Esempio n. 1
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 public void SetTriangles(List <int> triangles, int submesh, [UnityEngine.Internal.DefaultValue("true")] bool calculateBounds)
 {
     if (this.CheckCanAccessSubmeshTriangles(submesh))
     {
         this.SetTrianglesImpl(submesh, Mesh.ExtractArrayFromList(triangles), this.SafeLength <int>(triangles), calculateBounds);
     }
 }
Esempio n. 2
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 private void GetListForChannel <T>(List <T> buffer, int capacity, Mesh.InternalShaderChannel channel, int dim, Mesh.InternalVertexChannelType channelType)
 {
     buffer.Clear();
     if (!this.canAccess)
     {
         this.PrintErrorCantAccessMesh(channel);
     }
     else if (this.HasChannel(channel))
     {
         this.PrepareUserBuffer <T>(buffer, capacity);
         this.GetArrayFromChannelImpl(channel, channelType, dim, Mesh.ExtractArrayFromList(buffer));
     }
 }
Esempio n. 3
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 private void GetUVsInternal <T>(List <T> uvs, int uvIndex, int dim)
 {
     Mesh.InternalShaderChannel uVChannel = this.GetUVChannel(uvIndex);
     Mesh.ResizeList(uvs, this.vertexCount);
     this.GetArrayFromChannelImpl(uVChannel, Mesh.InternalVertexChannelType.Float, dim, Mesh.ExtractArrayFromList(uvs));
 }
Esempio n. 4
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 private void SetListForChannel <T>(Mesh.InternalShaderChannel channel, List <T> values)
 {
     this.SetSizedArrayForChannel(channel, Mesh.InternalVertexChannelType.Float, Mesh.DefaultDimensionForChannel(channel), Mesh.ExtractArrayFromList(values), this.SafeLength <T>(values));
 }
Esempio n. 5
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 private void SetListForChannel <T>(Mesh.InternalShaderChannel channel, Mesh.InternalVertexChannelType format, int dim, List <T> values)
 {
     this.SetSizedArrayForChannel(channel, format, dim, Mesh.ExtractArrayFromList(values), this.SafeLength <T>(values));
 }