terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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VertexHelper.cs
Go to the documentation of this file.
1using System;
4
5namespace UnityEngine.UI
6{
7 // Token: 0x0200007F RID: 127
8 public class VertexHelper : IDisposable
9 {
10 // Token: 0x0600050E RID: 1294 RVA: 0x0000FD58 File Offset: 0x0000DF58
11 public VertexHelper()
12 {
13 }
14
15 // Token: 0x0600050F RID: 1295 RVA: 0x0000FD6C File Offset: 0x0000DF6C
17 {
19 List<Vector3> positions = this.m_Positions;
20 Vector3[] vertices = m.vertices;
21 List<Color32> colors = this.m_Colors;
22 Color32[] colors2 = m.colors32;
27 List<Vector3> normals = this.m_Normals;
28 Vector3[] normals2 = m.normals;
29 List<Vector4> tangents = this.m_Tangents;
30 Vector4[] tangents2 = m.tangents;
31 List<int> indices = this.m_Indices;
32 long num = 0L;
33 int[] indices2 = m.GetIndices((int)num);
34 }
35
36 // Token: 0x06000510 RID: 1296 RVA: 0x00002207 File Offset: 0x00000407
38 {
39 throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
40 }
41
42 // Token: 0x06000511 RID: 1297 RVA: 0x0000FDF8 File Offset: 0x0000DFF8
43 public void Dispose()
44 {
45 if (this.m_ListsInitalized)
46 {
47 List<Vector3> positions = this.m_Positions;
48 List<Color32> colors = this.m_Colors;
53 List<Vector3> normals = this.m_Normals;
54 List<Vector4> tangents = this.m_Tangents;
55 List<int> indices = this.m_Indices;
56 }
57 }
58
59 // Token: 0x06000512 RID: 1298 RVA: 0x0000FE54 File Offset: 0x0000E054
60 public void Clear()
61 {
62 if (this.m_ListsInitalized)
63 {
64 List<Vector3> positions = this.m_Positions;
65 int version = positions._version;
66 positions._syncRoot = version;
67 List<Color32> colors = this.m_Colors;
68 int version2 = colors._version;
71 int version3 = uv0S._version;
74 int version4 = uv1S._version;
77 int version5 = uv2S._version;
80 int version6 = uv3S._version;
82 List<Vector3> normals = this.m_Normals;
83 int version7 = normals._version;
85 List<Vector4> tangents = this.m_Tangents;
86 int version8 = tangents._version;
88 List<int> indices = this.m_Indices;
89 int version9 = indices._version;
91 }
92 }
93
94 // Token: 0x17000152 RID: 338
95 // (get) Token: 0x06000513 RID: 1299 RVA: 0x0000FF4C File Offset: 0x0000E14C
97 {
98 get
99 {
100 List<Vector3> positions = this.m_Positions;
101 if (positions != null)
102 {
103 return positions._size;
104 }
105 }
106 }
107
108 // Token: 0x17000153 RID: 339
109 // (get) Token: 0x06000514 RID: 1300 RVA: 0x0000FF6C File Offset: 0x0000E16C
111 {
112 get
113 {
114 List<int> indices = this.m_Indices;
115 if (indices != null)
116 {
117 return indices._size;
118 }
119 }
120 }
121
122 // Token: 0x06000515 RID: 1301 RVA: 0x0000FF8C File Offset: 0x0000E18C
123 public void PopulateUIVertex(UIVertex vertex, int i)
124 {
126 List<Vector3> positions = this.m_Positions;
127 List<Color32> colors = this.m_Colors;
128 vertex.color = colors;
133 List<Vector3> normals = this.m_Normals;
134 List<Vector4> tangents = this.m_Tangents;
135 }
136
137 // Token: 0x06000516 RID: 1302 RVA: 0x0000FFE4 File Offset: 0x0000E1E4
138 public void SetUIVertex(UIVertex vertex, int i)
139 {
141 List<Vector3> positions = this.m_Positions;
