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Game.ArtPipeline.InteriorMappingProcessor

Assembly: Game.ArtPipeline
Namespace: Game.ArtPipeline

Type: class public

Base: System.Object

Code

public class InteriorMappingProcessor
{
    public InteriorMappingProcessor();

    public static System.Void BakeInteriorWindows(UnityEngine.Mesh source, System.Int32 submesh, Game.ArtPipeline.InteriorMappingProcessor+BakeMode mode, System.Single floorHeight, System.Single maxWindowDistance);
    public static System.Void BakeInteriorWindows(UnityEngine.Mesh source, System.Int32 submesh, Game.ArtPipeline.InteriorMappingProcessor+BakeMode mode, Game.ArtPipeline.InteriorMappingProcessor+DebugData& debugData, System.Single floorHeight, System.Single maxWindowDistance);
    private static System.Void BakeInteriorWindows_Tangent(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
    private static System.Void BakeInteriorWindows_WindowSpace(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
    private static System.Void BakeInteriorWindows_WindowSpaceOverride(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
    private static System.Void BuildRooms(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> result, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors, System.Single MaxWindowDistance);
    private static System.Void BuildWindows(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Island> islands, System.Int32[] indices, UnityEngine.Vector3[] normals, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> originalUV, System.Single floorHeight);
    private static System.Single ClosestDistance(UnityEngine.Bounds a, UnityEngine.Bounds b);
    private static System.Int32 Encode(System.Int32 Facing, System.Int32 roomId, System.Int32 Index);
    private static System.Void ExtractFloors(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> outFloors, System.Single floorHeight);
    private static System.Void ExtractTriangles(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Triangle> triangles, UnityEngine.Vector3[] vertices, System.Int32[] indices);
    private static UnityEngine.Color32 FromInt(System.Int32 Value);
    private static System.Void GenerateTrianglesAndIslands(UnityEngine.Vector3[] vertices, System.Int32[] indices, System.Collections.Generic.List`1[[Game.ArtPipeline.InteriorMappingProcessor+Triangle, Game.ArtPipeline, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& triangles, System.Collections.Generic.List`1[[Game.ArtPipeline.InteriorMappingProcessor+Island, Game.ArtPipeline, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& islands);
    private static System.Void UpdateUVs(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 Data, System.Int32[] indices, UnityEngine.Color32[] colors, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Collections.Generic.List<UnityEngine.Vector4> windowRotation, UnityEngine.Vector3 tangent, UnityEngine.Vector3 up, UnityEngine.Vector3 normal, UnityEngine.Vector3 center, System.Single width, System.Single height);
    private static System.Void UpdateUVs(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 Data, System.Int32[] indices, UnityEngine.Color32[] colors, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Collections.Generic.List<UnityEngine.Vector3> windowNormals, System.Collections.Generic.List<UnityEngine.Vector4> windowTangents, UnityEngine.Vector3 tangent, UnityEngine.Vector3 up, UnityEngine.Vector3 normal, UnityEngine.Vector3 center, System.Single width, System.Single height);
}

Constructors

  • public InteriorMappingProcessor()
public InteriorMappingProcessor();

