| SimplificationOptions get_SimplificationOptions() | Public+1 flags | | 0x28 |
| void set_SimplificationOptions(const SimplificationOptions& value) | Public+1 flags | | 0x28 |
| bool get_PreserveBorderEdges() | Public+1 flags | | 0x01 |
| void set_PreserveBorderEdges(bool value) | Public+1 flags | | 0x01 |
| bool get_PreserveUVSeamEdges() | Public+1 flags | | 0x01 |
| void set_PreserveUVSeamEdges(bool value) | Public+1 flags | | 0x01 |
| bool get_PreserveUVFoldoverEdges() | Public+1 flags | | 0x01 |
| void set_PreserveUVFoldoverEdges(bool value) | Public+1 flags | | 0x01 |
| bool get_PreserveSurfaceCurvature() | Public+1 flags | | 0x01 |
| void set_PreserveSurfaceCurvature(bool value) | Public+1 flags | | 0x01 |
| bool get_EnableSmartLink() | Public+1 flags | | 0x01 |
| void set_EnableSmartLink(bool value) | Public+1 flags | | 0x01 |
| int get_MaxIterationCount() | Public+1 flags | | 0x04 |
| void set_MaxIterationCount(int value) | Public+1 flags | | 0x04 |
| double get_Agressiveness() | Public+1 flags | | 0x08 |
| void set_Agressiveness(double value) | Public+1 flags | | 0x08 |
| bool get_Verbose() | Public+1 flags | | 0x01 |
| void set_Verbose(bool value) | Public+1 flags | | 0x01 |
| double get_VertexLinkDistance() | Public+1 flags | | 0x08 |
| void set_VertexLinkDistance(double value) | Public+1 flags | | 0x08 |
| double get_VertexLinkDistanceSqr() | Public+1 flags | | 0x08 |
| void set_VertexLinkDistanceSqr(double value) | Public+1 flags | | 0x08 |
| Vector3[] get_Vertices() | Public+1 flags | | 0x08 |
| void set_Vertices(const Vector3[]& value) | Public+1 flags | | 0x08 |
| int get_SubMeshCount() | Public+1 flags | | 0x04 |
| int get_BlendShapeCount() | Public+1 flags | | 0x04 |
| 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 |
| Vector2[] get_UV1() | Public+1 flags | | 0x08 |
| void set_UV1(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV2() | Public+1 flags | | 0x08 |
| void set_UV2(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV3() | Public+1 flags | | 0x08 |
| void set_UV3(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV4() | Public+1 flags | | 0x08 |
| void set_UV4(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV5() | Public+1 flags | | 0x08 |
| void set_UV5(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV6() | Public+1 flags | | 0x08 |
| void set_UV6(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV7() | Public+1 flags | | 0x08 |
| void set_UV7(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Vector2[] get_UV8() | Public+1 flags | | 0x08 |
| void set_UV8(const Vector2[]& value) | Public+1 flags | | 0x08 |
| Color[] get_Colors() | Public+1 flags | | 0x08 |
| void set_Colors(const Color[]& value) | Public+1 flags | | 0x08 |
| BoneWeight[] get_BoneWeights() | Public+1 flags | | 0x08 |
| void set_BoneWeights(const BoneWeight[]& value) | Public+1 flags | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .ctor(Mesh mesh) | Public+1 flags | | 0x08 |
| void InitializeVertexAttribute(const T[]& attributeValues, ref ResizableArray<T>& attributeArray, const string& attributeName) | Private | | 0x08 |
| double VertexError(ref SymmetricMatrix& q, double x, double y, double z) | PrivateStatic | | 0x50 |
| double CurvatureError(ref Vertex& vert0, ref Vertex& vert1) | Private | | 0x80 |
