This generates an extruded path.
Public Member Functions | |
MeshBufferExtruded (Transform parent) | |
void | CreateGameObject (Transform parent) |
void | SetMaterial (Material material) |
Sets the material for this mesh. More... | |
int | GetVertCount (VectorPath path, out int triCount) |
Gets the number of verts/tris to use. More... | |
void | AddMesh (VectorPath path, float xOffset, float yOffset, Triangulator triangulator) |
void | PaintColours (Color32 front, Color32 back, Color32 sides) |
void | BuildCube (Vector3 a, Vector3 b, Vector3 c, Vector3 d) |
void | AddPoint (float x, float y) |
void | MoveTo (float x, float y) |
void | SetActive (bool active) |
void | Destroy () |
void | RequireSize (int verts, int tris) |
void | Flush () |
Public Attributes | |
float | XScaleFactor =1f |
A number to scale the mesh by. More... | |
float | YScaleFactor =1f |
A number to scale the mesh by. More... | |
float | XOffset |
A number to offset the mesh by on x. More... | |
float | YOffset |
A number to offset the mesh by on y. More... | |
Mesh | Mesh |
The underlying unity mesh. More... | |
int | TotalVertices |
The total number of verts being used. Note that it's not necessarily the same as Vertices.Length. More... | |
Vector3[] | Vertices |
The computed vertices. More... | |
Color32[] | Colours |
The vertex colour set. More... | |
int[] | Triangles |
Triangle set. More... | |
int | CurrentVertex |
Current vertex progress. More... | |
int | CurrentTriangle |
Current triangle progress. More... | |
float | ExtrudeAmount =0.5f |
bool | Winding =true |
UnityEngine.Color | FrontColor |
The colour of the front face. More... | |
UnityEngine.Color | BackColor |
The colour of the back face. More... | |
UnityEngine.Color | SideColor |
The colour of the sides. More... | |
Package Attributes | |
GameObject | Gameobject |
The gameobject the mesh is attached to. More... | |
Properties | |
float | SampleDistance [get, set] |
Properties inherited from Blaze.PointReceiver | |
float | SampleDistance [get, set] |
Private Attributes | |
bool | CloseBeforeThis =true |
True if there is a close before the current node. More... | |
bool | IsClosing |
Is the current rendering node a close? More... | |
float | CloseX |
The close x coordinate. More... | |
float | CloseY |
The close y coordinate. More... | |
float | PreviousX |
The previous x coordinate. More... | |
float | PreviousY |
The previous y coordinate. More... | |
int | StartIndex |
Vertex index of the "first" tent on a path. More... | |
bool | Moved =true |
True if a MoveTo just occured. More... | |
MoveFromPoint | LatestMoveFrom |
The stack of non-closed MoveTo nodes. More... | |
float | CurrentAccuracy |
The current curve sampling accuracy. More... | |
Triangulator | Triangulator =null |
TriangulationVertex | FirstInContour |
TriangulationVertex | LastInContour |
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Implements Blaze.PointReceiver.
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Gets the number of verts/tris to use.
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Implements Blaze.PointReceiver.
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Sets the material for this mesh.
UnityEngine.Color Blaze.MeshBufferExtruded.BackColor |
The colour of the back face.
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True if there is a close before the current node.
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The close x coordinate.
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The close y coordinate.
Color32 [] Blaze.MeshBufferExtruded.Colours |
The vertex colour set.
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The current curve sampling accuracy.
int Blaze.MeshBufferExtruded.CurrentTriangle |
Current triangle progress.
int Blaze.MeshBufferExtruded.CurrentVertex |
Current vertex progress.
float Blaze.MeshBufferExtruded.ExtrudeAmount =0.5f |
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UnityEngine.Color Blaze.MeshBufferExtruded.FrontColor |
The colour of the front face.
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The gameobject the mesh is attached to.
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Is the current rendering node a close?
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The stack of non-closed MoveTo nodes.
Mesh Blaze.MeshBufferExtruded.Mesh |
The underlying unity mesh.
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True if a MoveTo just occured.
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The previous x coordinate.
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The previous y coordinate.
UnityEngine.Color Blaze.MeshBufferExtruded.SideColor |
The colour of the sides.
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Vertex index of the "first" tent on a path.
int Blaze.MeshBufferExtruded.TotalVertices |
The total number of verts being used. Note that it's not necessarily the same as Vertices.Length.
int [] Blaze.MeshBufferExtruded.Triangles |
Triangle set.
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Vector3 [] Blaze.MeshBufferExtruded.Vertices |
The computed vertices.
bool Blaze.MeshBufferExtruded.Winding =true |
float Blaze.MeshBufferExtruded.XOffset |
A number to offset the mesh by on x.
float Blaze.MeshBufferExtruded.XScaleFactor =1f |
A number to scale the mesh by.
float Blaze.MeshBufferExtruded.YOffset |
A number to offset the mesh by on y.
float Blaze.MeshBufferExtruded.YScaleFactor =1f |
A number to scale the mesh by.
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getset |