Méthode | Description | |
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Circumference ( float radius ) : float | ||
Create9SlicedMesh ( float border = 1f, float width = 3f, float height = 3f, float marginUV = 1f ) : |
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GetFibonacciSphereVertices ( int vertexCount = 1, bool randomize = true ) : List |
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GetSubdividedIcosahedronVertices ( int subdivisions ) : List |
Creates a smoothly subdivided icosahedron. Vertex count is 2 + 10 * 4 ^ subdivisions (i.e. 12, 42, 162, 642, 2562, 10242...) Subdivision is slow above 3. Times: 0,1,2 = 0ms 3 = 43ms 4 = 605ms 5 = 9531ms 6 = ???? |
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Icosahedron ( List |
create a regular icosahedron (20-sided polyhedron) You can create this programmatically instead of using the given vertex and index list, but it's kind of a pain and rather pointless beyond a learning exercise. |
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PointOnCircle ( float radius, float angleInDegrees, |
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Radius ( float circumference ) : float | ||
Subdivide ( List |
i0 / \ m02-m01 / \ / \ i2---m12---i1 |
Méthode | Description | |
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GetMidpointIndex ( int>.Dictionary |
public static Circumference ( float radius ) : float | ||
radius | float | |
Résultat | float |
public static Create9SlicedMesh ( float border = 1f, float width = 3f, float height = 3f, float marginUV = 1f ) : |
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border | float | |
width | float | |
height | float | |
marginUV | float | |
Résultat |
public static GetFibonacciSphereVertices ( int vertexCount = 1, bool randomize = true ) : List |
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vertexCount | int | |
randomize | bool | |
Résultat | List |
public static GetSubdividedIcosahedronVertices ( int subdivisions ) : List |
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subdivisions | int | |
Résultat | List |
public static Icosahedron ( List |
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vertices | List |
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indices | List |
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Résultat | void |
public static PointOnCircle ( float radius, float angleInDegrees, |
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radius | float | |
angleInDegrees | float | |
origin | ||
Résultat |
public static Radius ( float circumference ) : float | ||
circumference | float | |
Résultat | float |
public static Subdivide ( List |
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vectors | List |
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indices | List |
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removeSourceTriangles | bool | |
Résultat | void |