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| override int | GetNumObjectsInCombined () |
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| override int | GetNumVerticesFor (GameObject go) |
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| override int | GetNumVerticesFor (int gameObjectID) |
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| override List< GameObject > | GetObjectsInCombined () |
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| override int | GetLightmapIndex () |
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| override bool | CombinedMeshContains (GameObject go) |
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| override void | Apply (MB3_MeshCombiner.GenerateUV2Delegate uv2GenerationMethod) |
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| override void | Apply (bool triangles, bool vertices, bool normals, bool tangents, bool uvs, bool uv2, bool uv3, bool uv4, bool colors, bool bones=false, bool blendShapesFlag=false, MB3_MeshCombiner.GenerateUV2Delegate uv2GenerationMethod=null) |
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| override void | UpdateSkinnedMeshApproximateBounds () |
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| override void | UpdateSkinnedMeshApproximateBoundsFromBones () |
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| override void | UpdateSkinnedMeshApproximateBoundsFromBounds () |
| | Updates the skinned mesh approximate bounds from the bounds of the source objects. More...
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| override void | UpdateGameObjects (GameObject[] gos, bool recalcBounds=true, bool updateVertices=true, bool updateNormals=true, bool updateTangents=true, bool updateUV=false, bool updateUV2=false, bool updateUV3=false, bool updateUV4=false, bool updateColors=false, bool updateSkinningInfo=false) |
| | Updates the data in the combined mesh for meshes that are already in the combined mesh. More...
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| override bool | AddDeleteGameObjects (GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource=true) |
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| override bool | AddDeleteGameObjectsByID (GameObject[] gos, int[] deleteGOinstanceIDs, bool disableRendererInSource=true) |
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| override Dictionary< MBBlendShapeKey, MBBlendShapeValue > | BuildSourceBlendShapeToCombinedIndexMap () |
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| override void | ClearBuffers () |
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| override void | ClearMesh () |
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| override void | DestroyMesh () |
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| override void | DestroyMeshEditor (MB2_EditorMethodsInterface editorMethods) |
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| override void | CheckIntegrity () |
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| delegate void | GenerateUV2Delegate (Mesh m, float hardAngle, float packMargin) |
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| virtual bool | doUV2 () |
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| virtual void | Apply () |
| | Copies Mesh Baker internal data to the mesh. More...
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| abstract void | Apply (GenerateUV2Delegate uv2GenerationMethod) |
| | Copies Mesh Baker internal data to the mesh. More...
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| abstract void | Apply (bool triangles, bool vertices, bool normals, bool tangents, bool uvs, bool uv2, bool uv3, bool uv4, bool colors, bool bones=false, bool blendShapeFlag=false, GenerateUV2Delegate uv2GenerationMethod=null) |
| | Apply the specified triangles, vertices, normals, tangents, uvs, colors, uv1, uv2, bones and uv2GenerationMethod. More...
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This class is an endless mesh.
You don't need to worry about the 65k limit when adding meshes. It is like a List of combined meshes. Internally it manages a collection of MB2_MeshComber objects to which meshes added and deleted as necessary.
Note that this implementation does not attempt to split meshes. Each mesh is added to one of the internal meshes as an atomic unit.
This class is not a Component so it can be instantiated and used like a regular C Sharp class.
| override void DigitalOpus.MB.Core.MB3_MultiMeshCombiner.UpdateGameObjects |
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GameObject [] |
gos, |
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bool |
recalcBounds = true, |
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bool |
updateVertices = true, |
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bool |
updateNormals = true, |
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bool |
updateTangents = true, |
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bool |
updateUV = false, |
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bool |
updateUV2 = false, |
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bool |
updateUV3 = false, |
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bool |
updateUV4 = false, |
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bool |
updateColors = false, |
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bool |
updateSkinningInfo = false |
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) |
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virtual |
Updates the data in the combined mesh for meshes that are already in the combined mesh.
This is faster than adding and removing a mesh and has a much lower memory footprint. This method can only be used if the meshes being updated have the same layout(number of vertices, triangles, submeshes). This is faster than removing and re-adding For efficiency update as few channels as possible. Apply must be called to apply the changes to the combined mesh
Implements DigitalOpus.MB.Core.MB3_MeshCombiner.