UnityEngine.Mesh
class UnityEngine.Mesh
Fields and Properties:
- UnityEngine.Vector2[] uv1
- UnityEngine.Rendering.IndexFormat indexFormat
- int vertexBufferCount
- int blendShapeCount
- UnityEngine.Matrix4x4[] bindposes
- bool isReadable
- int vertexCount
- int subMeshCount
- UnityEngine.Bounds bounds
- UnityEngine.Vector3[] vertices
- UnityEngine.Vector3[] normals
- UnityEngine.Vector4[] tangents
- UnityEngine.Vector2[] uv
- UnityEngine.Vector2[] uv2
- UnityEngine.Vector2[] uv3
- UnityEngine.Vector2[] uv4
- UnityEngine.Vector2[] uv5
- UnityEngine.Vector2[] uv6
- UnityEngine.Vector2[] uv7
- UnityEngine.Vector2[] uv8
- UnityEngine.Color[] colors
- UnityEngine.Color32[] colors32
- int vertexAttributeCount
- int[] triangles
- UnityEngine.BoneWeight[] boneWeights
Constructors:
- UnityEngine.Mesh.New()
Methods:
- void SetIndexBufferParams(int, UnityEngine.Rendering.IndexFormat)
- UnityEngine.Rendering.VertexAttributeDescriptor GetVertexAttribute(int)
- bool HasVertexAttribute(UnityEngine.Rendering.VertexAttribute)
- int GetVertexAttributeDimension(UnityEngine.Rendering.VertexAttribute)
- UnityEngine.Rendering.VertexAttributeFormat GetVertexAttributeFormat(UnityEngine.Rendering.VertexAttribute)
- System.IntPtr GetNativeVertexBufferPtr(int)
- System.IntPtr GetNativeIndexBufferPtr()
- void ClearBlendShapes()
- string GetBlendShapeName(int)
- int GetBlendShapeIndex(string)
- int GetBlendShapeFrameCount(int)
- float GetBlendShapeFrameWeight(int, int)
- void GetBlendShapeFrameVertices(int, int, UnityEngine.Vector3[], UnityEngine.Vector3[], UnityEngine.Vector3[])
- void AddBlendShapeFrame(string, float, UnityEngine.Vector3[], UnityEngine.Vector3[], UnityEngine.Vector3[])
- void SetBoneWeights(
Unity.Collections.NativeArray<byte>
,Unity.Collections.NativeArray<UnityEngine.BoneWeight1>
) Unity.Collections.NativeArray<UnityEngine.BoneWeight1>
GetAllBoneWeights()Unity.Collections.NativeArray<byte>
GetBonesPerVertex()- void SetSubMesh(int, UnityEngine.Rendering.SubMeshDescriptor, UnityEngine.Rendering.MeshUpdateFlags)
- UnityEngine.Rendering.SubMeshDescriptor GetSubMesh(int)
- void MarkModified()
- float GetUVDistributionMetric(int)
- void GetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>
) - void SetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>
) - void SetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>
, int, int) - void SetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetVertices(UnityEngine.Vector3[])
- void SetVertices(UnityEngine.Vector3[], int, int)
- void SetVertices(UnityEngine.Vector3[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void GetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>
) - void SetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>
) - void SetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>
, int, int) - void SetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetNormals(UnityEngine.Vector3[])
- void SetNormals(UnityEngine.Vector3[], int, int)
- void SetNormals(UnityEngine.Vector3[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void GetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>
) - void SetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>
) - void SetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>
, int, int) - void SetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetTangents(UnityEngine.Vector4[])
- void SetTangents(UnityEngine.Vector4[], int, int)
- void SetTangents(UnityEngine.Vector4[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void GetColors(
System.Collections.Generic.List<UnityEngine.Color>
) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color>
) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color>
, int, int) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetColors(UnityEngine.Color[])
- void SetColors(UnityEngine.Color[], int, int)
- void SetColors(UnityEngine.Color[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void GetColors(
System.Collections.Generic.List<UnityEngine.Color32>
) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color32>
) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color32>
, int, int) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color32>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetColors(UnityEngine.Color32[])
- void SetColors(UnityEngine.Color32[], int, int)
- void SetColors(UnityEngine.Color32[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector2>
) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector3>
) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector4>
) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector2>
, int, int) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector2>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector3>
, int, int) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector3>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector4>
, int, int) - void SetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector4>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetUVs(int, UnityEngine.Vector2[])
- void SetUVs(int, UnityEngine.Vector3[])
- void SetUVs(int, UnityEngine.Vector4[])
- void SetUVs(int, UnityEngine.Vector2[], int, int)
- void SetUVs(int, UnityEngine.Vector2[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void SetUVs(int, UnityEngine.Vector3[], int, int)
