Curvy  8.3.0
CreateMesh Class Reference
+ Inheritance diagram for CreateMesh:
+ Collaboration diagram for CreateMesh:

Public Attributes

CGModuleInputSlot InSpots = new CGModuleInputSlot()
 
CGModuleInputSlot InVMeshArray = new CGModuleInputSlot()
 
- Public Attributes inherited from CGModule
List< CGModuleLinkInputLinks = new List<CGModuleLink>()
 
List< CGModuleLinkOutputLinks = new List<CGModuleLink>()
 
CGModuleProperties Properties = new CGModuleProperties()
 
List< string > UIMessages = new List<string>()
 

Properties

CGYesNoAuto AddNormals [get, set]
 
CGYesNoAuto AddTangents [get, set]
 
bool AddUV2 [get, set]
 
Transform AnchorOverride [get, set]
 
bool AutoUpdateColliders [get, set]
 
ShadowCastingMode CastShadows [get, set]
 
CGColliderEnum Collider [get, set]
 
bool Combine [get, set]
 
bool Convex [get, set]
 
MeshColliderCookingOptions CookingOptions [get, set]
 Options used to enable or disable certain features in Collider mesh cooking. See Unity's MeshCollider.cookingOptions for more details More...
 
bool GroupMeshes [get, set]
 When Combine is true, combine only meshes sharing the same index. More...
 
bool IncludeNormals [get, set]
 If true, the generated mesh will have normals More...
 
bool IncludeTangents [get, set]
 If true, the generated mesh will have tangents More...
 
bool IsTrigger [get, set]
 Is the created collider a trigger More...
 
int Layer [get, set]
 
LightProbeUsage LightProbeUsage [get, set]
 
bool MakeStatic [get, set]
 
PhysicMaterial Material [get, set]
 
int MeshCount [get]
 Count of Meshes More...
 
CGMeshResourceCollection Meshes [get]
 The created meshes at the last update (call to Refresh). This list is not maintained outside of module updates, so if a user manually deletes one of the created meshes, its entry in this list will still be there, but with a null value (since deleted objects are equal to null in Unity's world) More...
 
bool ReceiveShadows [get, set]
 
ReflectionProbeUsage ReflectionProbes [get, set]
 
bool RendererEnabled [get, set]
 
string Tag [get, set]
 
bool UnwrapUV2 [get, set]
 Warning: this operation is Editor only (not available in builds) and CPU intensive When combining multiple meshes, the UV2s are by default kept as is. Use this option to recompute them by uwrapping the combined mesh. More...
 
bool UseLightProbes [get, set]
 
int VertexCount [get]
 
- Properties inherited from CGModule
bool Active [get, set]
 
bool CircularReferenceError [get, set]
 Whether this module has circular reference errors More...
 
bool Dirty [get, set]
 
CurvyGenerator Generator [get]
 
ModuleInfoAttribute Info [get]
 
List< CGModuleInputSlotInput [get]
 
Dictionary< string, CGModuleInputSlotInputByName [get]
 
virtual bool IsConfigured [get]
 Gets whether the module is properly configured i.e. has everything to work like intended More...
 
virtual bool IsInitialized [get]
 Gets whether the module and all its dependencies are fully initialized More...
 
string ModuleName [get, set]
 
CurvyCGEvent OnBeforeRefresh [get, set]
 
CurvyCGEvent OnRefresh [get, set]
 
List< CGModuleOutputSlotOutput [get]
 
Dictionary< string, CGModuleOutputSlotOutputByName [get]
 
bool RandomizeSeed [get, set]
 If is set to false, Seed is used to initialize Unity's random numbers generator before refreshing the current module. If set to true, a random seed will be used More...
 
int Seed [get, set]
 If RandomizeSeed is set to false, Seed is used to initialize Unity's random numbers generator before refreshing the If RandomizeSeed is set to true, a random seed will be used current module More...
 
int UniqueID [get]
 

Public Member Functions

void Clear ()
 
 CreateMesh ()
 
override bool DeleteAllOutputManagedResources ()
 Delete all the managed resources acting as an output. One example of this are the generated meshes by the FluffyUnderware.Curvy.Generator.Modules.CreateMesh module More...
 
void OnAfterDeserialize ()
 
void OnBeforeSerialize ()
 
override void Refresh ()
 Add Module processing code in here More...
 
void SaveToAsset ()
 Saves the created meshes to asset files More...
 
void SaveToSceneAndAsset ()
 Saves a copy of the generated mesh(es) as Asset(s), then creates a GameObject, outside of the generator, referencing those mesh assets. This way the created GameObject can be made part of a prefab without issues More...
 
void UpdateColliders ()
 
- Public Member Functions inherited from ResourceExportingModule
GameObject SaveToScene (Transform parent=null)
 Save the created resource(s) to the scene More...
 