| double CalculateError(ref Vertex& vert0, ref Vertex& vert1, ref Vector3d& result) | Private | | 0x80 |
| void CalculateBarycentricCoords(ref Vector3d& point, ref Vector3d& a, ref Vector3d& b, ref Vector3d& c, ref Vector3& result) | PrivateStatic | | 0x18 |
| Vector4 NormalizeTangent(const Vector4& tangent) | PrivateStatic | | 0x10 |
| bool Flipped(ref Vector3d& p, int i0, int i1, ref Vertex& v0, const bool[]& deleted) | Private | | 0x80 |
| void UpdateTriangles(int i0, int ia0, ref Vertex& v, ResizableArray<System.Boolean> deleted, ref int& deletedTriangles) | Private | | 0x80 |
| void InterpolateVertexAttributes(int dst, int i0, int i1, int i2, ref Vector3& barycentricCoord) | Private | | 0x0C |
| bool AreUVsTheSame(int channel, int indexA, int indexB) | Private | | 0x04 |
| void RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, ResizableArray<System.Boolean> deleted0, ResizableArray<System.Boolean> deleted1, ref int& deletedTris) | Private | | 0x08 |
| void UpdateMesh(int iteration) | Private | | 0x04 |
| void UpdateReferences() | Private | | 0x00 |
| void CompactMesh() | Private | | 0x00 |
| void CalculateSubMeshOffsets() | Private | | 0x00 |
| void GetTrianglesContainingVertex(ref Vertex& vert, HashSet<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Triangle> tris) | Private | | 0x80 |
| void GetTrianglesContainingBothVertices(ref Vertex& vert0, ref Vertex& vert1, HashSet<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Triangle> tris) | Private | | 0x80 |
| Int32[][] GetAllSubMeshTriangles() | Public | | 0x08 |
| int[] GetSubMeshTriangles(int subMeshIndex) | Public | | 0x08 |
| void ClearSubMeshes() | Public | | 0x00 |
| void AddSubMeshTriangles(const int[]& triangles) | Public | | 0x08 |
| void AddSubMeshTriangles(const Int32[][]& triangles) | Public | | 0x08 |
| Vector2[] GetUVs2D(int channel) | Public | | 0x08 |
| Vector3[] GetUVs3D(int channel) | Public | | 0x08 |
| Vector4[] GetUVs4D(int channel) | Public | | 0x08 |
| void GetUVs(int channel, List<UnityEngine.Vector2> uvs) | Public | | 0x08 |
| void GetUVs(int channel, List<UnityEngine.Vector3> uvs) | Public | | 0x08 |
| void GetUVs(int channel, List<UnityEngine.Vector4> uvs) | Public | | 0x08 |
| void SetUVs(int channel, IList<UnityEngine.Vector2> uvs) | Public | | 0x08 |
| void SetUVs(int channel, IList<UnityEngine.Vector3> uvs) | Public | | 0x08 |
| void SetUVs(int channel, IList<UnityEngine.Vector4> uvs) | Public | | 0x08 |
| void SetUVs(int channel, IList<UnityEngine.Vector4> uvs, int uvComponentCount) | Public | | 0x08 |
| void SetUVsAuto(int channel, IList<UnityEngine.Vector4> uvs) | Public | | 0x08 |
| BlendShape[] GetAllBlendShapes() | Public | | 0x08 |
| BlendShape GetBlendShape(int blendShapeIndex) | Public | | 0x10 |
| void ClearBlendShapes() | Public | | 0x00 |
| void AddBlendShape(const BlendShape& blendShape) | Public | | 0x10 |
| void AddBlendShapes(const BlendShape[]& blendShapes) | Public | | 0x08 |
| void Initialize(Mesh mesh) | Public | | 0x08 |
| void SimplifyMesh(float quality) | Public | | 0x04 |
| void SimplifyMeshLossless() | Public | | 0x00 |
| Mesh ToMesh() | Public | | 0x08 |
| void ValidateOptions(const SimplificationOptions& options) | PublicStatic | | 0x28 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |