Table of Contents

Class BuildVolumeMesh

public class BuildVolumeMesh : CGModule
Inheritance
Object
Component
Behaviour
MonoBehaviour
DTVersionedMonoBehaviour
BuildVolumeMesh
Inherited Members

Fields

InVolume

[HideInInspector]
[InputSlotInfo(typeof(CGVolume))]
public CGModuleInputSlot InVolume

Field Value

CGModuleInputSlot

OutVMesh

[HideInInspector]
[OutputSlotInfo(typeof(CGVMesh), Array = true)]
public CGModuleOutputSlot OutVMesh

Field Value

CGModuleOutputSlot

Properties

GenerateUV

public bool GenerateUV { get; set; }

Property Value

bool

GenerateUV2

public bool GenerateUV2 { get; set; }

Property Value

bool

MaterialCount

public int MaterialCount { get; }

Property Value

int

MaterialSettings

public List<CGMaterialSettingsEx> MaterialSettings { get; }

Property Value

List<CGMaterialSettingsEx>

ReverseTriOrder

public bool ReverseTriOrder { get; set; }

Property Value

bool

Split

Split the mesh into submeshes

public bool Split { get; set; }

Property Value

bool

SplitLength

public float SplitLength { get; set; }

Property Value

float

SplitUV2

For backward compatibility only. Is ignored when Split or Generate UV2 is false. If enabled, UV2s of a split mesh will be computed as in Curvy versions prior to 8.0.0, which had a bug: all the split submeshes used the full range of UV2 coordinates, instead of keeping the same UV2s from the unsplit mesh.

public bool SplitUV2 { get; set; }

Property Value

bool

UnscaleU

When set to true, and if the input Shape Extrusion module is set to apply scaling, the U coordinate of the generated mesh will be modified to compensate that scaling. Only the X component of the scaling is taken into consideration. The unscaling works best on volumes with flat shapes.

public bool UnscaleU { get; set; }

Property Value

bool

UnscalingOrigin

When unscaling the U coordinate, this field defines what is the scaling origin. 0.5 gives usually the best results, but you might need to set it to a different value, usually between 0 and 1

public float UnscalingOrigin { get; set; }

Property Value

float

Methods

AddMaterial()

public int AddMaterial()

Returns

int

GetMaterial(int)

public Material GetMaterial(int index)

Parameters

index int

Returns

Material

Refresh()

Add Module processing code in here

public override void Refresh()

RemoveMaterial(int)

public void RemoveMaterial(int index)

Parameters

index int

SetMaterial(int, Material)

public void SetMaterial(int index, Material mat)

Parameters

index int
mat Material