- Public Member Functions inherited from CGModule
Component AddManagedResource (string resourceName, string context="", int index=-1)
 
CGModule CopyTo (CurvyGenerator targetGenerator)
 
void Delete ()
 
void DeleteAllPrefabPools ()
 
void DeleteManagedResource (string resourceName, Component res, [NotNull] string context="", bool dontUsePool=false)
 
List< IPool > GetAllPrefabPools ()
 
CGModuleLink GetInputLink (CGModuleInputSlot inSlot, CGModuleOutputSlot outSlot)
 
List< CGModuleLinkGetInputLinks (CGModuleInputSlot inSlot)
 
CGModuleInputSlot GetInputSlot (string name)
 
List< CGModuleInputSlotGetInputSlots (System.Type filterType=null)
 
bool GetManagedResources (out List< Component > components, out List< string > resourceNames)
 
CGModuleLink GetOutputLink (CGModuleOutputSlot outSlot, CGModuleInputSlot inSlot)
 
List< CGModuleLinkGetOutputLinks (CGModuleOutputSlot outSlot)
 
CGModuleOutputSlot GetOutputSlot (string name)
 
List< CGModuleOutputSlotGetOutputSlots (System.Type filterType=null)
 
void Initialize ()
 
bool IsManagedResource (Component res)
 
virtual void OnStateChange ()
 Called when a module's state changes (Link added/removed, Active toggles etc..) More...
 
virtual void OnTemplateCreated ()
 Called after a module was copied to a template More...
 
void ReInitializeLinkedSlots ()
 
virtual void Reset ()
 

Protected Member Functions

override GameObject SaveResourceToScene (Component managedResource, Transform newParent)
 Save a specific resource to the scene as a GameObject More...
 
- Protected Member Functions inherited from CGModule
virtual void Awake ()
 
CurvyCGEventArgs OnBeforeRefreshEvent (CurvyCGEventArgs e)
 
virtual void OnDestroy ()
 
virtual void OnDisable ()
 
virtual void OnEnable ()
 
CurvyCGEventArgs OnRefreshEvent (CurvyCGEventArgs e)
 

Additional Inherited Members

- Static Protected Member Functions inherited from CGModule
static T GetRequestParameter< T > (ref CGDataRequestParameter[] requests)
 Gets a request parameter of a certain type More...
 
static void RemoveRequestParameter (ref CGDataRequestParameter[] requests, CGDataRequestParameter request)
 Removes a certain request parameter from the requests array More...
 

Constructor & Destructor Documentation

Member Function Documentation

void Clear ( )
override bool DeleteAllOutputManagedResources ( )
virtual

Delete all the managed resources acting as an output. One example of this are the generated meshes by the FluffyUnderware.Curvy.Generator.Modules.CreateMesh module

Returns
True if there were deleted resources

Reimplemented from CGModule.

void OnAfterDeserialize ( )
void OnBeforeSerialize ( )
override void Refresh ( )
virtual

Add Module processing code in here

Reimplemented from CGModule.

override GameObject SaveResourceToScene ( Component  managedResource,
Transform  newParent 
)
protectedvirtual

Save a specific resource to the scene as a GameObject

Returns
The saved GameObject

Implements ResourceExportingModule.

void SaveToAsset ( )

Saves the created meshes to asset files

Will open a file selector to select where to save the files

void SaveToSceneAndAsset ( )

Saves a copy of the generated mesh(es) as Asset(s), then creates a GameObject, outside of the generator, referencing those mesh assets. This way the created GameObject can be made part of a prefab without issues

Will open a file selector to select where to save the files

void UpdateColliders ( )

Member Data Documentation

CGModuleInputSlot InVMeshArray = new CGModuleInputSlot()

Property Documentation

CGYesNoAuto AddNormals
getset
CGYesNoAuto AddTangents
getset
bool AddUV2
getset
Transform AnchorOverride
getset
bool AutoUpdateColliders
getset
ShadowCastingMode CastShadows
getset
CGColliderEnum Collider
getset
bool Combine
getset
bool Convex
getset
MeshColliderCookingOptions CookingOptions
getset

Options used to enable or disable certain features in Collider mesh cooking. See Unity's MeshCollider.cookingOptions for more details

bool GroupMeshes
getset

When Combine is true, combine only meshes sharing the same index.

Is used only if InSpots is not empty

Please keep in mind that meshes provided by the DeformMesh module do not share the same index.

bool IncludeNormals
getset

If true, the generated mesh will have normals

bool IncludeTangents
getset

If true, the generated mesh will have tangents

bool IsTrigger
getset

Is the created collider a trigger

int Layer
getset
LightProbeUsage LightProbeUsage
getset
bool MakeStatic
getset
PhysicMaterial Material
getset
int MeshCount
get

Count of Meshes

The created meshes at the last update (call to Refresh). This list is not maintained outside of module updates, so if a user manually deletes one of the created meshes, its entry in this list will still be there, but with a null value (since deleted objects are equal to null in Unity's world)

bool ReceiveShadows
getset
ReflectionProbeUsage ReflectionProbes
getset
bool RendererEnabled
getset
string Tag
getset
bool UnwrapUV2
getset

Warning: this operation is Editor only (not available in builds) and CPU intensive When combining multiple meshes, the UV2s are by default kept as is. Use this option to recompute them by uwrapping the combined mesh.

bool UseLightProbes
getset
int VertexCount
get

The documentation for this class was generated from the following file: