Zdexby TheHolyOneZ
42,628 classes
Class

Vertex

: Object
UnityEngine.ProBuilder.Vertex, Unity.ProBuilder 0x0080 (128 B) inherited 0x0010 Unity.ProBuilder.dll
implements IEquatable`1
0x00x0080

Members 9

OffsetSizeNameTypeFlagsDefault
0x0Cm_PositionVector3Private—
0x10m_ColorColorPrivate—
0x0Cm_NormalVector3Private—
0x10m_TangentVector4Private—
0x08m_UV0Vector2Private—
0x08m_UV2Vector2Private—
0x10m_UV3Vector4Private—
0x10m_UV4Vector4Private—
0x04m_AttributesMeshArraysPrivate—
0x007C0x04unreflected bytes to end of Vertex

Functions 61

SignatureFlagsNativeParams
Vector3 get_position()Public+1 flags0x0C
void set_position(const Vector3& value)Public+1 flags0x0C
Color get_color()Public+1 flags0x10
void set_color(const Color& value)Public+1 flags0x10
Vector3 get_normal()Public+1 flags0x0C
void set_normal(const Vector3& value)Public+1 flags0x0C
Vector4 get_tangent()Public+1 flags0x10
void set_tangent(const Vector4& value)Public+1 flags0x10
Vector2 get_uv0()Public+1 flags0x08
void set_uv0(const Vector2& value)Public+1 flags0x08
Vector2 get_uv2()Public+1 flags0x08
void set_uv2(const Vector2& value)Public+1 flags0x08
Vector4 get_uv3()Public+1 flags0x10
void set_uv3(const Vector4& value)Public+1 flags0x10
Vector4 get_uv4()Public+1 flags0x10
void set_uv4(const Vector4& value)Public+1 flags0x10
MeshArrays get_attributes()2 flags0x04
bool HasArrays(const MeshArrays& attribute)Public0x04
bool get_hasPosition()Private+1 flags0x01
void set_hasPosition(bool value)Private+1 flags0x01
bool get_hasColor()Private+1 flags0x01
void set_hasColor(bool value)Private+1 flags0x01
bool get_hasNormal()Private+1 flags0x01
void set_hasNormal(bool value)Private+1 flags0x01
bool get_hasTangent()Private+1 flags0x01
void set_hasTangent(bool value)Private+1 flags0x01
bool get_hasUV0()Private+1 flags0x01
void set_hasUV0(bool value)Private+1 flags0x01
bool get_hasUV2()Private+1 flags0x01
void set_hasUV2(bool value)Private+1 flags0x01
bool get_hasUV3()Private+1 flags0x01
void set_hasUV3(bool value)Private+1 flags0x01
bool get_hasUV4()Private+1 flags0x01
void set_hasUV4(bool value)Private+1 flags0x01
void .ctor()Public+1 flags0x00
bool Equals(object obj)Public+1 flags0x08
bool Equals(Vertex other)PublicFinal+2 flags0x08
bool Equals(Vertex other, const MeshArrays& mask)Public0x08
int GetHashCode()Public+1 flags0x04
void .ctor(Vertex vertex)Public+1 flags0x08
bool op_Equality(Vertex a, Vertex b)PublicStatic+1 flags0x08
bool op_Inequality(Vertex a, Vertex b)PublicStatic+1 flags0x08
Vertex op_Addition(Vertex a, Vertex b)PublicStatic+1 flags0x08
Vertex Add(Vertex a, Vertex b)PublicStatic0x08
void Add(Vertex b)Public0x08
Vertex op_Subtraction(Vertex a, Vertex b)PublicStatic+1 flags0x08
Vertex Subtract(Vertex a, Vertex b)PublicStatic0x08
void Subtract(Vertex b)Public0x08
Vertex op_Multiply(Vertex a, float value)PublicStatic+1 flags0x08
Vertex Multiply(Vertex a, float value)PublicStatic0x08
void Multiply(float value)Public0x04
Vertex op_Division(Vertex a, float value)PublicStatic+1 flags0x08
Vertex Divide(Vertex a, float value)PublicStatic0x08
void Divide(float value)Public0x04
void Normalize()Public0x00
string ToString(const string& args)Public0x08
void GetArrays(IList<UnityEngine.ProBuilder.Vertex> vertices, ref Vector3[]& position, ref Color[]& color, ref Vector2[]& uv0, ref Vector3[]& normal, ref Vector4[]& tangent, ref Vector2[]& uv2, ref List<UnityEngine.Vector4>& uv3, ref List<UnityEngine.Vector4>& uv4)PublicStatic0x08
void GetArrays(IList<UnityEngine.ProBuilder.Vertex> vertices, ref Vector3[]& position, ref Color[]& color, ref Vector2[]& uv0, ref Vector3[]& normal, ref Vector4[]& tangent, ref Vector2[]& uv2, ref List<UnityEngine.Vector4>& uv3, ref List<UnityEngine.Vector4>& uv4, const MeshArrays& attributes)PublicStatic0x08
void SetMesh(Mesh mesh, IList<UnityEngine.ProBuilder.Vertex> vertices)PublicStatic0x08
Vertex Average(IList<UnityEngine.ProBuilder.Vertex> vertices, IList<System.Int32> indexes)PublicStatic0x08
Vertex Mix(Vertex x, Vertex y, float weight)PublicStatic0x08

Used by 30

types with a member, parameter or interface of this type