Methods

  • public static BakeInteriorWindows(UnityEngine.Mesh source, System.Int32 submesh, Game.ArtPipeline.InteriorMappingProcessor+BakeMode mode, System.Single floorHeight = 3, System.Single maxWindowDistance = 2) : System.Void
public static System.Void BakeInteriorWindows(UnityEngine.Mesh source, System.Int32 submesh, Game.ArtPipeline.InteriorMappingProcessor+BakeMode mode, System.Single floorHeight, System.Single maxWindowDistance);
  • public static BakeInteriorWindows(UnityEngine.Mesh source, System.Int32 submesh, Game.ArtPipeline.InteriorMappingProcessor+BakeMode mode, Game.ArtPipeline.InteriorMappingProcessor+DebugData& debugData, System.Single floorHeight = 3, System.Single maxWindowDistance = 2) : System.Void
public static System.Void BakeInteriorWindows(UnityEngine.Mesh source, System.Int32 submesh, Game.ArtPipeline.InteriorMappingProcessor+BakeMode mode, Game.ArtPipeline.InteriorMappingProcessor+DebugData& debugData, System.Single floorHeight, System.Single maxWindowDistance);
  • private static BakeInteriorWindows_Tangent(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors) : System.Void
private static System.Void BakeInteriorWindows_Tangent(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
  • private static BakeInteriorWindows_WindowSpace(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors) : System.Void
private static System.Void BakeInteriorWindows_WindowSpace(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
  • private static BakeInteriorWindows_WindowSpaceOverride(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors) : System.Void
private static System.Void BakeInteriorWindows_WindowSpaceOverride(UnityEngine.Mesh source, System.Int32 submesh, System.Single floorHeight, System.Single maxWindowDistance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> rooms, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
  • private static BuildRooms(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> result, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors, System.Single MaxWindowDistance) : System.Void
private static System.Void BuildRooms(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Room> result, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors, System.Single MaxWindowDistance);
  • private static BuildWindows(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Island> islands, System.Int32[] indices, UnityEngine.Vector3[] normals, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> originalUV, System.Single floorHeight) : System.Void
private static System.Void BuildWindows(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Island> islands, System.Int32[] indices, UnityEngine.Vector3[] normals, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> originalUV, System.Single floorHeight);
  • private static ClosestDistance(UnityEngine.Bounds a, UnityEngine.Bounds b) : System.Single
private static System.Single ClosestDistance(UnityEngine.Bounds a, UnityEngine.Bounds b);
  • private static Encode(System.Int32 Facing, System.Int32 roomId, System.Int32 Index) : System.Int32
private static System.Int32 Encode(System.Int32 Facing, System.Int32 roomId, System.Int32 Index);
  • private static ExtractFloors(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> outFloors, System.Single floorHeight) : System.Void
private static System.Void ExtractFloors(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> windows, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> outFloors, System.Single floorHeight);
  • private static ExtractTriangles(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Triangle> triangles, UnityEngine.Vector3[] vertices, System.Int32[] indices) : System.Void
private static System.Void ExtractTriangles(System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Triangle> triangles, UnityEngine.Vector3[] vertices, System.Int32[] indices);
  • private static FromInt(System.Int32 Value) : UnityEngine.Color32
private static UnityEngine.Color32 FromInt(System.Int32 Value);
  • private static GenerateTrianglesAndIslands(UnityEngine.Vector3[] vertices, System.Int32[] indices, System.Collections.Generic.List1[[Game.ArtPipeline.InteriorMappingProcessor+Triangle, Game.ArtPipeline, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& triangles, System.Collections.Generic.List1[[Game.ArtPipeline.InteriorMappingProcessor+Island, Game.ArtPipeline, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& islands) : System.Void
private static System.Void GenerateTrianglesAndIslands(UnityEngine.Vector3[] vertices, System.Int32[] indices, System.Collections.Generic.List`1[[Game.ArtPipeline.InteriorMappingProcessor+Triangle, Game.ArtPipeline, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& triangles, System.Collections.Generic.List`1[[Game.ArtPipeline.InteriorMappingProcessor+Island, Game.ArtPipeline, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& islands);
  • private static UpdateUVs(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 Data, System.Int32[] indices, UnityEngine.Color32[] colors, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Collections.Generic.List<UnityEngine.Vector4> windowRotation, UnityEngine.Vector3 tangent, UnityEngine.Vector3 up, UnityEngine.Vector3 normal, UnityEngine.Vector3 center, System.Single width, System.Single height) : System.Void
private static System.Void UpdateUVs(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 Data, System.Int32[] indices, UnityEngine.Color32[] colors, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Collections.Generic.List<UnityEngine.Vector4> windowRotation, UnityEngine.Vector3 tangent, UnityEngine.Vector3 up, UnityEngine.Vector3 normal, UnityEngine.Vector3 center, System.Single width, System.Single height);
  • private static UpdateUVs(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 Data, System.Int32[] indices, UnityEngine.Color32[] colors, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Collections.Generic.List<UnityEngine.Vector3> windowNormals, System.Collections.Generic.List<UnityEngine.Vector4> windowTangents, UnityEngine.Vector3 tangent, UnityEngine.Vector3 up, UnityEngine.Vector3 normal, UnityEngine.Vector3 center, System.Single width, System.Single height) : System.Void
private static System.Void UpdateUVs(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 Data, System.Int32[] indices, UnityEngine.Color32[] colors, UnityEngine.Vector3[] vertices, System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Collections.Generic.List<UnityEngine.Vector3> windowNormals, System.Collections.Generic.List<UnityEngine.Vector4> windowTangents, UnityEngine.Vector3 tangent, UnityEngine.Vector3 up, UnityEngine.Vector3 normal, UnityEngine.Vector3 center, System.Single width, System.Single height);

Nested types

  • Game.ArtPipeline.InteriorMappingProcessor+DebugData
  • Game.ArtPipeline.InteriorMappingProcessor+BakeMode
  • Game.ArtPipeline.InteriorMappingProcessor+Triangle
  • Game.ArtPipeline.InteriorMappingProcessor+Island
  • Game.ArtPipeline.InteriorMappingProcessor+Floor
  • Game.ArtPipeline.InteriorMappingProcessor+RoomFacing
  • Game.ArtPipeline.InteriorMappingProcessor+Room
  • Game.ArtPipeline.InteriorMappingProcessor+Window
  • Game.ArtPipeline.InteriorMappingProcessor+Slice
  • Game.ArtPipeline.InteriorMappingProcessor+ScoredSlice
  • Game.ArtPipeline.InteriorMappingProcessor+<>c