public void SetTriangles(int[] triangles, int submesh, [DefaultValue("true")] bool calculateBounds, [DefaultValue("0")] int baseVertex) { if (CheckCanAccessSubmeshTriangles(submesh)) { SetTrianglesImpl(submesh, triangles, NoAllocHelpers.SafeLength(triangles), calculateBounds, baseVertex); } }
public void SetIndices(int[] indices, MeshTopology topology, int submesh, [DefaultValue("true")] bool calculateBounds, [DefaultValue("0")] int baseVertex) { if (CheckCanAccessSubmeshIndices(submesh)) { SetIndicesImpl(submesh, topology, indices, NoAllocHelpers.SafeLength(indices), calculateBounds, baseVertex); } }
public void SetData <T>(List <T> data) { if (data == null) { throw new ArgumentNullException("data"); } this.InternalSetData(NoAllocHelpers.ExtractArrayFromList(data), 0, 0, NoAllocHelpers.SafeLength <T>(data), Marshal.SizeOf(typeof(T))); }
public void SetIndices(ushort[] indices, int indicesStart, int indicesLength, MeshTopology topology, int submesh, bool calculateBounds = true, int baseVertex = 0) { if (CheckCanAccessSubmeshIndices(submesh)) { CheckIndicesArrayRange(indices, NoAllocHelpers.SafeLength(indices), indicesStart, indicesLength); SetIndicesImpl(submesh, topology, UnityEngine.Rendering.IndexFormat.UInt16, indices, indicesStart, indicesLength, calculateBounds, baseVertex); } }
public void SetIndices(List <int> indices, int indicesStart, int indicesLength, MeshTopology topology, int submesh, bool calculateBounds = true, int baseVertex = 0) { if (CheckCanAccessSubmeshIndices(submesh)) { var indicesArray = NoAllocHelpers.ExtractArrayFromList(indices); CheckIndicesArrayRange(indicesArray, NoAllocHelpers.SafeLength(indices), indicesStart, indicesLength); SetIndicesImpl(submesh, topology, UnityEngine.Rendering.IndexFormat.UInt32, indicesArray, indicesStart, indicesLength, calculateBounds, baseVertex); } }
public void SetData <T>(List <T> data) { if (data == null) { throw new ArgumentNullException("data"); } if (!UnsafeUtility.IsBlittable(typeof(T))) { throw new ArgumentException(string.Format("{0} type used in ComputeBuffer.SetData(List<>)) must be blittable", typeof(T))); } InternalSetData(NoAllocHelpers.ExtractArrayFromList(data), 0, 0, NoAllocHelpers.SafeLength(data), Marshal.SizeOf(typeof(T))); }
public void SetData <T>(List <T> data) where T : struct { bool flag = data == null; if (flag) { throw new ArgumentNullException("data"); } bool flag2 = !UnsafeUtility.IsGenericListBlittable <T>(); if (flag2) { throw new ArgumentException(string.Format("List<{0}> passed to GraphicsBuffer.SetData(List<>) must be blittable.\n{1}", typeof(T), UnsafeUtility.GetReasonForGenericListNonBlittable <T>())); } this.InternalSetData(NoAllocHelpers.ExtractArrayFromList(data), 0, 0, NoAllocHelpers.SafeLength <T>(data), Marshal.SizeOf(typeof(T))); }
private void SetListForChannel <T>(Mesh.InternalShaderChannel channel, List <T> values) { this.SetSizedArrayForChannel(channel, Mesh.InternalVertexChannelType.Float, Mesh.DefaultDimensionForChannel(channel), NoAllocHelpers.ExtractArrayFromList(values), NoAllocHelpers.SafeLength <T>(values)); }
public void SetTriangles(List <int> triangles, int submesh, [UnityEngine.Internal.DefaultValue("true")] bool calculateBounds, [UnityEngine.Internal.DefaultValue("0")] int baseVertex) { if (this.CheckCanAccessSubmeshTriangles(submesh)) { this.SetTrianglesImpl(submesh, NoAllocHelpers.ExtractArrayFromList(triangles), NoAllocHelpers.SafeLength <int>(triangles), calculateBounds, baseVertex); } }
private void SetArrayForChannel <T>(Mesh.InternalShaderChannel channel, T[] values) { this.SetSizedArrayForChannel(channel, Mesh.InternalVertexChannelType.Float, Mesh.DefaultDimensionForChannel(channel), values, NoAllocHelpers.SafeLength(values)); }
private void SetListForChannel <T>(Mesh.InternalShaderChannel channel, Mesh.InternalVertexChannelType format, int dim, List <T> values) { this.SetSizedArrayForChannel(channel, format, dim, NoAllocHelpers.ExtractArrayFromList(values), NoAllocHelpers.SafeLength <T>(values)); }
private void SetArrayForChannel <T>(VertexAttribute channel, T[] values) { SetSizedArrayForChannel(channel, InternalVertexChannelType.Float, DefaultDimensionForChannel(channel), values, NoAllocHelpers.SafeLength(values)); }
