using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 缝合边 /// public class DataSutureSide { /// 关联的边 public readonly DataSide side; /// 关联的缝合数据 public readonly DataSuture suture; /// 缝合边 public DataSutureSide(DataSide side, DataSuture suture) { this.side = side; this.suture = suture; } #region 核心数据 /// 是否反转 public bool isReversal; #endregion #region 次要数据 /// 边最大长度 public float MaxLength => side.length; /// 边缘顶点数据 public DataVertex[] Vertices => side.vertices; /// 设计视图板片位置 public Vector3 PlateDesignPosition => side.plate.designPosition; /// 烘焙视图板片位置 public Vector3 PlateBakingPosition => side.plate.bakingPosition; /// 烘焙视图板片位置 public Vector3 PlateBakingEulerAngles => side.plate.bakingEulerAngles; /// 设计视图顶点位置 public Vector3[] designPositions; /// 设计视图A点位置 public Vector3 DesignPosintA => designPositions[0]; /// 设计视图B点位置 public Vector3 DesignPosintB => designPositions[designPositions.Length - 1]; /// 烘焙视图顶点位置 public Vector3[] bakingPositions; /// 烘焙视图A点位置 public Vector3 BakingPosintA => bakingPositions[0]; /// 烘焙视图B点位置 public Vector3 BakingPosintB => bakingPositions[bakingPositions.Length - 1]; #endregion #region 可视化数据 /// 可视化对象 public ModulePrefab design; /// 可视化对象 public ModulePrefab baking; #endregion }