Метод |
Описание |
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Start ( ) : void |
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Update ( ) : void |
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_splitByPlane ( GameObject go, Vector4 planeInLocalSpace, bool destroyOriginal, bool callHandlers = true ) : GameObject[] |
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concatenateHierarchy ( Transform t, List results ) : void |
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createResultObjects ( GameObject go, Sliceable, sliceable, bool forceCloning, Vector4 plane, GameObject &frontObject, GameObject &backObject ) : void |
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determinePresence ( Transform root, Vector4 plane, Transform>.Dictionary &transformByName, bool>.Dictionary &frontPresence, bool>.Dictionary &backPresence ) : void |
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handleHierarchy ( Transform root, bool>.Dictionary presenceByName, Transform>.Dictionary originalsByName ) : void |
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perfectSubset ( TurboList _sourceIndices, TurboList _sourceVertices, TurboList _sourceNormals, TurboList _sourceUVs, TurboList _sourceUV2s, int &targetIndices, TurboList targetVertices, TurboList targetNormals, TurboList targetUVs, TurboList targetUV2s, int &transferTable ) : void |
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releaseMesh ( Mesh m ) : void |
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splitTriangles ( Vector4 plane, int sourceIndices, MeshCache, meshCache, InfillConfiguration infill, TurboList frontIndices, TurboList backIndices ) : void |
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