Zdexby TheHolyOneZ
42,628 classes
Class

AppendElements

: Object
UnityEngine.ProBuilder.MeshOperations.AppendElements, Unity.ProBuilder 0x0010 (16 B) inherited 0x0010 Unity.ProBuilder.dll
0x00x0010

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 21

SignatureFlagsNativeParams
Face AppendFace(ProBuilderMesh mesh, const Vector3[]& positions, const Color[]& colors, const Vector2[]& uv0s, const Vector4[]& uv2s, const Vector4[]& uv3s, Face face, const int[]& common)Static+1 flags0x08
Face[] AppendFaces(ProBuilderMesh mesh, const Vector3[][]& positions, const Color[][]& colors, const Vector2[][]& uvs, const Face[]& faces, const Int32[][]& shared)PublicStatic0x08
Face CreatePolygon(ProBuilderMesh mesh, IList<System.Int32> indexes, bool unordered)PublicStatic0x08
Face CreatePolygonWithHole(ProBuilderMesh mesh, IList<System.Int32> indexes, IList<System.Collections.Generic.IList<System.Int32>> holes)PublicStatic0x08
ActionResult CreateShapeFromPolygon(PolyShape poly)PublicStatic0x08
void ClearAndRefreshMesh(ProBuilderMesh mesh)Static+1 flags0x08
ActionResult CreateShapeFromPolygon(ProBuilderMesh mesh, IList<UnityEngine.Vector3> points, float extrude, bool flipNormals)PublicStatic0x08
ActionResult CreateShapeFromPolygon(ProBuilderMesh mesh, IList<UnityEngine.Vector3> points, float extrude, bool flipNormals, const Vector3& cameraLookAt, IList<System.Collections.Generic.IList<UnityEngine.Vector3>> holePoints)PublicStatic0x0C
ActionResult CreateShapeFromPolygon(ProBuilderMesh mesh, IList<UnityEngine.Vector3> points, float extrude, bool flipNormals, IList<System.Collections.Generic.IList<UnityEngine.Vector3>> holePoints)PublicStatic0x08
FaceRebuildData FaceWithVertices(List<UnityEngine.ProBuilder.Vertex> vertices, bool unordered)Static+1 flags0x08
FaceRebuildData FaceWithVerticesAndHole(List<UnityEngine.ProBuilder.Vertex> borderVertices, List<System.Collections.Generic.List<UnityEngine.ProBuilder.Vertex>> holes)Static+1 flags0x08
List<UnityEngine.ProBuilder.FaceRebuildData> TentCapWithVertices(List<UnityEngine.ProBuilder.Vertex> path)Static+1 flags0x08
void DuplicateAndFlip(ProBuilderMesh mesh, const Face[]& faces)PublicStatic0x08
Face Bridge(ProBuilderMesh mesh, const Edge& a, const Edge& b, bool allowNonManifoldGeometry)PublicStatic0x08
Face AppendVerticesToFace(ProBuilderMesh mesh, Face face, const Vector3[]& points)PublicStatic0x08
Face AppendVerticesToFace(ProBuilderMesh mesh, Face face, const Vector3[]& points, bool insertOnEdge)PublicStatic0x08
List<UnityEngine.ProBuilder.Edge> AppendVerticesToEdge(ProBuilderMesh mesh, const Edge& edge, int count)PublicStatic0x08
List<UnityEngine.ProBuilder.Edge> AppendVerticesToEdge(ProBuilderMesh mesh, IList<UnityEngine.ProBuilder.Edge> edges, int count)PublicStatic0x08
Face[] InsertVertexInFace(ProBuilderMesh mesh, Face face, const Vector3& point)PublicStatic0x0C
Vertex InsertVertexOnEdge(ProBuilderMesh mesh, const Edge& originalEdge, const Vector3& point)PublicStatic0x0C
Vertex InsertVertexInMesh(ProBuilderMesh mesh, const Vector3& point, const Vector3& normal)PublicStatic0x0C