Property | Type | Description | |
---|---|---|---|
GetUVs | ReadOnlyCollection |
||
InvalidateCaches | void | ||
InvalidateFaces | void | ||
InvalidateSharedTextureLookup | void | ||
InvalidateSharedVertexLookup | void | ||
SetSharedTextures | void | ||
SetSharedVertices | void |
Method | Description | |
---|---|---|
GetColors ( ) : Color[] |
Get an array of Color values from the mesh.
|
|
GetNormals ( ) : Vector3[] | ||
GetTangents ( ) : Vector4[] |
Get the tangents applied to the mesh, or create and cache them if not yet initialized.
|
|
GetUVs ( int channel, List uvs ) : void |
Copy values in a UV channel to uvs.
|
|
GetVertices ( IList indexes = null ) : UnityEngine.ProBuilder.Vertex[] |
Creates a new array of vertices with values from a @"UnityEngine.ProBuilder.ProBuilderMesh" component.
|
|
HasArrays ( MeshArrays channels ) : bool |
Check if the mesh contains the requested arrays.
|
|
SetUVs ( int channel, List uvs ) : void |
Set the mesh UVs per-channel. Channels 0 and 1 are cast to Vector2, where channels 2 and 3 are kept Vector4. Does not apply to mesh (use Refresh to reflect changes after application). |
|
SetVertices ( IList vertices, bool applyMesh = false ) : void |
Set the vertex element arrays on this mesh.
|
Method | Description | |
---|---|---|
GetUVs ( int channel ) : ReadOnlyCollection |
||
InvalidateCaches ( ) : void | ||
InvalidateFaces ( ) : void | ||
InvalidateSharedTextureLookup ( ) : void | ||
InvalidateSharedVertexLookup ( ) : void | ||
SetSharedTextures ( IEnumerable indexes ) : void | ||
SetSharedVertices ( IEnumerable indexes ) : void |
Set the sharedIndexes array for this mesh with a lookup dictionary.
|
public GetUVs ( int channel, List uvs ) : void | ||
channel | int | The index of the UV channel to fetch values from. The valid range is `{0, 1, 2, 3}`. |
uvs | List | A list that will be cleared and populated with the UVs copied from this mesh. |
return | void |
public GetVertices ( IList indexes = null ) : UnityEngine.ProBuilder.Vertex[] | ||
indexes | IList | An optional list of indexes pointing to the mesh attribute indexes to include in the returned Vertex array. |
return | UnityEngine.ProBuilder.Vertex[] |
public HasArrays ( MeshArrays channels ) : bool | ||
channels | MeshArrays | A flag containing the array types that a ProBuilder mesh stores. |
return | bool |
public SetUVs ( int channel, List uvs ) : void | ||
channel | int | The index of the UV channel to fetch values from. The valid range is `{0, 1, 2, 3}`. |
uvs | List | The new UV values. |
return | void |
public SetVertices ( IList vertices, bool applyMesh = false ) : void | ||
vertices | IList | The new vertex array. |
applyMesh | bool | An optional parameter that will apply elements to the MeshFilter.sharedMesh. Note that this should only be used when the mesh is in its original state, not optimized (meaning it won't affect triangles which can be modified by Optimize). |
return | void |