public void SetUVs(int channel, Vector4[] uvs) { SetUVs(channel, uvs, 0, NoAllocHelpers.SafeLength(uvs)); }
private void SetListForChannel <T>(VertexAttribute channel, List <T> values) { SetSizedArrayForChannel(channel, InternalVertexChannelType.Float, DefaultDimensionForChannel(channel), NoAllocHelpers.ExtractArrayFromList(values), NoAllocHelpers.SafeLength(values)); }
public void SetTangents(Vector4[] inTangents, int start, int length) { SetSizedArrayForChannel(VertexAttribute.Tangent, InternalVertexChannelType.Float, DefaultDimensionForChannel(VertexAttribute.Tangent), inTangents, NoAllocHelpers.SafeLength(inTangents), start, length); }
public void SetIndices(int[] indices, MeshTopology topology, int submesh, [DefaultValue("true")] bool calculateBounds, [DefaultValue("0")] int baseVertex) { SetIndices(indices, 0, NoAllocHelpers.SafeLength(indices), topology, submesh, calculateBounds, baseVertex); }
public void SetColors(Color32[] inColors, int start, int length) { SetSizedArrayForChannel(VertexAttribute.Color, InternalVertexChannelType.Color, 4, inColors, NoAllocHelpers.SafeLength(inColors), start, length); }
public void SetTriangles(List <ushort> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds = true, int baseVertex = 0) { if (CheckCanAccessSubmeshTriangles(submesh)) { SetTrianglesImpl(submesh, UnityEngine.Rendering.IndexFormat.UInt16, NoAllocHelpers.ExtractArrayFromList(triangles), NoAllocHelpers.SafeLength(triangles), trianglesStart, trianglesLength, calculateBounds, baseVertex); } }
public void SetTriangles(List <ushort> triangles, int submesh, bool calculateBounds = true, int baseVertex = 0) { SetTriangles(triangles, 0, NoAllocHelpers.SafeLength(triangles), submesh, calculateBounds, 0); }
public void SetTriangles(List <int> triangles, int submesh, [DefaultValue("true")] bool calculateBounds, [DefaultValue("0")] int baseVertex) { SetTriangles(triangles, 0, NoAllocHelpers.SafeLength(triangles), submesh, calculateBounds, 0); }
public void SetColors(List <Color32> inColors) { SetColors(inColors, 0, NoAllocHelpers.SafeLength(inColors)); }
public void SetTangents(Vector4[] inTangents) { SetTangents(inTangents, 0, NoAllocHelpers.SafeLength(inTangents)); }
public void SetColors(Color[] inColors, int start, int length) { SetSizedArrayForChannel(VertexAttribute.Color, InternalVertexChannelType.Float, DefaultDimensionForChannel(VertexAttribute.Color), inColors, NoAllocHelpers.SafeLength(inColors), start, length); }
public void SetColors(Color32[] inColors) { SetColors(inColors, 0, NoAllocHelpers.SafeLength(inColors)); }
private void SetArrayForChannel <T>(VertexAttribute channel, InternalVertexChannelType format, int dim, T[] values) { SetSizedArrayForChannel(channel, format, dim, values, NoAllocHelpers.SafeLength(values)); }
private void SetArrayForChannel <T>(Mesh.InternalShaderChannel channel, Mesh.InternalVertexChannelType format, int dim, T[] values) { this.SetSizedArrayForChannel(channel, format, dim, values, NoAllocHelpers.SafeLength(values)); }
private void SetListForChannel <T>(VertexAttribute channel, InternalVertexChannelType format, int dim, List <T> values) { SetSizedArrayForChannel(channel, format, dim, NoAllocHelpers.ExtractArrayFromList(values), NoAllocHelpers.SafeLength(values)); }
private void SetUvsImpl(int uvIndex, int dim, System.Array uvs, int arrayStart, int arraySize) { if (uvIndex < 0 || uvIndex > 7) { throw new ArgumentOutOfRangeException(nameof(uvIndex), uvIndex, "The uv index is invalid. Must be in the range 0 to 7."); } SetSizedArrayForChannel(GetUVChannel(uvIndex), InternalVertexChannelType.Float, dim, uvs, NoAllocHelpers.SafeLength(uvs), arrayStart, arraySize); }
public void SetIndices(List <ushort> indices, MeshTopology topology, int submesh, bool calculateBounds = true, int baseVertex = 0) { SetIndices(indices, 0, NoAllocHelpers.SafeLength(indices), topology, submesh, calculateBounds, baseVertex); }
public void SetNormals(Vector3[] inNormals, int start, int length) { SetSizedArrayForChannel(VertexAttribute.Normal, InternalVertexChannelType.Float, DefaultDimensionForChannel(VertexAttribute.Normal), inNormals, NoAllocHelpers.SafeLength(inNormals), start, length); }