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

Detailed Description

Creates CGVMeshs from the meshes of GameObjects

Public Attributes

CGModuleInputSlot InGameObjects = new CGModuleInputSlot()
 Input Game Objects More...
 
CGModuleOutputSlot OutVMesh = new CGModuleOutputSlot()
 Output Volume Meshes More...
 
- 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

bool CenterMesh [get, set]
 Forces the output mesh to be centered More...
 
bool UseChildrenMeshes [get, set]
 Whether to include or not the meshes from the input Game Objects' children More...
 
- 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

override void Refresh ()
 Add Module processing code in here More...
 
- Public Member Functions inherited from CGModule
Component AddManagedResource (string resourceName, string context="", int index=-1)
 
CGModule CopyTo (CurvyGenerator targetGenerator)
 
void Delete ()
 
virtual 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 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 ()
 

Static Public Member Functions

static Mesh CombineMeshFilters (MeshFilter[] meshFilters, out List< Material > materials, Matrix4x4 originTrs, [CanBeNull] List< string > errorMessages)
 Takes multiple MeshFilters and return a mesh containing all their meshes, each one of them being assigned to a subMesh id. More...
 

Additional Inherited Members

- 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)
 
- 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...
 

Member Function Documentation

static Mesh CombineMeshFilters ( MeshFilter[]  meshFilters,
out List< Material >  materials,
Matrix4x4  originTrs,
[CanBeNull] List< string >  errorMessages 
)
static

Takes multiple MeshFilters and return a mesh containing all their meshes, each one of them being assigned to a subMesh id.

Parameters
meshFiltersmesh filters from which the meshes to combine will be taken
materialsThe materials for all the subMeshes.Those materials are taken from MeshRenderers associated with the input MeshFilters. If none, the material wiL be set to null
originTrsThe TRS matrix of the origin point
errorMessagesAn array in which error messages will be added. Can be null
Returns
override void Refresh ( )
virtual

Add Module processing code in here

Reimplemented from CGModule.

Member Data Documentation

CGModuleInputSlot InGameObjects = new CGModuleInputSlot()

Input Game Objects

Output Volume Meshes

Property Documentation

bool CenterMesh
getset

Forces the output mesh to be centered

bool UseChildrenMeshes
getset

Whether to include or not the meshes from the input Game Objects' children


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