C# 클래스 TrackBuildRUtil.DynamicMeshGenericMultiMaterialMesh

파일 보기 프로젝트 열기: Alx666/ProjectPhoenix

공개 프로퍼티들

프로퍼티 타입 설명
name string

공개 메소드들

메소드 설명
AddData ( Vector3 verts, Vector2 uvs, int tris, int subMesh ) : void
AddPlane ( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector2 uv0, Vector2 uv1, Vector2 uv2, Vector2 uv3, int subMesh ) : void

Adds the plane to the generic dynamic mesh.

AddPlane ( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector2 minUV, Vector2 maxUV, int subMesh ) : void

Adds the plane to the generic dynamic mesh by specifying min and max UV coords.

AddPlane ( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int subMesh ) : void

Adds the plane to the generic dynamic mesh without specifying UV coords.

AddTri ( Vector3 p0, Vector3 p1, Vector3 p2, int subMesh ) : void
Atlas ( Rect newTextureCoords, TrackBuildRTexture textures ) : void
Atlas ( int modifySubmeshes, Rect newTextureCoords ) : void
Atlas ( int modifySubmeshes, Rect newTextureCoords, TrackBuildRTexture textures ) : void

Atlas the specified modifySubmeshes using newTextureCoords and textures.

Build ( ) : void
Build ( bool calcTangents ) : void
CheckMaxTextureUVs ( TrackBuildRTexture textures ) : void

Checks the Max UV values used in this model for each trackTexture.

Clear ( ) : void
CollapseSubmeshes ( ) : void
DynamicMeshGenericMultiMaterialMesh ( ) : UnityEngine
MaxWorldUvSize ( int submesh ) : Vector2
MinWorldUvSize ( int submesh ) : Vector2
SolveTangents ( ) : void
UseNewMesh ( ) : int
UseNewMesh ( int meshIndex ) : int
this ( int index ) : DynamicMeshGenericMultiMaterial

비공개 메소드들

메소드 설명
CheckMeshSize ( int numberOfNewVerts ) : int

메소드 상세

AddData() 공개 메소드

public AddData ( Vector3 verts, Vector2 uvs, int tris, int subMesh ) : void
verts UnityEngine.Vector3
uvs UnityEngine.Vector2
tris int
subMesh int
리턴 void

AddPlane() 공개 메소드

Adds the plane to the generic dynamic mesh.
public AddPlane ( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector2 uv0, Vector2 uv1, Vector2 uv2, Vector2 uv3, int subMesh ) : void
p0 UnityEngine.Vector3
p1 UnityEngine.Vector3
p2 UnityEngine.Vector3
p3 UnityEngine.Vector3
uv0 UnityEngine.Vector2
uv1 UnityEngine.Vector2
uv2 UnityEngine.Vector2
uv3 UnityEngine.Vector2
subMesh int
리턴 void

AddPlane() 공개 메소드

Adds the plane to the generic dynamic mesh by specifying min and max UV coords.
public AddPlane ( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector2 minUV, Vector2 maxUV, int subMesh ) : void
p0 UnityEngine.Vector3
p1 UnityEngine.Vector3
p2 UnityEngine.Vector3
p3 UnityEngine.Vector3
minUV UnityEngine.Vector2
maxUV UnityEngine.Vector2
subMesh int
리턴 void

AddPlane() 공개 메소드

Adds the plane to the generic dynamic mesh without specifying UV coords.
public AddPlane ( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int subMesh ) : void
p0 UnityEngine.Vector3
p1 UnityEngine.Vector3
p2 UnityEngine.Vector3
p3 UnityEngine.Vector3
subMesh int
리턴 void

AddTri() 공개 메소드

public AddTri ( Vector3 p0, Vector3 p1, Vector3 p2, int subMesh ) : void
p0 UnityEngine.Vector3
p1 UnityEngine.Vector3
p2 UnityEngine.Vector3
subMesh int
리턴 void

Atlas() 공개 메소드

public Atlas ( Rect newTextureCoords, TrackBuildRTexture textures ) : void
newTextureCoords UnityEngine.Rect
textures TrackBuildRTexture
리턴 void

Atlas() 공개 메소드

public Atlas ( int modifySubmeshes, Rect newTextureCoords ) : void
modifySubmeshes int
newTextureCoords UnityEngine.Rect
리턴 void

Atlas() 공개 메소드

Atlas the specified modifySubmeshes using newTextureCoords and textures.
public Atlas ( int modifySubmeshes, Rect newTextureCoords, TrackBuildRTexture textures ) : void
modifySubmeshes int
newTextureCoords UnityEngine.Rect
textures TrackBuildRTexture
리턴 void

Build() 공개 메소드

public Build ( ) : void
리턴 void

Build() 공개 메소드

public Build ( bool calcTangents ) : void
calcTangents bool
리턴 void

CheckMaxTextureUVs() 공개 메소드

Checks the Max UV values used in this model for each trackTexture.
public CheckMaxTextureUVs ( TrackBuildRTexture textures ) : void
textures TrackBuildRTexture
리턴 void

Clear() 공개 메소드

public Clear ( ) : void
리턴 void

CollapseSubmeshes() 공개 메소드

public CollapseSubmeshes ( ) : void
리턴 void

DynamicMeshGenericMultiMaterialMesh() 공개 메소드

public DynamicMeshGenericMultiMaterialMesh ( ) : UnityEngine
리턴 UnityEngine

MaxWorldUvSize() 공개 메소드

public MaxWorldUvSize ( int submesh ) : Vector2
submesh int
리턴 UnityEngine.Vector2

MinWorldUvSize() 공개 메소드

public MinWorldUvSize ( int submesh ) : Vector2
submesh int
리턴 UnityEngine.Vector2

SolveTangents() 공개 메소드

public SolveTangents ( ) : void
리턴 void

UseNewMesh() 공개 메소드

public UseNewMesh ( ) : int
리턴 int

UseNewMesh() 공개 메소드

public UseNewMesh ( int meshIndex ) : int
meshIndex int
리턴 int

this() 공개 메소드

public this ( int index ) : DynamicMeshGenericMultiMaterial
index int
리턴 DynamicMeshGenericMultiMaterial

프로퍼티 상세

name 공개적으로 프로퍼티

public string name
리턴 string