Game.ArtPipeline.InteriorMappingProcessor+Triangle
Assembly: Game.ArtPipeline
Namespace: Game.ArtPipeline
Type: class public
Base: System.Object
Code
public class Triangle
{
private System.Collections.Generic.HashSet<Game.ArtPipeline.InteriorMappingProcessor+Triangle> m_Neighbours;
private UnityEngine.Bounds <bounds>k__BackingField;
private System.Int32 <startIndex>k__BackingField;
private System.Boolean <added>k__BackingField;
public UnityEngine.Bounds bounds { get; private set; }
public System.Int32 startIndex { get; private set; }
public System.Boolean added { get; set; }
public System.Collections.Generic.IEnumerable<Game.ArtPipeline.InteriorMappingProcessor+Triangle> neighbours { get; }
public Triangle(System.Int32 startIndex, System.Int32[] indices, UnityEngine.Vector3[] vertices);
public System.Void AddNeighbour(Game.ArtPipeline.InteriorMappingProcessor+Triangle tri);
}
Fields
private System.Collections.Generic.HashSet<Game.ArtPipeline.InteriorMappingProcessor+Triangle> m_Neighbours
private System.Collections.Generic.HashSet<Game.ArtPipeline.InteriorMappingProcessor+Triangle> m_Neighbours;
private UnityEngine.Bounds <bounds>k__BackingField
private UnityEngine.Bounds <bounds>k__BackingField;
private System.Int32 <startIndex>k__BackingField
private System.Int32 <startIndex>k__BackingField;
private System.Boolean <added>k__BackingField
private System.Boolean <added>k__BackingField;
Properties
public UnityEngine.Bounds bounds { get; private set }
public UnityEngine.Bounds bounds { get; private set; }
public System.Int32 startIndex { get; private set }
public System.Int32 startIndex { get; private set; }
public System.Boolean added { get; set }
public System.Boolean added { get; set; }
public System.Collections.Generic.IEnumerable<Game.ArtPipeline.InteriorMappingProcessor+Triangle> neighbours { get }
public System.Collections.Generic.IEnumerable<Game.ArtPipeline.InteriorMappingProcessor+Triangle> neighbours { get; }
Constructors
public Triangle(System.Int32 startIndex, System.Int32[] indices, UnityEngine.Vector3[] vertices)
public Triangle(System.Int32 startIndex, System.Int32[] indices, UnityEngine.Vector3[] vertices);
Methods
public AddNeighbour(Game.ArtPipeline.InteriorMappingProcessor+Triangle tri) : System.Void
public System.Void AddNeighbour(Game.ArtPipeline.InteriorMappingProcessor+Triangle tri);
Nested types
Game.ArtPipeline.InteriorMappingProcessor+Triangle+<get_neighbours>d__16