Zdexby TheHolyOneZ
36,909 classes
Class

MeshSimplifier

: Object
MTAssets.UltimateLODSystem.MeshSimplifier.MeshSimplifier, Assembly-CSharp-firstpass 0x00C8 (200 B) inherited 0x0010 Assembly-CSharp-firstpass.dll
0x00x00C8

Members 25

OffsetSizeNameTypeFlagsDefault
—0x04TriangleEdgeCountintPrivateStatic+1 flags0
—0x04TriangleVertexCountintPrivateStatic+1 flags0
—0x08DoubleEpsilondoublePrivateStatic+1 flags—
—0x08DenomEpilsondoublePrivateStatic+1 flags—
0x04UVChannelCountintPrivateStatic+1 flags—
0x28simplificationOptionsSimplificationOptionsPrivate—
0x01verboseboolPrivate—
0x00390x03padding / unreflected
0x04subMeshCountintPrivate—
0x08subMeshOffsetsint[]Private—
0x08trianglesResizableArray<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Triangle>Private—
0x08verticesResizableArray<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Vertex>Private—
0x08refsResizableArray<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Ref>Private—
0x08vertNormalsResizableArray<UnityEngine.Vector3>Private—
0x08vertTangentsResizableArray<UnityEngine.Vector4>Private—
0x08vertUV2DUVChannels<UnityEngine.Vector2>Private—
0x08vertUV3DUVChannels<UnityEngine.Vector3>Private—
0x08vertUV4DUVChannels<UnityEngine.Vector4>Private—
0x08vertColorsResizableArray<UnityEngine.Color>Private—
0x08vertBoneWeightsResizableArray<UnityEngine.BoneWeight>Private—
0x08blendShapesResizableArray<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.BlendShapeContainer>Private—
0x08bindposesMatrix4x4[]Private—
0x08errArrdouble[]Private+1 flags—
0x08attributeIndexArrint[]Private+1 flags—
0x08triangleHashSet1HashSet<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Triangle>Private+1 flags—
0x08triangleHashSet2HashSet<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Triangle>Private+1 flags—

