Mesh¶
More information can be found in the Unity API Reference and maybe in the Unity Manual.
Members¶
Member |
Description |
---|---|
Methods¶
Details¶
-
class
Mesh
¶ -
-
const int
blendShapeCount
¶
-
const bool
isReadable
¶
-
string
name
¶
-
int
subMeshCount
¶
-
array<int>
triangles
¶
-
const int
vertexAttributeCount
¶
-
const int
vertexBufferCount
¶
-
const int
vertexCount
¶
-
void
AddBlendShapeFrame
(string shapeName, float frameWeight, array<Vector3> deltaVertices, array<Vector3> deltaNormals, array<Vector3> deltaTangents)¶
-
void
Clear
()¶
-
void
Clear
(bool keepVertexLayout)¶
-
void
ClearBlendShapes
()¶
-
UInt32
GetBaseVertex
(int submesh)¶
-
int
GetBlendShapeFrameCount
(int shapeIndex)¶
-
float
GetBlendShapeFrameWeight
(int shapeIndex, int frameIndex)¶
-
void
GetBlendShapeFrameVertices
(int shapeIndex, int frameIndex, array<Vector3> deltaVertices, array<Vector3> deltaNormals, array<Vector3> deltaTangents)¶
-
int
GetBlendShapeIndex
(string blendShapeName)¶
-
string
GetBlendShapeName
(int shapeIndex)¶
-
array<Byte>
GetBonesPerVertex
()¶
-
int
GetHashCode
()¶
-
UInt32
GetIndexCount
(int submesh)¶
-
UInt32
GetIndexStart
(int submesh)¶
-
array<int>
GetIndices
(int submesh)¶
-
array<int>
GetIndices
(int submesh, bool applyBaseVertex)¶
-
void
GetIndices
(array<int> indices, int submesh)¶
-
void
GetIndices
(array<int> indices, int submesh, bool applyBaseVertex)¶
-
array<int>
GetTriangles
(int submesh)¶
-
array<int>
GetTriangles
(int submesh, bool applyBaseVertex)¶
-
void
GetTriangles
(array<int> triangles, int submesh)¶
-
void
GetTriangles
(array<int> triangles, int submesh, bool applyBaseVertex)¶
-
float
GetUVDistributionMetric
(int uvSetIndex)¶
-
void
MarkDynamic
()¶
-
void
MarkModified
()¶
-
void
Optimize
()¶
-
void
OptimizeIndexBuffers
()¶
-
void
OptimizeReorderVertexBuffer
()¶
-
void
RecalculateBounds
()¶
-
void
RecalculateNormals
()¶
-
void
RecalculateTangents
()¶
-
void
RecalculateUVDistributionMetric
(int uvSetIndex, float uvAreaThreshold)¶
-
void
RecalculateUVDistributionMetrics
(float uvAreaThreshold)¶
-
void
SetColors
(array<Color> inColors)
-
void
SetColors
(array<Color> inColors, int start, int length)
-
void
SetNormals
(array<Vector3> inNormals)
-
void
SetNormals
(array<Vector3> inNormals, int start, int length)
-
void
SetTangents
(array<Vector4> inTangents)
-
void
SetTangents
(array<Vector4> inTangents, int start, int length)
-
void
SetTriangles
(array<int> triangles, int submesh)¶
-
void
SetTriangles
(array<int> triangles, int submesh)
-
void
SetTriangles
(array<int> triangles, int submesh, bool calculateBounds)
-
void
SetTriangles
(array<int> triangles, int submesh, bool calculateBounds)¶
-
void
SetTriangles
(array<int> triangles, int submesh, bool calculateBounds, int baseVertex)
-
void
SetTriangles
(array<UInt16> triangles, int submesh, bool calculateBounds, int baseVertex)
-
void
SetTriangles
(array<int> triangles, int submesh, bool calculateBounds, int baseVertex)
-
void
SetTriangles
(array<int> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds, int baseVertex)
-
void
SetTriangles
(array<UInt16> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds, int baseVertex)¶
-
void
SetTriangles
(array<int> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds, int baseVertex)¶
-
void
SetUVs
(int channel, array<Vector2> uvs)
-
void
SetUVs
(int channel, array<Vector2> uvs, int start, int length)
-
void
SetVertices
(array<Vector3> inVertices)
-
void
SetVertices
(array<Vector3> inVertices, int start, int length)
-
string
ToString
()¶
-
void
UploadMeshData
(bool markNoLongerReadable)¶
-
const int