- void SetUVs(int, UnityEngine.Vector3[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void SetUVs(int, UnityEngine.Vector4[], int, int)
- void SetUVs(int, UnityEngine.Vector4[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void GetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector2>
) - void GetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector3>
) - void GetUVs(int,
System.Collections.Generic.List<UnityEngine.Vector4>
) - UnityEngine.Rendering.VertexAttributeDescriptor[] GetVertexAttributes()
- int GetVertexAttributes(UnityEngine.Rendering.VertexAttributeDescriptor[])
- int GetVertexAttributes(
System.Collections.Generic.List<UnityEngine.Rendering.VertexAttributeDescriptor>
) - void SetVertexBufferParams(int,
Unity.Collections.NativeArray<UnityEngine.Rendering.VertexAttributeDescriptor>
) - (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AcquireReadOnlyMeshData(UnityEngine.Mesh)
- (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AcquireReadOnlyMeshData(UnityEngine.Mesh[])
- (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AcquireReadOnlyMeshData(
System.Collections.Generic.List<UnityEngine.Mesh>
) - (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AllocateWritableMeshData(int)
- (static) void UnityEngine.Mesh.ApplyAndDisposeWritableMeshData(UnityEngine.Mesh.MeshDataArray, UnityEngine.Mesh, UnityEngine.Rendering.MeshUpdateFlags)
- (static) void UnityEngine.Mesh.ApplyAndDisposeWritableMeshData(UnityEngine.Mesh.MeshDataArray, UnityEngine.Mesh[], UnityEngine.Rendering.MeshUpdateFlags)
- (static) void UnityEngine.Mesh.ApplyAndDisposeWritableMeshData(UnityEngine.Mesh.MeshDataArray,
System.Collections.Generic.List<UnityEngine.Mesh>
, UnityEngine.Rendering.MeshUpdateFlags) - int[] GetTriangles(int)
- int[] GetTriangles(int, bool)
- void GetTriangles(
System.Collections.Generic.List<int>
, int) - void GetTriangles(
System.Collections.Generic.List<int>
, int, bool) - void GetTriangles(
System.Collections.Generic.List<ushort>
, int, bool) - int[] GetIndices(int)
- int[] GetIndices(int, bool)
- void GetIndices(
System.Collections.Generic.List<int>
, int) - void GetIndices(
System.Collections.Generic.List<int>
, int, bool) - void GetIndices(
System.Collections.Generic.List<ushort>
, int, bool) - uint GetIndexStart(int)
- uint GetIndexCount(int)
- uint GetBaseVertex(int)
- void SetTriangles(int[], int)
- void SetTriangles(int[], int, bool)
- void SetTriangles(int[], int, bool, int)
- void SetTriangles(int[], int, int, int, bool, int)
- void SetTriangles(ushort[], int, bool, int)
- void SetTriangles(ushort[], int, int, int, bool, int)
- void SetTriangles(
System.Collections.Generic.List<int>
, int) - void SetTriangles(
System.Collections.Generic.List<int>
, int, bool) - void SetTriangles(
System.Collections.Generic.List<int>
, int, bool, int) - void SetTriangles(
System.Collections.Generic.List<int>
, int, int, int, bool, int) - void SetTriangles(
System.Collections.Generic.List<ushort>
, int, bool, int) - void SetTriangles(
System.Collections.Generic.List<ushort>
, int, int, int, bool, int) - void SetIndices(int[], UnityEngine.MeshTopology, int)
- void SetIndices(int[], UnityEngine.MeshTopology, int, bool)
- void SetIndices(int[], UnityEngine.MeshTopology, int, bool, int)
- void SetIndices(int[], int, int, UnityEngine.MeshTopology, int, bool, int)
- void SetIndices(ushort[], UnityEngine.MeshTopology, int, bool, int)
- void SetIndices(ushort[], int, int, UnityEngine.MeshTopology, int, bool, int)
- void SetIndices(
System.Collections.Generic.List<int>
, UnityEngine.MeshTopology, int, bool, int) - void SetIndices(
System.Collections.Generic.List<int>
, int, int, UnityEngine.MeshTopology, int, bool, int) - void SetIndices(
System.Collections.Generic.List<ushort>
, UnityEngine.MeshTopology, int, bool, int) - void SetIndices(
System.Collections.Generic.List<ushort>
, int, int, UnityEngine.MeshTopology, int, bool, int) - void SetSubMeshes(UnityEngine.Rendering.SubMeshDescriptor[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
- void SetSubMeshes(UnityEngine.Rendering.SubMeshDescriptor[], UnityEngine.Rendering.MeshUpdateFlags)
- void SetSubMeshes(
System.Collections.Generic.List<UnityEngine.Rendering.SubMeshDescriptor>
, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetSubMeshes(
System.Collections.Generic.List<UnityEngine.Rendering.SubMeshDescriptor>
, UnityEngine.Rendering.MeshUpdateFlags) - void GetBindposes(
System.Collections.Generic.List<UnityEngine.Matrix4x4>
) - void GetBoneWeights(
System.Collections.Generic.List<UnityEngine.BoneWeight>
) - void Clear(bool)
- void Clear()
- void RecalculateBounds()
- void RecalculateNormals()
- void RecalculateTangents()
- void RecalculateBounds(UnityEngine.Rendering.MeshUpdateFlags)
- void RecalculateNormals(UnityEngine.Rendering.MeshUpdateFlags)
- void RecalculateTangents(UnityEngine.Rendering.MeshUpdateFlags)
- void RecalculateUVDistributionMetric(int, float)
- void RecalculateUVDistributionMetrics(float)
- void MarkDynamic()
- void UploadMeshData(bool)
- void Optimize()
- void OptimizeIndexBuffers()
- void OptimizeReorderVertexBuffer()
- UnityEngine.MeshTopology GetTopology(int)
- void CombineMeshes(UnityEngine.CombineInstance[], bool, bool, bool)
- void CombineMeshes(UnityEngine.CombineInstance[], bool, bool)
- void CombineMeshes(UnityEngine.CombineInstance[], bool)
- void CombineMeshes(UnityEngine.CombineInstance[])