Functions 96

SignatureFlagsNativeParams
SimplificationOptions get_SimplificationOptions()Public+1 flags0x28
void set_SimplificationOptions(const SimplificationOptions& value)Public+1 flags0x28
bool get_PreserveBorderEdges()Public+1 flags0x01
void set_PreserveBorderEdges(bool value)Public+1 flags0x01
bool get_PreserveUVSeamEdges()Public+1 flags0x01
void set_PreserveUVSeamEdges(bool value)Public+1 flags0x01
bool get_PreserveUVFoldoverEdges()Public+1 flags0x01
void set_PreserveUVFoldoverEdges(bool value)Public+1 flags0x01
bool get_PreserveSurfaceCurvature()Public+1 flags0x01
void set_PreserveSurfaceCurvature(bool value)Public+1 flags0x01
int get_MaxIterationCount()Public+1 flags0x04
void set_MaxIterationCount(int value)Public+1 flags0x04
double get_Agressiveness()Public+1 flags0x08
void set_Agressiveness(double value)Public+1 flags0x08
bool get_Verbose()Public+1 flags0x01
void set_Verbose(bool value)Public+1 flags0x01
double get_VertexLinkDistance()Public+1 flags0x08
void set_VertexLinkDistance(double value)Public+1 flags0x08
double get_VertexLinkDistanceSqr()Public+1 flags0x08
void set_VertexLinkDistanceSqr(double value)Public+1 flags0x08
Vector3[] get_Vertices()Public+1 flags0x08
void set_Vertices(const Vector3[]& value)Public+1 flags0x08
int get_SubMeshCount()Public+1 flags0x04
int get_BlendShapeCount()Public+1 flags0x04
Vector3[] get_Normals()Public+1 flags0x08
void set_Normals(const Vector3[]& value)Public+1 flags0x08
Vector4[] get_Tangents()Public+1 flags0x08
void set_Tangents(const Vector4[]& value)Public+1 flags0x08
Vector2[] get_UV1()Public+1 flags0x08
void set_UV1(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_UV2()Public+1 flags0x08
void set_UV2(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_UV3()Public+1 flags0x08
void set_UV3(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_UV4()Public+1 flags0x08
void set_UV4(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_UV5()Public+1 flags0x08
void set_UV5(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_UV6()Public+1 flags0x08
void set_UV6(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_UV7()Public+1 flags0x08
void set_UV7(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_UV8()Public+1 flags0x08
void set_UV8(const Vector2[]& value)Public+1 flags0x08
Color[] get_Colors()Public+1 flags0x08
void set_Colors(const Color[]& value)Public+1 flags0x08
BoneWeight[] get_BoneWeights()Public+1 flags0x08
void set_BoneWeights(const BoneWeight[]& value)Public+1 flags0x08
void .ctor()Public+1 flags0x00
void .ctor(Mesh mesh)Public+1 flags0x08
void InitializeVertexAttribute(const T[]& attributeValues, ref ResizableArray<T>& attributeArray, const string& attributeName)Private0x08
double VertexError(ref SymmetricMatrix& q, double x, double y, double z)PrivateStatic0x50
double CurvatureError(ref Vertex& vert0, ref Vertex& vert1)Private0x80
double CalculateError(ref Vertex& vert0, ref Vertex& vert1, ref Vector3d& result)Private0x80
void CalculateBarycentricCoords(ref Vector3d& point, ref Vector3d& a, ref Vector3d& b, ref Vector3d& c, ref Vector3& result)PrivateStatic0x18
Vector4 NormalizeTangent(const Vector4& tangent)PrivateStatic0x10
bool Flipped(ref Vector3d& p, int i0, int i1, ref Vertex& v0, const bool[]& deleted)Private0x80
void UpdateTriangles(int i0, int ia0, ref Vertex& v, ResizableArray<System.Boolean> deleted, ref int& deletedTriangles)Private0x80
void InterpolateVertexAttributes(int dst, int i0, int i1, int i2, ref Vector3& barycentricCoord)Private0x0C
bool AreUVsTheSame(int channel, int indexA, int indexB)Private0x04
void RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, ResizableArray<System.Boolean> deleted0, ResizableArray<System.Boolean> deleted1, ref int& deletedTris)Private0x08
void UpdateMesh(int iteration)Private0x04
void UpdateReferences()Private0x00
void CompactMesh()Private0x00
void CalculateSubMeshOffsets()Private0x00
void GetTrianglesContainingVertex(ref Vertex& vert, HashSet<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Triangle> tris)Private0x80
void GetTrianglesContainingBothVertices(ref Vertex& vert0, ref Vertex& vert1, HashSet<MTAssets.UltimateLODSystem.MeshSimplifier.Internal.Triangle> tris)Private0x80
Int32[][] GetAllSubMeshTriangles()Public0x08
int[] GetSubMeshTriangles(int subMeshIndex)Public0x08
void ClearSubMeshes()Public0x00
void AddSubMeshTriangles(const int[]& triangles)Public0x08
void AddSubMeshTriangles(const Int32[][]& triangles)Public0x08
Vector2[] GetUVs2D(int channel)Public0x08
Vector3[] GetUVs3D(int channel)Public0x08
Vector4[] GetUVs4D(int channel)Public0x08
void GetUVs(int channel, List<UnityEngine.Vector2> uvs)Public0x08
void GetUVs(int channel, List<UnityEngine.Vector3> uvs)Public0x08
void GetUVs(int channel, List<UnityEngine.Vector4> uvs)Public0x08
void SetUVs(int channel, IList<UnityEngine.Vector2> uvs)Public0x08
void SetUVs(int channel, IList<UnityEngine.Vector3> uvs)Public0x08
void SetUVs(int channel, IList<UnityEngine.Vector4> uvs)Public0x08
void SetUVs(int channel, IList<UnityEngine.Vector4> uvs, int uvComponentCount)Public0x08
void SetUVsAuto(int channel, IList<UnityEngine.Vector4> uvs)Public0x08
BlendShape[] GetAllBlendShapes()Public0x08
BlendShape GetBlendShape(int blendShapeIndex)Public0x10
void ClearBlendShapes()Public0x00
void AddBlendShape(const BlendShape& blendShape)Public0x10
void AddBlendShapes(const BlendShape[]& blendShapes)Public0x08
void Initialize(Mesh mesh)Public0x08
void SimplifyMesh(float quality)Public0x04
void SimplifyMeshLossless()Public0x00
Mesh ToMesh()Public0x08
void ValidateOptions(const SimplificationOptions& options)PublicStatic0x28
void .cctor()PrivateStatic+1 flags0x00