class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Object MeshGeometry
public String name<>():String public
public List<Vector3> vertices<>():List<Vector3> public
public List<int> indices<>():List<int> public
public List<Vector3> normals<>():List<Vector3> public
public List<Vector2> uvs<>():List<Vector2> public
public List<Vector2> uv2s<>():List<Vector2> public
public List<Color> colors<>():List<Color> public
public float lodEdgeLength<>():float public
public List<CustomMeshAttributeList> customMeshAttributes<>():List<CustomMeshAttributeList> public
public MeshGeometry MeshGeometry<>( bool normals=, normals:bool=, bool uvs=, uvs:bool=, bool colors=, colors:bool=, bool uvs2=, uvs2:bool=, ):MeshGeometry public
public MeshGeometry MeshGeometry<>( String name=, name:String=, bool normals=, normals:bool=, bool uvs=, uvs:bool=, bool colors=, colors:bool=, bool uvs2=, uvs2:bool=, ):MeshGeometry public
public int get_numVertices<>():int public
public int get_numNormals<>():int public
public int get_numUVs<>():int public
public int get_numUV2s<>():int public
public int get_numColors<>():int public
public int get_numTriangles<>():int public
static public MeshGeometry From<>( MeshInstance3D meshInstance3D=, meshInstance3D:MeshInstance3D=, ):MeshGeometry static public
static public MeshGeometry CreateWithSurfaceTool<>( Mesh mesh=, mesh:Mesh=, Nullable<Transform3D> trsf=, trsf:Nullable<Transform3D>=, int index=, index:int=, ):MeshGeometry static public
static public MeshGeometry From<>( Mesh mesh=, mesh:Mesh=, Nullable<Transform3D> trsf=, trsf:Nullable<Transform3D>=, int index=, index:int=, ):MeshGeometry static public
public Void EnsureIndices<>():Void public
static public MeshGeometry From<>( ArrayMesh mesh=, mesh:ArrayMesh=, Nullable<Transform3D> trsf=, trsf:Nullable<Transform3D>=, int index=, index:int=, ):MeshGeometry static public
public Void ApplyTransform<>( Vector3 translation=, translation:Vector3=, Quaternion rotation=, rotation:Quaternion=, Vector3 scale=, scale:Vector3=, int start=, start:int=, int length=, length:int=, ):Void public
public Void ApplyScale<>( float scale=, scale:float=, int start=, start:int=, int length=, length:int=, ):Void public
public Void ApplyTranslation<>( Vector3 translation=, translation:Vector3=, int start=, start:int=, int length=, length:int=, ):Void public
public Void ApplyUVTransform<>( Transform2D transform=, transform:Transform2D=, int start=, start:int=, int length=, length:int=, ):Void public
public Void ApplyTransform<>( Transform3D trsf=, trsf:Transform3D=, int start=, start:int=, int length=, length:int=, ):Void public
public Void ApplyTransformWithPivot<>( Transform3D trsf=, trsf:Transform3D=, Vector3 pivot=, pivot:Vector3=, int start=, start:int=, int length=, length:int=, ):Void public
public Void NormalsLookAt<>( Vector3 point=, point:Vector3=, float amount=, amount:float=, ):Void public
public Void BlendNormals<>( Vector3 direction=, direction:Vector3=, float amount=, amount:float=, ):Void public
public Range GetRangeY<>():Range public
public Void BlendNormalsOverY<>( Vector3 direction=, direction:Vector3=, float amount=, amount:float=, float startY=, startY:float=, float endY=, endY:float=, Curve curve=, curve:Curve=, ):Void public
public Void Offset<>( Vector3 offset=, offset:Vector3=, ):Void public
public Void ForEachTriangle<>( System.Action<int,int,int,int> callback=, callback:System.Action<int,int,int,int>=, ):Void public
static public MeshGeometry CreateCapUVFunction<>( Func<Vector2,Pose> uvFunc=, uvFunc:Func<Vector2,Pose>=, int uSegments=, uSegments:int=, bool start=, start:bool=, ):MeshGeometry static public
