| SubArray<UnityEngine.Vector3> get_Vertices() | Public+1 flags | | 0x10 |
| void set_Vertices(const SubArray<UnityEngine.Vector3>& value) | Public+1 flags | | 0x10 |
| SubArray<UnityEngine.Vector2> get_UVs() | Public+1 flags | | 0x10 |
| void set_UVs(const SubArray<UnityEngine.Vector2>& value) | Public+1 flags | | 0x10 |
| SubArray<UnityEngine.Vector2> get_UV2s() | Public+1 flags | | 0x10 |
| void set_UV2s(const SubArray<UnityEngine.Vector2>& value) | Public+1 flags | | 0x10 |
| SubArray<UnityEngine.Vector3> get_NormalsList() | Public+1 flags | | 0x10 |
| void set_NormalsList(const SubArray<UnityEngine.Vector3>& value) | Public+1 flags | | 0x10 |
| SubArray<UnityEngine.Vector4> get_TangentsList() | Public+1 flags | | 0x10 |
| void set_TangentsList(const SubArray<UnityEngine.Vector4>& value) | Public+1 flags | | 0x10 |
| Vector3[] get_Vertex() | Public+1 flags | | 0x08 |
| void set_Vertex(const Vector3[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV() | Public+1 flags | | 0x08 |
| void set_UV(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV2() | Public+1 flags | | 0x08 |
| void set_UV2(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector3[] get_Normals() | Public+1 flags | | 0x08 |
| void set_Normals(const Vector3[]& value) | Public+1 flags | | 0x08 |
| Vector4[] get_Tangents() | Public+1 flags | | 0x08 |
| void set_Tangents(const Vector4[]& value) | Public+1 flags | | 0x08 |
| int get_Count() | Public+2 flags | | 0x04 |
| bool get_HasUV() | Public+1 flags | | 0x01 |
| bool get_HasUV2() | Public+1 flags | | 0x01 |
| bool get_HasNormals() | Public+1 flags | | 0x01 |
| bool get_HasPartialNormals() | Public+1 flags | | 0x01 |
| void set_HasPartialNormals(bool value) | Private+1 flags | | 0x01 |
| bool get_HasTangents() | Public+1 flags | | 0x01 |
| bool get_HasPartialTangents() | Public+1 flags | | 0x01 |
| void set_HasPartialTangents(bool value) | Private+1 flags | | 0x01 |
| int get_TriangleCount() | Public+1 flags | | 0x04 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .ctor(int vertexCount, bool addUV, bool addUV2, bool addNormals, bool addTangents) | Public+1 flags | | 0x04 |
| void .ctor(CGVolume volume) | Public+1 flags | | 0x08 |
| void .ctor(CGVolume volume, const IntRegion& subset) | Public+1 flags | | 0x0C |
| void .ctor(CGVMesh source) | Public+1 flags | | 0x08 |
| void .ctor(CGMeshProperties meshProperties) | Public+1 flags | | 0x08 |
| void .ctor(Mesh source, const Material[]& materials, const Matrix4x4& trsMatrix) | Public+1 flags | | 0x40 |
| bool Dispose(bool disposing) | 2 flags | | 0x01 |
| uint8 Clone() | Public+1 flags | | 0x00 |
| CGVMesh Get(CGVMesh data, CGVolume source, bool addUV, bool reverseNormals) | PublicStatic | | 0x08 |
| CGVMesh Get(CGVMesh data, CGVolume source, const IntRegion& subset, bool addUV, bool reverseNormals) | PublicStatic | | 0x0C |
| CGVMesh Get(CGVMesh data, CGVolume source, const IntRegion& subset, bool addUV, bool addUV2, bool reverseNormals) | PublicStatic | | 0x0C |
| void SetSubMeshCount(int count) | Public | | 0x04 |
| void AddSubMesh(CGVSubMesh submesh) | Public | | 0x08 |
| void MergeVMesh(CGVMesh source) | Public | | 0x08 |
| void MergeVMesh(CGVMesh source, const Matrix4x4& matrix) | Public | | 0x40 |
| void MergeVMeshes(List<FluffyUnderware.Curvy.Generator.CGVMesh> vMeshes, int startIndex, int endIndex) | Public | | 0x08 |
| void MergeUVsNormalsAndTangents(CGVMesh source, int preMergeVertexCount) | Private | | 0x08 |
| CGVSubMesh GetMaterialSubMesh(Material mat, bool createIfMissing) | Public | | 0x08 |
| Mesh AsMesh() | Public | | 0x08 |
| void ToMesh(ref Mesh& mesh, bool includeNormals, bool includeTangents) | Public | | 0x08 |
| Material[] GetMaterials() | Public | | 0x08 |
| void RecalculateBounds() | Public+1 flags | | 0x00 |
| void RecalculateUV2() | Public | | 0x00 |
| void TRS(const Matrix4x4& matrix) | Public | | 0x40 |
| void OnVerticesChanged() | Private | | 0x00 |
| SubArray<System.Int32> GetCachedSortedVertexIndices() | Public | | 0x10 |
| void ClearCachedSortedVertexIndices() | Private | | 0x00 |
| void <MergeVMeshes>g__ProcessTriangleArrays|74_0(List<ToolBuddy.Pooling.Collections.SubArray<System.Int32>> subArrays, Material material1) | Private | | 0x08 |