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