Class GameObjectToMesh
- Namespace
- FluffyUnderware.Curvy.Generator.Modules
Creates CGVMeshs from the meshes of GameObjects
public class GameObjectToMesh : CGModule
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourDTVersionedMonoBehaviourGameObjectToMesh
- Inherited Members
Fields
InGameObjects
Input Game Objects
[HideInInspector]
[InputSlotInfo(typeof(CGGameObject), Array = true)]
public CGModuleInputSlot InGameObjects
Field Value
OutVMesh
Output Volume Meshes
[HideInInspector]
[OutputSlotInfo(typeof(CGVMesh), Array = true)]
public CGModuleOutputSlot OutVMesh
Field Value
Properties
CenterMesh
Forces the output mesh to be centered
public bool CenterMesh { get; set; }
Property Value
UseChildrenMeshes
Whether to include or not the meshes from the input Game Objects' children
public bool UseChildrenMeshes { get; set; }
Property Value
Methods
CombineMeshFilters(MeshFilter[], out List<Material>, Matrix4x4, List<string>)
Takes multiple UnityEngine.MeshFilters and return a mesh containing all their meshes, each one of them being assigned to a subMesh id.
public static Mesh CombineMeshFilters(MeshFilter[] meshFilters, out List<Material> materials, Matrix4x4 originTrs, List<string> errorMessages)
Parameters
meshFiltersMeshFilter[]mesh filters from which the meshes to combine will be taken
materialsList<Material>The materials for all the subMeshes.Those materials are taken from UnityEngine.MeshRenderers associated with the input UnityEngine.MeshFilters. If none, the material wiL be set to null
originTrsMatrix4x4The TRS matrix of the origin point
errorMessagesList<string>An array in which error messages will be added. Can be null
Returns
- Mesh
Refresh()
Add Module processing code in here
public override void Refresh()