public TriangleProcessor(SoftwareTriangle triangle, HardwareMeshProcessor mesh, bool loadColors, bool loadUVs, bool loadNormals)
{
// get color components
var colors = new Vector4[3][];
if (loadColors)
{
int componentCount = mesh.colorComponents.Count;
for (int i = 0; i != colors.Length; ++i)
{
colors[i] = new Vector4[componentCount];
}
for (int i = 0; i != componentCount; ++i)
{
var colorComponent = mesh.colorComponents[i][triangle.Index].Colors;
colors[0][i] = colorComponent[0];
colors[1][i] = colorComponent[1];
colors[2][i] = colorComponent[2];
}
}
// get normal components
var normals = new Vector3[3][];
if (loadNormals)
{
int componentCount = mesh.normalComponents.Count;
for (int i = 0; i != normals.Length; ++i)
{
normals[i] = new Vector3[componentCount];
}
for (int i = 0; i != componentCount; ++i)
{
var normalComponent = mesh.normalComponents[i][triangle.Index].Normals;
normals[0][i] = normalComponent[0];
normals[1][i] = normalComponent[1];
normals[2][i] = normalComponent[2];
}
}
// get uv components
var uvs = new Vector2[3][];
if (loadUVs)
{
int componentCount = mesh.uvComponents.Count;
for (int i = 0; i != uvs.Length; ++i)
{
uvs[i] = new Vector2[componentCount];
}
for (int i = 0; i != componentCount; ++i)
{
var normalComponent = mesh.uvComponents[i][triangle.Index].UVs;
uvs[0][i] = normalComponent[0];
uvs[1][i] = normalComponent[1];
uvs[2][i] = normalComponent[2];
}
}
// add verticies
var vertex1 = new VertexProcessor(triangle.Verticies[0], colors[0], normals[0], uvs[0], mesh);
var vertex2 = new VertexProcessor(triangle.Verticies[1], colors[1], normals[1], uvs[1], mesh);
var vertex3 = new VertexProcessor(triangle.Verticies[2], colors[2], normals[2], uvs[2], mesh);
Verticies = new VertexProcessor[3] {vertex1, vertex2, vertex3};
mesh.Triangles.Add(this);
}