Zdexby TheHolyOneZ
42,628 classes
Class

ElementSelection

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

Members 2

OffsetSizeNameTypeFlagsDefault
—0x04k_MaxHoleIterationsintPrivateStatic+1 flags-712369008
0x0CVector3_ZeroVector3PrivateStatic+1 flags—

Functions 28

SignatureFlagsNativeParams
void GetNeighborFaces(ProBuilderMesh mesh, const Edge& edge, List<UnityEngine.ProBuilder.Face> neighborFaces)PublicStatic0x08
List<UnityEngine.ProBuilder.SimpleTuple<UnityEngine.ProBuilder.Face GetNeighborFaces(ProBuilderMesh mesh, const Edge& edge)Static+1 flags0x08
List<UnityEngine.ProBuilder.Face> GetNeighborFaces(ProBuilderMesh mesh, const int[]& indexes)Static+1 flags0x08
Edge[] GetConnectedEdges(ProBuilderMesh mesh, const int[]& indexes)Static+1 flags0x08
IEnumerable<UnityEngine.ProBuilder.Edge> GetPerimeterEdges(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Face> faces)PublicStatic0x08
int[] GetPerimeterEdges(ProBuilderMesh mesh, IList<UnityEngine.ProBuilder.Edge> edges)Static+1 flags0x08
IEnumerable<UnityEngine.ProBuilder.Face> GetPerimeterFaces(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Face> faces)Static+1 flags0x08
int[] GetPerimeterVertices(ProBuilderMesh mesh, const int[]& indexes, const Edge[]& universal_edges_all)Static+1 flags0x08
WingedEdge EdgeRingNext(WingedEdge edge)PrivateStatic0x08
IEnumerable<UnityEngine.ProBuilder.Edge> GetEdgeRing(ProBuilderMesh pb, IEnumerable<UnityEngine.ProBuilder.Edge> edges)Static+1 flags0x08
IEnumerable<UnityEngine.ProBuilder.Edge> GetEdgeRingIterative(ProBuilderMesh pb, IEnumerable<UnityEngine.ProBuilder.Edge> edges)Static+1 flags0x08
bool GetEdgeLoop(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Edge> edges, ref Edge[]& loop)Static+1 flags0x08
bool GetEdgeLoopIterative(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Edge> edges, ref Edge[]& loop)Static+1 flags0x08
bool GetEdgeLoopInternal(WingedEdge start, int startIndex, HashSet<UnityEngine.ProBuilder.EdgeLookup> used)PrivateStatic0x08
void GetEdgeLoopInternalIterative(WingedEdge start, const Edge& edge, HashSet<UnityEngine.ProBuilder.EdgeLookup> used)PrivateStatic0x08
WingedEdge NextSpoke(WingedEdge wing, int pivot, bool opp)PrivateStatic0x08
List<UnityEngine.ProBuilder.WingedEdge> GetSpokes(WingedEdge wing, int sharedIndex, bool allowHoles)Static+1 flags0x08
HashSet<UnityEngine.ProBuilder.Face> GrowSelection(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Face> faces, float maxAngleDiff)PublicStatic0x08
void Flood(WingedEdge wing, HashSet<UnityEngine.ProBuilder.Face> selection)Static+1 flags0x08
void Flood(ProBuilderMesh pb, WingedEdge wing, const Vector3& wingNrm, float maxAngle, HashSet<UnityEngine.ProBuilder.Face> selection)Static+1 flags0x0C
HashSet<UnityEngine.ProBuilder.Face> FloodSelection(ProBuilderMesh mesh, IList<UnityEngine.ProBuilder.Face> faces, float maxAngleDiff)PublicStatic0x08
HashSet<UnityEngine.ProBuilder.Face> GetFaceLoop(ProBuilderMesh mesh, const Face[]& faces, bool ring)PublicStatic0x08
HashSet<UnityEngine.ProBuilder.Face> GetFaceRingAndLoop(ProBuilderMesh mesh, const Face[]& faces)PublicStatic0x08
HashSet<UnityEngine.ProBuilder.Face> GetFaceLoop(List<UnityEngine.ProBuilder.WingedEdge> wings, Face face, bool ring)PrivateStatic0x08
List<System.Collections.Generic.List<UnityEngine.ProBuilder.Edge>> FindHoles(ProBuilderMesh mesh, IEnumerable<System.Int32> indexes)Static+1 flags0x08
List<System.Collections.Generic.List<UnityEngine.ProBuilder.WingedEdge>> FindHoles(List<UnityEngine.ProBuilder.WingedEdge> wings, HashSet<System.Int32> common)Static+1 flags0x08
WingedEdge FindNextEdgeInHole(WingedEdge wing, int common)PrivateStatic0x08
void .cctor()PrivateStatic+1 flags0x00