(float radius, int subdivision, Primitives.GeoSpherePrimitive.BaseType baseType, NormalsType normalsType, PivotPosition pivotPosition)
        {
            // generate new mesh and clear old one
            var meshFilter = GetComponent<MeshFilter>();

            if (meshFilter.sharedMesh == null)
            {
                meshFilter.sharedMesh = new Mesh();
            }

            var mesh = meshFilter.sharedMesh;

            // geneate geometry
            GenerationTimeMS = Primitives.GeoSpherePrimitive.GenerateGeometry(mesh, radius, subdivision, baseType, normalsType, pivotPosition);

            this.radius = radius;
            this.subdivision = subdivision;
            this.baseType = baseType;
            this.normalsType = normalsType;
            this.flipNormals = false;
            this.pivotPosition = pivotPosition;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:30,代码来源:GeoSphere.cs


示例19: GenerateGeometry

        /// <summary>
        /// create Ellipsoid game object
        /// </summary>
        /// <param name="width">width of ellipsoid</param>
        /// <param name="height">height of ellipsoid</param>
        /// <param name="length">length of ellipsoid</param>
        /// <param name="segments">number of segments</param>
        /// <param name="normalsType">type of normals to be generated</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        public void GenerateGeometry(float width, float height, float length, int segments, NormalsType normalsType, PivotPosition pivotPosition)
        {
            // generate new mesh and clear old one
            var meshFilter = GetComponent<MeshFilter>();

            if (meshFilter.sharedMesh == null)
            {
                meshFilter.sharedMesh = new Mesh();
            }

            var mesh = meshFilter.sharedMesh;

            // generate geometry
            GenerationTimeMS = Primitives.EllipsoidPrimitive.GenerateGeometry(mesh, width, height, length, segments, normalsType, pivotPosition);

            this.width = width;
            this.height = height;
            this.length = length;
            this.segments = segments;
            this.normalsType = normalsType;
            this.flipNormals = false;
            this.pivotPosition = pivotPosition;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:32,代码来源:Ellipsoid.cs


示例20: GenerateGeometry

        /// <summary>
        /// re/generate mesh geometry based on parameters
        /// </summary>
        /// <param name="radius">radius of cylinder</param>
        /// <param name="height">height of cylinder</param>
        /// <param name="sides">number of triangle segments in radius</param>
        /// <param name="heightSegments">number of triangle segments in height</param>
        /// <param name="pivotPosition">position of the model pivot</param>
        /// <param name="normalsType">type of normals to be generated</param>
        public void GenerateGeometry(float radius, float height, int sides, int heightSegments, NormalsType normalsType, PivotPosition pivotPosition)
        {
            // generate new mesh and clear old one
            var meshFilter = GetComponent<MeshFilter>();

            if (meshFilter.sharedMesh == null)
            {
                meshFilter.sharedMesh = new Mesh();
            }

            var mesh = meshFilter.sharedMesh;

            // generate cone with same radiuses
            GenerationTimeMS = Primitives.ConePrimitive.GenerateGeometry(mesh, radius, radius, height, sides, heightSegments, normalsType, pivotPosition);

            this.radius = radius;
            this.height = height;
            this.sides = sides;
            this.heightSegments = heightSegments;
            this.normalsType = normalsType;
            this.flipNormals = false;
            this.pivotPosition = pivotPosition;
        }
开发者ID:jfeng94,项目名称:Thesis,代码行数:32,代码来源:Cylinder.cs



注:本文中的PivotPosition类示例整理自Github/MSDocs等源码及文档管理平台,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。


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