implements IEquatable`1
0x00x0080
Members 9
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x0C | m_Position | Vector3 | Private | — | |
| 0x10 | m_Color | Color | Private | — | |
| 0x0C | m_Normal | Vector3 | Private | — | |
| 0x10 | m_Tangent | Vector4 | Private | — | |
| 0x08 | m_UV0 | Vector2 | Private | — | |
| 0x08 | m_UV2 | Vector2 | Private | — | |
| 0x10 | m_UV3 | Vector4 | Private | — | |
| 0x10 | m_UV4 | Vector4 | Private | — | |
| 0x04 | m_Attributes | MeshArrays | Private | — | |
| 0x007C | 0x04 | unreflected bytes to end of Vertex | |||
Functions 61
| Signature | Flags | Native | Params |
|---|---|---|---|
| Vector3 get_position() | Public+1 flags | 0x0C | |
| void set_position(const Vector3& value) | Public+1 flags | 0x0C | |
| Color get_color() | Public+1 flags | 0x10 | |
| void set_color(const Color& value) | Public+1 flags | 0x10 | |
| Vector3 get_normal() | Public+1 flags | 0x0C | |
| void set_normal(const Vector3& value) | Public+1 flags | 0x0C | |
| Vector4 get_tangent() | Public+1 flags | 0x10 | |
| void set_tangent(const Vector4& value) | Public+1 flags | 0x10 | |
| Vector2 get_uv0() | Public+1 flags | 0x08 | |
| void set_uv0(const Vector2& value) | Public+1 flags | 0x08 | |
| Vector2 get_uv2() | Public+1 flags | 0x08 | |
| void set_uv2(const Vector2& value) | Public+1 flags | 0x08 | |
| Vector4 get_uv3() | Public+1 flags | 0x10 | |
| void set_uv3(const Vector4& value) | Public+1 flags | 0x10 | |
| Vector4 get_uv4() | Public+1 flags | 0x10 | |
| void set_uv4(const Vector4& value) | Public+1 flags | 0x10 | |
| MeshArrays get_attributes() | 2 flags | 0x04 | |
| bool HasArrays(const MeshArrays& attribute) | Public | 0x04 | |
| bool get_hasPosition() | Private+1 flags | 0x01 | |
| void set_hasPosition(bool value) | Private+1 flags | 0x01 | |
| bool get_hasColor() | Private+1 flags | 0x01 | |
| void set_hasColor(bool value) | Private+1 flags | 0x01 | |
| bool get_hasNormal() | Private+1 flags | 0x01 | |
| void set_hasNormal(bool value) | Private+1 flags | 0x01 | |
| bool get_hasTangent() | Private+1 flags | 0x01 | |
| void set_hasTangent(bool value) | Private+1 flags | 0x01 | |
| bool get_hasUV0() | Private+1 flags | 0x01 | |
| void set_hasUV0(bool value) | Private+1 flags | 0x01 | |
| bool get_hasUV2() | Private+1 flags | 0x01 | |
| void set_hasUV2(bool value) | Private+1 flags | 0x01 | |
| bool get_hasUV3() | Private+1 flags | 0x01 | |
| void set_hasUV3(bool value) | Private+1 flags | 0x01 | |
| bool get_hasUV4() | Private+1 flags | 0x01 | |
| void set_hasUV4(bool value) | Private+1 flags | 0x01 | |
| void .ctor() | Public+1 flags | 0x00 | |
| bool Equals(object obj) | Public+1 flags | 0x08 | |
| bool Equals(Vertex other) | PublicFinal+2 flags | 0x08 | |
| bool Equals(Vertex other, const MeshArrays& mask) | Public | 0x08 | |
| int GetHashCode() | Public+1 flags | 0x04 | |
| void .ctor(Vertex vertex) | Public+1 flags | 0x08 | |
| bool op_Equality(Vertex a, Vertex b) | PublicStatic+1 flags | 0x08 | |
| bool op_Inequality(Vertex a, Vertex b) | PublicStatic+1 flags | 0x08 | |
| Vertex op_Addition(Vertex a, Vertex b) | PublicStatic+1 flags | 0x08 | |
| Vertex Add(Vertex a, Vertex b) | PublicStatic | 0x08 | |
| void Add(Vertex b) | Public | 0x08 | |
| Vertex op_Subtraction(Vertex a, Vertex b) | PublicStatic+1 flags | 0x08 | |
| Vertex Subtract(Vertex a, Vertex b) | PublicStatic | 0x08 | |
| void Subtract(Vertex b) | Public | 0x08 | |
| Vertex op_Multiply(Vertex a, float value) | PublicStatic+1 flags | 0x08 | |
| Vertex Multiply(Vertex a, float value) | PublicStatic | 0x08 | |
| void Multiply(float value) | Public | 0x04 | |
| Vertex op_Division(Vertex a, float value) | PublicStatic+1 flags | 0x08 | |
| Vertex Divide(Vertex a, float value) | PublicStatic | 0x08 | |
| void Divide(float value) | Public | 0x04 | |
| void Normalize() | Public | 0x00 | |
| string ToString(const string& args) | Public | 0x08 | |
| void GetArrays(IList<UnityEngine.ProBuilder.Vertex> vertices, const Vector3[]& position, const Color[]& color, const Vector2[]& uv0, const Vector3[]& normal, const Vector4[]& tangent, const Vector2[]& uv2, List<UnityEngine.Vector4>& uv3, List<UnityEngine.Vector4>& uv4) | PublicStatic | 0x08 | |
| void GetArrays(IList<UnityEngine.ProBuilder.Vertex> vertices, const Vector3[]& position, const Color[]& color, const Vector2[]& uv0, const Vector3[]& normal, const Vector4[]& tangent, const Vector2[]& uv2, List<UnityEngine.Vector4>& uv3, List<UnityEngine.Vector4>& uv4, const MeshArrays& attributes) | PublicStatic | 0x08 | |
| void SetMesh(Mesh mesh, IList<UnityEngine.ProBuilder.Vertex> vertices) | PublicStatic | 0x08 | |
| Vertex Average(IList<UnityEngine.ProBuilder.Vertex> vertices, IList<System.Int32> indexes) | PublicStatic | 0x08 | |
| Vertex Mix(Vertex x, Vertex y, float weight) | PublicStatic | 0x08 |
Used by 30
types with a member, parameter or interface of this type<>c<>c<>cAction`1AppendElementsArraySortHelper`1Dictionary`2EntryEnumeratorEqualityComparer`1Func`2ICollection`1IDictionary`2IEnumerator`1IEqualityComparer`1IEquatable`1IList`1IReadOnlyDictionary`2IReadOnlyList`1KeyCollectionKeyValuePair`2List`1MeshImporterMeshUtilityPredicate`1ProBuilderMeshReadOnlyCollection`1TransformUtilityVertex[]VertexPositioning