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 |