static public MeshGeometry CreateFromUVFunction<>( Func<Vector2,Pose> uv=, uv:Func<Vector2,Pose>=, int uSegments=, uSegments:int=, int vSegments=, vSegments:int=, bool fullUVQuads=, fullUVQuads:bool=, ):MeshGeometry static public
public MeshGeometry UniqueTriangles<>():MeshGeometry public
public Void SetTriangleUVs<>( int triangleIndex=, triangleIndex:int=, Vector2 uv=, uv:Vector2=, ):Void public
public Void SetTriangleNormal<>( int triangleIndex=, triangleIndex:int=, Vector3 normal=, normal:Vector3=, ):Void public
public Void SetTriangleColor<>( int triangleIndex=, triangleIndex:int=, Color color=, color:Color=, ):Void public
static public MeshGeometry Combine<>( List<MeshGeometry> meshes=, meshes:List<MeshGeometry>=, ):MeshGeometry static public
static public MeshGeometry BillboardQuad<>( float size=, size:float=, ):MeshGeometry static public
public Void Initialize<>( bool normals=, normals:bool=, bool uvs=, uvs:bool=, bool colors=, colors:bool=, bool uvs2=, uvs2:bool=, ):Void public
public Vector3 GetRawNormal<>( int triangleIndex=, triangleIndex:int=, ):Vector3 public
public Void ComputeNormals<>():Void public
public MeshGeometry Clone<>():MeshGeometry public
public Void FlipNormalDirection<>():Void public
public Void AddPoint<>( Vector3 position=, position:Vector3=, Color color=, color:Color=, Vector3 normal=, normal:Vector3=, int normalIndex=, normalIndex:int=, ):Void public
public Void AddPoint<>( Vector3 position=, position:Vector3=, Color color=, color:Color=, Vector3 normal=, normal:Vector3=, int normalIndex=, normalIndex:int=, Vector2 uv=, uv:Vector2=, int uvIndex=, uvIndex:int=, ):Void public
public Void AddPoint<>( Vector3 position=, position:Vector3=, Vector3 normal=, normal:Vector3=, int normalIndex=, normalIndex:int=, Vector2 uv=, uv:Vector2=, int uvIndex=, uvIndex:int=, ):Void public
public Void Add<>( MeshGeometry sourceGeometry=, sourceGeometry:MeshGeometry=, Nullable<Transform3D> optionalTransform=, optionalTransform:Nullable<Transform3D>=, List<int> indicesTarget=, indicesTarget:List<int>=, ):Void public
public Void AddTriangle<>( int a=, a:int=, int b=, b:int=, int c=, c:int=, bool flip=, flip:bool=, ):Void public
public Void AddTriangle<>( Vector3 va=, va:Vector3=, Vector3 vb=, vb:Vector3=, Vector3 vc=, vc:Vector3=, Vector3 na=, na:Vector3=, Vector3 nb=, nb:Vector3=, Vector3 nc=, nc:Vector3=, Vector2 uva=, uva:Vector2=, Vector2 uvb=, uvb:Vector2=, Vector2 uvc=, uvc:Vector2=, ):Void public
public Void AddTriangle<>( Vector3 va=, va:Vector3=, Vector3 vb=, vb:Vector3=, Vector3 vc=, vc:Vector3=, Vector2 uva=, uva:Vector2=, Vector2 uvb=, uvb:Vector2=, Vector2 uvc=, uvc:Vector2=, ):Void public
public Void AddTriangle<>( Vector3 va=, va:Vector3=, Vector3 vb=, vb:Vector3=, Vector3 vc=, vc:Vector3=, ):Void public
public Void AddQuad<>( VertexAttributes a=, a:VertexAttributes=, VertexAttributes b=, b:VertexAttributes=, VertexAttributes c=, c:VertexAttributes=, VertexAttributes d=, d:VertexAttributes=, ):Void public
public Void AddQuad<>( Vector3 va=, va:Vector3=, Vector3 vb=, vb:Vector3=, Vector3 vc=, vc:Vector3=, Vector3 vd=, vd:Vector3=, Vector3 na=, na:Vector3=, Vector3 nb=, nb:Vector3=, Vector3 nc=, nc:Vector3=, Vector3 nd=, nd:Vector3=, Vector2 uva=, uva:Vector2=, Vector2 uvb=, uvb:Vector2=, Vector2 uvc=, uvc:Vector2=, Vector2 uvd=, uvd:Vector2=, ):Void public
public Void AddQuad<>( Quaternion rotation=, rotation:Quaternion=, float size=, size:float=, Box2 rectangle=, rectangle:Box2=, ):Void public
public Void DuplicateRange<>( int verticesStart=, verticesStart:int=, int verticesLength=, verticesLength:int=, int indexStart=, indexStart:int=, int indicesLength=, indicesLength:int=, ):Void public
public Void AddQuadWithCustomDivisions<>( Quaternion rotation=, rotation:Quaternion=, float size=, size:float=, Vector2 uv00=, uv00:Vector2=, Vector2 uv11=, uv11:Vector2=, List<float> uDivisions=, uDivisions:List<float>=, List<float> vDivisions=, vDivisions:List<float>=, ):Void public
