Property | Type | Description | |
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subdivision | int |
Method | Description | |
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addTriangle ( int a, int b, int c ) : void | ||
addVertex ( Vector3 vert, Vector3 norm, Vector2 uv ) : |
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buildMesh ( ) : |
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clear ( ) : void | ||
generateCuboid ( Vector3 size, Vector3 center, Vector2 uvStart, Vector2 uvEnd ) : void |
Creates an axis-aligned cube mesh at the given center point, with the given size dimensions, from the input UV coordinates.
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generateCylinderCap ( Vector3 offset, int faces, float outerRadius, float innerRadius, float height, float startAngle, float endAngle, UVArea area, bool bottomCap ) : void | ||
generatePanelCollider ( Vector3 center, float startAngle, float endAngle, float startY, float height, float bottomRadius, float topRadius, float thickness ) : void | ||
generateQuads ( List |
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generateRadialVerticesCylinderUVs ( Vector3 offset, int faces, float radius, float height, float startAngle, float endAngle, UVArea area, float uvRadius, float yCos, float ySin ) : List |
Generates a ring of vertices using circular UV mapping, where the center of the ring is the center of the UV area. This would be used to generate a partial ring, such as the procedural decoupler Input radius is the radius of the actual ring, uvRadius is the radius to be used for maximal UV bounds (e.g. they will only be different on an inner-ring; where radius=ring radius, and uvRadius = outerRingRadius)
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generateRadialVerticesFlatUVs ( Vector3 offset, int faces, float radius, float height, float startAngle, float endAngle, float v, UVArea area, float yCos, float ySin ) : List |
Used to generate a ring of vertices with the uvMapping appropriate for a cylinder wall (increments in +x)
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generateTriangle ( Vertex a, Vertex b, Vertex c, bool invertFace ) : void | ||
generateTriangleFan ( List |
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generateTriangleFan ( List |
Method | Description | |
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calculateTangents ( ) : Vector4[] | ||
getNorms ( ) : Vector3[] | ||
getTriangles ( ) : int[] | ||
getUVs ( ) : Vector2[] | ||
getVerts ( ) : Vector3[] |
public addTriangle ( int a, int b, int c ) : void | ||
a | int | |
b | int | |
c | int | |
return | void |
public addVertex ( Vector3 vert, Vector3 norm, Vector2 uv ) : |
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vert | Vector3 | |
norm | Vector3 | |
uv | Vector2 | |
return |
public generateCuboid ( Vector3 size, Vector3 center, Vector2 uvStart, Vector2 uvEnd ) : void | ||
size | Vector3 | |
center | Vector3 | |
uvStart | Vector2 | |
uvEnd | Vector2 | |
return | void |
public generateCylinderCap ( Vector3 offset, int faces, float outerRadius, float innerRadius, float height, float startAngle, float endAngle, UVArea area, bool bottomCap ) : void | ||
offset | Vector3 | |
faces | int | |
outerRadius | float | |
innerRadius | float | |
height | float | |
startAngle | float | |
endAngle | float | |
area | UVArea | |
bottomCap | bool | |
return | void |
public generatePanelCollider ( Vector3 center, float startAngle, float endAngle, float startY, float height, float bottomRadius, float topRadius, float thickness ) : void | ||
center | Vector3 | |
startAngle | float | |
endAngle | float | |
startY | float | |
height | float | |
bottomRadius | float | |
topRadius | float | |
thickness | float | |
return | void |
public generateQuads ( List |
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verts1 | List |
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verts2 | List |
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invertFaces | bool | |
return | void |
public generateRadialVerticesCylinderUVs ( Vector3 offset, int faces, float radius, float height, float startAngle, float endAngle, UVArea area, float uvRadius, float yCos, float ySin ) : List |
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offset | Vector3 | |
faces | int | |
radius | float | |
height | float | |
startAngle | float | |
endAngle | float | |
area | UVArea | The UV area to map the UV vertex to. |
uvRadius | float | The radius to be used for the UV area, in case it differs from the radius in use (basically scales the UV area) |
yCos | float | Determines the x/z normal component |
ySin | float | Used directly as the y normal component |
return | List |
public generateRadialVerticesFlatUVs ( Vector3 offset, int faces, float radius, float height, float startAngle, float endAngle, float v, UVArea area, float yCos, float ySin ) : List |
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offset | Vector3 | |
faces | int | |
radius | float | |
height | float | |
startAngle | float | |
endAngle | float | |
v | float | |
area | UVArea | |
yCos | float | |
ySin | float | |
return | List |
public generateTriangle ( Vertex a, Vertex b, Vertex c, bool invertFace ) : void | ||
a | Vertex | |
b | Vertex | |
c | Vertex | |
invertFace | bool | |
return | void |
public generateTriangleFan ( List |
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circ | List |
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centers | List |
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invertFaces | bool | |
return | void |
public generateTriangleFan ( List |
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circ | List |
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cent | Vertex | |
invertFaces | bool | |
return | void |