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Create a Unity mesh from given bounds
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public Mesh CreateMeshFromBounds(Vector3 center, Vector3 extends) { | |
var xm_ym_zm = new Vector3(center.x - extends.x, center.y - extends.y, center.z - extends.z); | |
var xp_ym_zm = new Vector3(center.x + extends.x, center.y - extends.y, center.z - extends.z); | |
var xm_yp_zm = new Vector3(center.x - extends.x, center.y + extends.y, center.z - extends.z); | |
var xp_yp_zm = new Vector3(center.x + extends.x, center.y + extends.y, center.z - extends.z); | |
var xm_ym_zp = new Vector3(center.x - extends.x, center.y - extends.y, center.z + extends.z); | |
var xp_ym_zp = new Vector3(center.x + extends.x, center.y - extends.y, center.z + extends.z); | |
var xm_yp_zp = new Vector3(center.x - extends.x, center.y + extends.y, center.z + extends.z); | |
var xp_yp_zp = new Vector3(center.x + extends.x, center.y + extends.y, center.z + extends.z); | |
Vector3[] vertices = new Vector3[] { | |
xm_ym_zm, | |
xp_ym_zm, | |
xm_yp_zm, | |
xp_yp_zm, | |
xm_ym_zp, | |
xp_ym_zp, | |
xm_yp_zp, | |
xp_yp_zp | |
}; | |
int[] indices = new int[] { | |
0, 4, 2, | |
2, 4, 6, | |
1, 3, 5, | |
3, 7, 5, | |
0, 1, 4, | |
1, 5, 4, | |
2, 6, 3, | |
3, 6, 7, | |
0, 2, 1, | |
1, 2, 3, | |
4, 5, 6, | |
5, 7, 6 | |
}; | |
var mesh = new Mesh(); | |
mesh.vertices = vertices; | |
mesh.triangles = indices; | |
return mesh; | |
} |
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