if(dread[6].ToString = = "True")
{
CheckBox7.Checked = "true";
}
else
{
CheckBox7.Checked = "false";
}
由于Triangulator仅适用于 2D,并且所有点都在同一平面上,因此方法应该是计算基向量或平面的主成分,但我找不到方法。我想将点的维数减少到 2D,以便Triangulator以生成的三角形位于平面上的方式用于它们。
所以我想要的输出只是三角形。
的源代码Triangulator在这里,我的目标是为给定的点创建一个网格,但是正如您看到以下示例代码一样,三角测量仪的输入点应该是二维的:
using UnityEngine;
public class PolygonTester : MonoBehaviour {
void Start () {
// Create Vector2 vertices
Vector2[] vertices2D = new Vector2[] {
new Vector2(0,0),
new Vector2(0,50),
new Vector2(50,50),
new Vector2(50,100)
};
// Use the triangulator to get indices for creating triangles
Triangulator tr = new Triangulator(vertices2D);
int[] indices = tr.Triangulate();
// Create the Vector3 vertices
Vector3[] vertices = new Vector3[vertices2D.Length];
for (int i=0; i<vertices.Length; i++) {
vertices[i] = new Vector3(vertices2D[i].x, vertices2D[i].y, 0);
}
// Create the mesh
Mesh msh = new Mesh();
msh.vertices = vertices;
msh.triangles = indices;
msh.RecalculateNormals();
msh.RecalculateBounds();
// Set up game object with mesh;
gameObject.AddComponent(typeof(MeshRenderer));
MeshFilter filter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
filter.mesh = msh;
}
}
元芳怎么了
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