142 Vector3 position = vertex.position;
143 List<Color32> colors = this.m_Colors;
144 Color32 color = vertex.color;
146 float x = vertex.uv0.x;
147 float y = vertex.uv0.y;
148 float z = vertex.uv0.z;
149 float w = vertex.uv0.w;
151 float x2 = vertex.uv1.x;
152 float y2 = vertex.uv1.y;
153 float z2 = vertex.uv1.z;
154 float w2 = vertex.uv1.w;
156 float x3 = vertex.uv2.x;
157 float y3 = vertex.uv2.y;
158 float z3 = vertex.uv2.z;
159 float w3 = vertex.uv2.w;
161 float x4 = vertex.uv3.x;
162 float y4 = vertex.uv3.y;
163 float z4 = vertex.uv3.z;
164 float w4 = vertex.uv3.w;
165 List<Vector3> normals = this.m_Normals;
166 float x5 = vertex.normal.x;
167 float y5 = vertex.normal.y;
168 float z5 = vertex.normal.z;
169 List<Vector4> tangents = this.m_Tangents;
170 float x6 = vertex.tangent.x;
171 float y6 = vertex.tangent.y;
172 float z6 = vertex.tangent.z;
173 float w5 = vertex.tangent.w;
174 }
175
176 // Token: 0x06000517 RID: 1303 RVA: 0x00010170 File Offset: 0x0000E370
177 public void FillMesh(Mesh mesh)
178 {
180 mesh.Clear();
181 List<Vector3> positions = this.m_Positions;
182 int size = positions._size;
183 mesh.SetVertices(positions);
184 List<Color32> colors = this.m_Colors;
185 mesh.SetColors(colors);
187 long num = 0L;
188 mesh.SetUVs((int)num, uv0S);
190 mesh.SetUVs(1, uv1S);
192 mesh.SetUVs(2, uv2S);
194 mesh.SetUVs(3, uv3S);
195 List<Vector3> normals = this.m_Normals;
196 mesh.SetNormals(normals);
197 List<Vector4> tangents = this.m_Tangents;
198 mesh.SetTangents(tangents);
199 List<int> indices = this.m_Indices;
200 long num2 = 0L;
201 mesh.SetTriangles(indices, (int)num2);
202 mesh.RecalculateBounds();
203 }
204
205 // Token: 0x06000518 RID: 1304 RVA: 0x00002207 File Offset: 0x00000407
206 public void AddVert(Vector3 position, Color32 color, Vector4 uv0, Vector4 uv1, Vector4 uv2, Vector4 uv3, Vector3 normal, Vector4 tangent)
207 {
208 throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
209 }
210
211 // Token: 0x06000519 RID: 1305 RVA: 0x00010230 File Offset: 0x0000E430
212 public void AddVert(Vector3 position, Color32 color, Vector4 uv0, Vector4 uv1, Vector3 normal, Vector4 tangent)
213 {
214 }
215
216 // Token: 0x0600051A RID: 1306 RVA: 0x00010240 File Offset: 0x0000E440
217 public void AddVert(Vector3 position, Color32 color, Vector4 uv0)
218 {
219 }
220
221 // Token: 0x0600051B RID: 1307 RVA: 0x00010250 File Offset: 0x0000E450
222 public void AddVert(UIVertex v)
223 {
224 Color32 color = v.color;
225 Vector3 position = v.position;
226 float x = v.uv0.x;
227 float y = v.uv0.y;
228 float z = v.uv0.z;
229 float w = v.uv0.w;
230 float z2 = v.uv1.z;
231 float w2 = v.uv1.w;
232 float y2 = v.uv2.y;
233 float x2 = v.uv3.x;
234 float y3 = v.uv3.y;
235 float w3 = v.uv3.w;
236 float z3 = v.normal.z;
237 float x3 = v.tangent.x;
238 float w4 = v.tangent.w;
239 }
240
241 // Token: 0x0600051C RID: 1308 RVA: 0x00002207 File Offset: 0x00000407
242 public void AddTriangle(int idx0, int idx1, int idx2)
243 {
244 throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
245 }
246
247 // Token: 0x0600051D RID: 1309 RVA: 0x00010314 File Offset: 0x0000E514
248 public void AddUIVertexQuad(UIVertex[] verts)
249 {
250 List<Vector3> positions = this.m_Positions;
