Game.ArtPipeline.InteriorMappingProcessor+Window
Assembly: Game.ArtPipeline
Namespace: Game.ArtPipeline
Type: class public
Base: System.Object
Code
public class Window
{
private System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Island> m_Islands;
private UnityEngine.Bounds m_Bounds;
private System.Boolean m_Empty;
private UnityEngine.Vector3 <normal>k__BackingField;
private UnityEngine.Vector3 <tangent>k__BackingField;
private UnityEngine.Vector3 <up>k__BackingField;
private UnityEngine.Vector3 <center>k__BackingField;
private System.Single <width>k__BackingField;
private System.Single <height>k__BackingField;
private System.Int32 <room>k__BackingField;
private System.Int32 <roomIndex>k__BackingField;
private System.Int32 <floor>k__BackingField;
public UnityEngine.Vector3 normal { get; private set; }
public UnityEngine.Vector3 tangent { get; private set; }
public UnityEngine.Vector3 up { get; private set; }
public UnityEngine.Vector3 center { get; private set; }
public System.Single width { get; private set; }
public System.Single height { get; private set; }
public System.Int32 room { get; private set; }
public System.Int32 roomIndex { get; set; }
public System.Int32 floor { get; set; }
public UnityEngine.Bounds bounds { get; }
public System.Boolean valid { get; }
public System.Collections.Generic.IEnumerable<Game.ArtPipeline.InteriorMappingProcessor+Triangle> triangles { get; }
public Window();
public System.Boolean AddIsland(Game.ArtPipeline.InteriorMappingProcessor+Island island);
public System.Void CalculateNormalTangent(System.Int32[] indices, UnityEngine.Vector3[] normals, UnityEngine.Vector3[] vertices);
private static System.Int32 DeterimineFace(UnityEngine.Vector3 normal);
public System.Void DetermineRoom(System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Int32[] Indices);
public System.Boolean Merge(Game.ArtPipeline.InteriorMappingProcessor+Window window);
public System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> Split(System.Int32[] indices, UnityEngine.Vector3[] normals);
}
Fields
private System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Island> m_Islands
private System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Island> m_Islands;
private UnityEngine.Bounds m_Bounds
private UnityEngine.Bounds m_Bounds;
private System.Boolean m_Empty
private System.Boolean m_Empty;
private UnityEngine.Vector3 <normal>k__BackingField
private UnityEngine.Vector3 <normal>k__BackingField;
private UnityEngine.Vector3 <tangent>k__BackingField
private UnityEngine.Vector3 <tangent>k__BackingField;
private UnityEngine.Vector3 <up>k__BackingField
private UnityEngine.Vector3 <up>k__BackingField;
private UnityEngine.Vector3 <center>k__BackingField
private UnityEngine.Vector3 <center>k__BackingField;
private System.Single <width>k__BackingField
private System.Single <width>k__BackingField;
private System.Single <height>k__BackingField
private System.Single <height>k__BackingField;
private System.Int32 <room>k__BackingField
private System.Int32 <room>k__BackingField;
private System.Int32 <roomIndex>k__BackingField
private System.Int32 <roomIndex>k__BackingField;
private System.Int32 <floor>k__BackingField
private System.Int32 <floor>k__BackingField;
Properties
public UnityEngine.Vector3 normal { get; private set }
public UnityEngine.Vector3 normal { get; private set; }
public UnityEngine.Vector3 tangent { get; private set }
public UnityEngine.Vector3 tangent { get; private set; }
public UnityEngine.Vector3 up { get; private set }
public UnityEngine.Vector3 up { get; private set; }
public UnityEngine.Vector3 center { get; private set }
public UnityEngine.Vector3 center { get; private set; }
public System.Single width { get; private set }
public System.Single width { get; private set; }
public System.Single height { get; private set }
public System.Single height { get; private set; }
public System.Int32 room { get; private set }
public System.Int32 room { get; private set; }
public System.Int32 roomIndex { get; set }
public System.Int32 roomIndex { get; set; }
public System.Int32 floor { get; set }
public System.Int32 floor { get; set; }
public UnityEngine.Bounds bounds { get }
public UnityEngine.Bounds bounds { get; }
public System.Boolean valid { get }
public System.Boolean valid { get; }
public System.Collections.Generic.IEnumerable<Game.ArtPipeline.InteriorMappingProcessor+Triangle> triangles { get }
public System.Collections.Generic.IEnumerable<Game.ArtPipeline.InteriorMappingProcessor+Triangle> triangles { get; }
Constructors
public Window()
public Window();
Methods
public AddIsland(Game.ArtPipeline.InteriorMappingProcessor+Island island) : System.Boolean
public System.Boolean AddIsland(Game.ArtPipeline.InteriorMappingProcessor+Island island);
public CalculateNormalTangent(System.Int32[] indices, UnityEngine.Vector3[] normals, UnityEngine.Vector3[] vertices) : System.Void
public System.Void CalculateNormalTangent(System.Int32[] indices, UnityEngine.Vector3[] normals, UnityEngine.Vector3[] vertices);
private static DeterimineFace(UnityEngine.Vector3 normal) : System.Int32
private static System.Int32 DeterimineFace(UnityEngine.Vector3 normal);
public DetermineRoom(System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Int32[] Indices) : System.Void
public System.Void DetermineRoom(System.Collections.Generic.List<UnityEngine.Vector4> uvs, System.Int32[] Indices);
public Merge(Game.ArtPipeline.InteriorMappingProcessor+Window window) : System.Boolean
public System.Boolean Merge(Game.ArtPipeline.InteriorMappingProcessor+Window window);
public Split(System.Int32[] indices, UnityEngine.Vector3[] normals) : System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window>
public System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window> Split(System.Int32[] indices, UnityEngine.Vector3[] normals);
Nested types
Game.ArtPipeline.InteriorMappingProcessor+Window+<get_triangles>d__44