public Void AddQuadSubdivided<>( Quaternion rotation=, rotation:Quaternion=, float size=, size:float=, Vector2 uv00=, uv00:Vector2=, Vector2 uv11=, uv11:Vector2=, int uDivisions=, uDivisions:int=, int vDivisions=, vDivisions:int=, ):Void public
public Void AddQuad<>( Quaternion rotation=, rotation:Quaternion=, float size=, size:float=, Vector2 uv00=, uv00:Vector2=, Vector2 uv11=, uv11:Vector2=, ):Void public
public Void AddQuad<>( Quaternion rotation=, rotation:Quaternion=, float size=, size:float=, Vector2 uv00=, uv00:Vector2=, Vector2 uv11=, uv11:Vector2=, Vector3 offset=, offset:Vector3=, ):Void public
public Void AddQuad<>( int lt=, lt:int=, int rt=, rt:int=, int lb=, lb:int=, int rb=, rb:int=, bool flip=, flip:bool=, ):Void public
public Void AddQuad<>( Vector3 va=, va:Vector3=, Vector3 vb=, vb:Vector3=, Vector3 vc=, vc:Vector3=, Vector3 vd=, vd:Vector3=, Vector2 uva=, uva:Vector2=, Vector2 uvb=, uvb:Vector2=, Vector2 uvc=, uvc:Vector2=, Vector2 uvd=, uvd:Vector2=, ):Void public
public Void AddQuad<>( Vector3 va=, va:Vector3=, Vector3 vb=, vb:Vector3=, Vector3 vc=, vc:Vector3=, Vector3 vd=, vd:Vector3=, ):Void public
public Void AddQuad<>( Vector3 offset=, offset:Vector3=, float size=, size:float=, ):Void public
public Void AddConvex2<>( Convex2 convex=, convex:Convex2=, ):Void public
public Void Turbulence<>( float amount=, amount:float=, Vector3 noiseScale=, noiseScale:Vector3=, Vector3 noiseOffset=, noiseOffset:Vector3=, ):Void public
public Void RemapX<>( Curve curve=, curve:Curve=, ):Void public
public Void RemapY<>( Curve curve=, curve:Curve=, ):Void public
public Void RemapZ<>( Curve curve=, curve:Curve=, ):Void public
public Void ScaleXForY<>( Curve curve=, curve:Curve=, ):Void public
public Void ScaleZForY<>( Curve curve=, curve:Curve=, ):Void public
public Void ScaleXZForY<>( Curve curve=, curve:Curve=, ):Void public
public Void CenterMesh<>( bool onX=, onX:bool=, bool onY=, onY:bool=, bool onZ=, onZ:bool=, Box3 centerCalcluationBox=, centerCalcluationBox:Box3=, ):Void public
public Void SmoothNormals<>():Void public
static public ArrayMesh GenerateLODMesh<>( List<MeshGeometry> mgs=, mgs:List<MeshGeometry>=, PrimitiveType type=, type:PrimitiveType=, ArrayMesh arrayMesh=, arrayMesh:ArrayMesh=, bool generateTangents=, generateTangents:bool=, LODLerpingData lerpingData=, lerpingData:LODLerpingData=, ):ArrayMesh static public
static public ArrayMesh GeneratePointsLODMesh<>( List<MeshGeometry> mgs=, mgs:List<MeshGeometry>=, LODLerpingData lerpingData=, lerpingData:LODLerpingData=, bool generateTangents=, generateTangents:bool=, ):ArrayMesh static public
static public ArrayMesh GenerateLinesLODMesh<>( List<MeshGeometry> mgs=, mgs:List<MeshGeometry>=, LODLerpingData lerpingData=, lerpingData:LODLerpingData=, bool generateTangents=, generateTangents:bool=, ):ArrayMesh static public
static public ArrayMesh GenerateTrianglesLODMesh<>( List<MeshGeometry> mgs=, mgs:List<MeshGeometry>=, LODLerpingData lerpingData=, lerpingData:LODLerpingData=, bool generateTangents=, generateTangents:bool=, ):ArrayMesh static public
public MeshGeometry Apply<>( X_MeshGeometryModifierResource[] modifiers=, modifiers:X_MeshGeometryModifierResource[]=, ):MeshGeometry public
public Void SetColor<>( Color color=, color:Color=, ):Void public
public ArrayMesh GenerateMesh<>( PrimitiveType type=, type:PrimitiveType=, ArrayMesh arrayMesh=, arrayMesh:ArrayMesh=, bool generateTangents=, generateTangents:bool=, List<MeshGeometry> lods=, lods:List<MeshGeometry>=, LODLerpingData lerpingData=, lerpingData:LODLerpingData=, ):ArrayMesh public



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