251 if (positions != null)
252 {
253 int size = positions._size;
254 return;
255 }
256 object syncRoot = positions._syncRoot;
257 }
258
259 // Token: 0x0600051E RID: 1310 RVA: 0x0001033C File Offset: 0x0000E53C
260 public void AddUIVertexStream(List<UIVertex> verts, List<int> indices)
261 {
263 if (verts != null)
264 {
265 List<Vector3> positions = this.m_Positions;
266 List<Color32> colors = this.m_Colors;
271 List<Vector3> normals = this.m_Normals;
272 List<Vector4> tangents = this.m_Tangents;
273 }
274 if (indices != null)
275 {
277 return;
278 }
279 }
280
281 // Token: 0x0600051F RID: 1311 RVA: 0x0001039C File Offset: 0x0000E59C
283 {
284 if (verts != null)
285 {
287 List<Vector3> positions = this.m_Positions;
288 List<Color32> colors = this.m_Colors;
293 List<Vector3> normals = this.m_Normals;
294 List<Vector4> tangents = this.m_Tangents;
295 List<int> indices = this.m_Indices;
296 }
297 }
298
299 // Token: 0x06000520 RID: 1312 RVA: 0x000103F8 File Offset: 0x0000E5F8
301 {
302 if (stream != null)
303 {
305 List<Vector3> positions = this.m_Positions;
306 List<Color32> colors = this.m_Colors;
311 List<Vector3> normals = this.m_Normals;
312 List<Vector4> tangents = this.m_Tangents;
313 List<int> indices = this.m_Indices;
314 }
315 }
316
317 // Token: 0x06000521 RID: 1313 RVA: 0x00010454 File Offset: 0x0000E654
318 // Note: this type is marked as 'beforefieldinit'.
320 {
321 }
322
323 // Token: 0x0400025E RID: 606
325
326 // Token: 0x0400025F RID: 607
328
329 // Token: 0x04000260 RID: 608
331
332 // Token: 0x04000261 RID: 609
334
335 // Token: 0x04000262 RID: 610
337
338 // Token: 0x04000263 RID: 611
340
341 // Token: 0x04000264 RID: 612
343
344 // Token: 0x04000265 RID: 613
346
347 // Token: 0x04000266 RID: 614
349
350 // Token: 0x04000267 RID: 615
352
353 // Token: 0x04000268 RID: 616
355
356 // Token: 0x04000269 RID: 617
357 private bool m_ListsInitalized;
358 }
359}
class f__AnonymousType0<< Count > j__TPar
void SetUVs(int channel, List< Vector2 > uvs)
Definition Mesh.cs:396
void SetVertices(List< Vector3 > inVertices)
Definition Mesh.cs:324
void SetColors(List< Color32 > inColors)
Definition Mesh.cs:372
void SetTriangles(List< int > triangles, int submesh)
Definition Mesh.cs:524
void RecalculateBounds()
Definition Mesh.cs:566
void Clear([DefaultValue("true")] bool keepVertexLayout)
Definition Mesh.cs:552
void SetTangents(List< Vector4 > inTangents)
Definition Mesh.cs:356
void SetNormals(List< Vector3 > inNormals)
Definition Mesh.cs:340
void PopulateUIVertex(UIVertex vertex, int i)
void GetUIVertexStream(List< UIVertex > stream)
static readonly Vector4 s_DefaultTangent
void AddUIVertexTriangleStream(List< UIVertex > verts)
void AddVert(Vector3 position, Color32 color, Vector4 uv0, Vector4 uv1, Vector4 uv2, Vector4 uv3, Vector3 normal, Vector4 tangent)
void SetUIVertex(UIVertex vertex, int i)
void AddUIVertexQuad(UIVertex[] verts)
void AddVert(Vector3 position, Color32 color, Vector4 uv0, Vector4 uv1, Vector3 normal, Vector4 tangent)
void AddVert(Vector3 position, Color32 color, Vector4 uv0)
void AddUIVertexStream(List< UIVertex > verts, List< int > indices)
void AddTriangle(int idx0, int idx1, int idx2)
static readonly Vector3 s_DefaultNormal