Class BuildVolumeCaps
- Namespace
- FluffyUnderware.Curvy.Generator.Modules
Creates flat cap meshes at the open ends of a Volume. Optionally accepts additional volumes to punch holes into the caps.
public class BuildVolumeCaps : CGModule
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourDTVersionedMonoBehaviourBuildVolumeCaps
- Inherited Members
Fields
InVolume
[HideInInspector]
[InputSlotInfo(typeof(CGVolume))]
public CGModuleInputSlot InVolume
Field Value
InVolumeHoles
[HideInInspector]
[InputSlotInfo(typeof(CGVolume), Optional = true, Array = true)]
public CGModuleInputSlot InVolumeHoles
Field Value
OutVMesh
[HideInInspector]
[OutputSlotInfo(typeof(CGVMesh), Array = true)]
public CGModuleOutputSlot OutVMesh
Field Value
Properties
CloneStartCap
When enabled, uses the start cap's material and settings for the end cap as well
public bool CloneStartCap { get; set; }
Property Value
EndCap
Whether to generate an end cap. A value of Auto generates a cap only if the volume is not closed (i.e. the cap would be visible)
public CGYesNoAuto EndCap { get; set; }
Property Value
EndMaterial
public Material EndMaterial { get; set; }
Property Value
- Material
EndMaterialSettings
public CGMaterialSettings EndMaterialSettings { get; }
Property Value
GenerateUV
When enabled, generates UV coordinates for the cap meshes
public bool GenerateUV { get; set; }
Property Value
GenerateUV2
When enabled, generates UV2 coordinates for the cap meshes
public bool GenerateUV2 { get; set; }
Property Value
ReverseTriOrder
When enabled, reverses the triangle winding order, flipping the cap normals
public bool ReverseTriOrder { get; set; }
Property Value
StartCap
Whether to generate a start cap. A value of Auto generates a cap only if the volume is not closed (i.e. the cap would be visible)
public CGYesNoAuto StartCap { get; set; }
Property Value
StartMaterial
public Material StartMaterial { get; set; }
Property Value
- Material
StartMaterialSettings
public CGMaterialSettings StartMaterialSettings { get; }
Property Value
Methods
Refresh()
Add Module processing code in here
public override void Refresh()