13 [
NativeHeader(
"Runtime/Graphics/Mesh/MeshScriptBindings.h")]
36 [
FreeFunction(
Name =
"MeshScripting::SetIndexBufferParams", HasExplicitThis =
true, ThrowsException =
true)]
43 [
FreeFunction(
Name =
"MeshScripting::InternalSetIndexBufferDataFromArray", HasExplicitThis =
true, ThrowsException =
true)]
50 [
FreeFunction(
Name =
"MeshScripting::SetVertexBufferParamsFromArray", HasExplicitThis =
true, ThrowsException =
true)]
57 [
FreeFunction(
Name =
"MeshScripting::InternalSetVertexBufferDataFromArray", HasExplicitThis =
true)]
71 [
FreeFunction(
Name =
"SetMeshIndicesFromScript", HasExplicitThis =
true, ThrowsException =
true)]
78 [
FreeFunction(
Name =
"MeshScripting::PrintErrorCantAccessChannel", HasExplicitThis =
true)]
92 [
FreeFunction(
Name =
"SetMeshComponentFromArrayFromScript", HasExplicitThis =
true)]
99 [
FreeFunction(
Name =
"AllocExtractMeshComponentFromScript", HasExplicitThis =
true)]
106 [
FreeFunction(
Name =
"ExtractMeshComponentFromScript", HasExplicitThis =
true)]
144 [
FreeFunction(
Name =
"MeshScripting::SetSubMeshCount", HasExplicitThis =
true)]
152 [
FreeFunction(
"MeshScripting::SetSubMesh", HasExplicitThis =
true, ThrowsException =
true)]
392 Debug.
LogError(
"The uv index is invalid. Must be in the range 0 to 7.");
461 Debug.
LogError(
string.
Format(
"Not allowed to access triangles/indices on mesh '{0}' (isReadable is false; Read/Write must be enabled in import settings)",
name));
601 [
NativeHeader(
"Runtime/Graphics/Mesh/MeshScriptBindings.h")]
class f__AnonymousType0<< Count > j__TPar
static void LogError(object message)
void UploadMeshDataImpl(bool markNoLongerReadable)
void SetTriangles(List< int > triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds=true, int baseVertex=0)
void RecalculateBounds([DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags)
void SetUVs(int channel, List< Vector4 > uvs, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags)
void SetUVs(int channel, List< Vector2 > uvs)
void PrintErrorCantAccessChannel(VertexAttribute ch)
void SetUVs(int channel, List< Vector4 > uvs)
void SetTriangles(List< int > triangles, int submesh, bool calculateBounds)
void SetArrayForChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim, Array values, int arraySize, int valuesStart, int valuesCount, MeshUpdateFlags flags)
static VertexAttribute GetUVChannel(int uvIndex)
void UploadMeshData(bool markNoLongerReadable)
void SetTriangles(List< int > triangles, int submesh, [DefaultValue("true")] bool calculateBounds, [DefaultValue("0")] int baseVertex)
bool CheckCanAccessSubmesh(int submesh, bool errorAboutTriangles)
void SetVertices(List< Vector3 > inVertices)
static void Internal_Create([Writable] Mesh mono)
void SetColors(List< Color32 > inColors)
void SetVertices(List< Vector3 > inVertices, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags)
int[] GetIndices(int submesh)
T[] GetAllocArrayFromChannel< T >(VertexAttribute A_1, VertexAttributeFormat A_2, int A_3)
void SetSubMesh(int index, SubMeshDescriptor desc, MeshUpdateFlags flags=MeshUpdateFlags.Default)
void SetColors(List< Color32 > inColors, int start, int length)
void InternalSetIndexBufferDataFromArray(Array data, int dataStart, int meshBufferStart, int count, int elemSize, MeshUpdateFlags flags)
void SetVertexBufferParamsFromArray(int vertexCount, params VertexAttributeDescriptor[] attributes)
bool CheckCanAccessSubmeshIndices(int submesh)
void SetTangents(List< Vector4 > inTangents, int start, int length)
void SetTriangles(List< int > triangles, int submesh)
bool CheckCanAccessSubmeshTriangles(int submesh)
void RecalculateBoundsImpl(MeshUpdateFlags flags)
void SetSubMesh_Injected(int index, SubMeshDescriptor desc, MeshUpdateFlags flags=MeshUpdateFlags.Default)
void set_bounds_Injected(Bounds value)
void GetUVsImpl< T >(int uvIndex, List< T > uvs, int dim)
int[] GetIndices(int submesh, [DefaultValue("true")] bool applyBaseVertex)
void Clear([DefaultValue("true")] bool keepVertexLayout)
void SetUVs(int channel, List< Vector2 > uvs, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags)
void SetIndicesImpl(int submesh, MeshTopology topology, IndexFormat indicesFormat, Array indices, int arrayStart, int arraySize, bool calculateBounds, int baseVertex)
void SetTangents(List< Vector4 > inTangents)
void SetIndexBufferParams(int indexCount, IndexFormat format)
void SetTangents(List< Vector4 > inTangents, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags)
void GetArrayFromChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim, Array values)
void SetColors(List< Color32 > inColors, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags)
void SetListForChannel< T >(VertexAttribute channel, VertexAttributeFormat format, int dim, List< T > values, int start, int length, MeshUpdateFlags flags)
void SetSizedArrayForChannel(VertexAttribute channel, VertexAttributeFormat format, int dim, Array values, int valuesArrayLength, int valuesStart, int valuesCount, MeshUpdateFlags flags)
void SetNormals(List< Vector3 > inNormals, int start, int length)
Array GetAllocArrayFromChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim)
void SetNormals(List< Vector3 > inNormals)
void SetUvsImpl< T >(int uvIndex, int dim, List< T > uvs, int start, int length, MeshUpdateFlags flags)
void SetUVs(int channel, List< Vector4 > uvs, int start, int length)
int[] GetIndicesImpl(int submesh, bool applyBaseVertex)
void PrintErrorCantAccessIndices()
void SetNormals(List< Vector3 > inNormals, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags)
void SetVertexBufferParams(int vertexCount, params VertexAttributeDescriptor[] attributes)
void GetUVs(int channel, List< Vector4 > uvs)
void SetVertices(List< Vector3 > inVertices, int start, int length)
void ClearImpl(bool keepVertexLayout)
void SetVertexBufferData< T >(T[] data, int dataStart, int meshBufferStart, int count, int stream=0, MeshUpdateFlags flags=MeshUpdateFlags.Default)
void InternalSetVertexBufferDataFromArray(int stream, Array data, int dataStart, int meshBufferStart, int count, int elemSize, MeshUpdateFlags flags)
void SetUVs(int channel, List< Vector2 > uvs, int start, int length)
void SetTrianglesImpl(int submesh, IndexFormat indicesFormat, Array triangles, int trianglesArrayLength, int start, int length, bool calculateBounds, int baseVertex)
bool HasVertexAttribute(VertexAttribute attr)
void SetIndexBufferData< T >(T[] data, int dataStart, int meshBufferStart, int count, MeshUpdateFlags flags=MeshUpdateFlags.Default)
void CheckIndicesArrayRange(int valuesLength, int start, int length)
void GetListForChannel< T >(List< T > buffer, int capacity, VertexAttribute channel, int dim)
static int DefaultDimensionForChannel(VertexAttribute channel)
static Array ExtractArrayFromList(object list)
static bool IsArrayBlittable(Array arr)