C# Class TreeEditor.TreeGroup

Show file Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Public Properties

Property Type Description
animationEdge float
animationPrimary float
animationSecondary float
childGroupIDs int[]
distributionCurve UnityEngine.AnimationCurve
distributionFrequency int
distributionMode DistributionMode
distributionNodes int
distributionPitch float
distributionPitchCurve UnityEngine.AnimationCurve
distributionScale float
distributionScaleCurve UnityEngine.AnimationCurve
distributionTwirl float
lockFlags int
nodeIDs int[]
parentGroupID int
seed int
showAnimationProps bool
visible bool

Protected Properties

Property Type Description
GenerateBendBillboardNormalFactor float
GenerateBendNormalFactor float
GenerateDoubleSidedGeometry bool

Private Properties

Property Type Description
ComputeOffset float
HasExternalChanges bool

Public Methods

Method Description
BuildAOSpheres ( List aoSpheres ) : void
CanHaveSubGroups ( ) : bool
CheckExternalChanges ( ) : bool
ComputeWindFactor ( TreeNode node, float offset ) : Vector2
GetRadiusAtTime ( TreeNode node, float t, bool includeModifications ) : float
GetRootMatrix ( ) : Matrix4x4
GetRootSpread ( ) : float
Lock ( ) : void
TreeGroup ( ) : System
Unlock ( ) : void
UpdateDistribution ( bool completeUpdate, bool updateSubGroups ) : void
UpdateFrequency ( TreeData owner ) : void
UpdateMatrix ( ) : void
UpdateMesh ( List materials, List verts, List tris, List aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity ) : void
UpdateParameters ( ) : void
UpdateSeed ( ) : void

Protected Methods

Method Description
ComputeAmbientOcclusion ( Vector3 pos, Vector3 nor, List aoSpheres, float aoDensity ) : float
CreateTangent ( TreeNode node, Quaternion rot, Vector3 normal ) : Vector4
GetMaterialIndex ( Material m, List materials, bool tileV ) : int

Private Methods

Method Description
ComputeOffset ( int index, int count, float distributionSum, float distributionStep ) : float
HasExternalChanges ( ) : bool

Method Details

BuildAOSpheres() public method

public BuildAOSpheres ( List aoSpheres ) : void
aoSpheres List
return void

CanHaveSubGroups() public method

public CanHaveSubGroups ( ) : bool
return bool

CheckExternalChanges() public method

public CheckExternalChanges ( ) : bool
return bool

ComputeAmbientOcclusion() protected static method

protected static ComputeAmbientOcclusion ( Vector3 pos, Vector3 nor, List aoSpheres, float aoDensity ) : float
pos Vector3
nor Vector3
aoSpheres List
aoDensity float
return float

ComputeWindFactor() public method

public ComputeWindFactor ( TreeNode node, float offset ) : Vector2
node TreeNode
offset float
return Vector2

CreateTangent() protected static method

protected static CreateTangent ( TreeNode node, Quaternion rot, Vector3 normal ) : Vector4
node TreeNode
rot UnityEngine.Quaternion
normal Vector3
return Vector4

GetMaterialIndex() protected static method

protected static GetMaterialIndex ( Material m, List materials, bool tileV ) : int
m UnityEngine.Material
materials List
tileV bool
return int

GetRadiusAtTime() public method

public GetRadiusAtTime ( TreeNode node, float t, bool includeModifications ) : float
node TreeNode
t float
includeModifications bool
return float

GetRootMatrix() public method

public GetRootMatrix ( ) : Matrix4x4
return UnityEngine.Matrix4x4

GetRootSpread() public method

public GetRootSpread ( ) : float
return float

Lock() public method

public Lock ( ) : void
return void

TreeGroup() public method

public TreeGroup ( ) : System
return System

Unlock() public method

public Unlock ( ) : void
return void

UpdateDistribution() public method

public UpdateDistribution ( bool completeUpdate, bool updateSubGroups ) : void
completeUpdate bool
updateSubGroups bool
return void

UpdateFrequency() public method

public UpdateFrequency ( TreeData owner ) : void
owner TreeData
return void

UpdateMatrix() public method

public UpdateMatrix ( ) : void
return void

UpdateMesh() public method

public UpdateMesh ( List materials, List verts, List tris, List aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity ) : void
materials List
verts List
tris List
aoSpheres List
buildFlags int
adaptiveQuality float
aoDensity float
return void

UpdateParameters() public method

public UpdateParameters ( ) : void
return void

UpdateSeed() public method

public UpdateSeed ( ) : void
return void

Property Details

GenerateBendBillboardNormalFactor protected static property

protected static float GenerateBendBillboardNormalFactor
return float

GenerateBendNormalFactor protected static property

protected static float GenerateBendNormalFactor
return float

GenerateDoubleSidedGeometry protected static property

protected static bool GenerateDoubleSidedGeometry
return bool

animationEdge public property

public float animationEdge
return float

animationPrimary public property

public float animationPrimary
return float

animationSecondary public property

public float animationSecondary
return float

childGroupIDs public property

public int[] childGroupIDs
return int[]

distributionCurve public property

public AnimationCurve,UnityEngine distributionCurve
return UnityEngine.AnimationCurve

distributionFrequency public property

public int distributionFrequency
return int

distributionMode public property

public DistributionMode distributionMode
return DistributionMode

distributionNodes public property

public int distributionNodes
return int

distributionPitch public property

public float distributionPitch
return float

distributionPitchCurve public property

public AnimationCurve,UnityEngine distributionPitchCurve
return UnityEngine.AnimationCurve

distributionScale public property

public float distributionScale
return float

distributionScaleCurve public property

public AnimationCurve,UnityEngine distributionScaleCurve
return UnityEngine.AnimationCurve

distributionTwirl public property

public float distributionTwirl
return float

lockFlags public property

public int lockFlags
return int

nodeIDs public property

public int[] nodeIDs
return int[]

parentGroupID public property

public int parentGroupID
return int

seed public property

public int seed
return int

showAnimationProps public property

public bool showAnimationProps
return bool

visible public property

public bool visible
return bool