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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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© ROKOROJI ® 2021 rokojori.com
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