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using System.Collections.Generic;
using UnityEngine;
namespace Leap.Unity.MeshGen {
static class GeneratorExtensions {
public static void AddTri(this List<int> indices, int idx1, int idx2, int idx3, bool flipFacing = false) {
if (flipFacing) {
int temp = idx2;
idx2 = idx3;
idx3 = temp;
}
indices.Add(idx1); indices.Add(idx2); indices.Add(idx3);
}
public static void AddTri(this List<int> indices, int vertexOffset, int idx1, int idx2, int idx3, bool flipFacing = false) {
indices.AddTri(vertexOffset + idx1, vertexOffset + idx2, vertexOffset + idx3, flipFacing);
}
public static void AddVert(this List<Vector3> verts, float x, float y, float z) {
verts.Add(new Vector3(x, y, z));
}
public static void AddQuad(this List<int> indices,
int idx0, int idx1, int idx2, int idx3,
bool flipFacing = false) {
indices.AddTri(idx0, idx1, idx2, flipFacing);
indices.AddTri(idx0, idx2, idx3, flipFacing);
}
public static void AddQuad(this List<int> indices,
int vertexOffset,
int idx0, int idx1, int idx2, int idx3,
bool flipFacing = false) {
indices.AddTri(idx0 + vertexOffset, idx1 + vertexOffset, idx2 + vertexOffset, flipFacing);
indices.AddTri(idx0 + vertexOffset, idx2 + vertexOffset, idx3 + vertexOffset, flipFacing);
}
}
}