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Game.BlockMesh

struct  InternalVertex
 

Public 成员函数

BoundingBox CalculateBoundingBox ()
 
BoundingBox CalculateBoundingBox (Matrix matrix)
 
void AppendImageExtrusion (Image image, Rectangle bounds, Vector3 size, Color color)
 
void AppendModelMeshPart (ModelMeshPart meshPart, Matrix matrix, bool makeEmissive, bool flipWindingOrder, bool doubleSided, bool flipNormals, Color color)
 
void AppendBlockMesh (BlockMesh blockMesh)
 
void BlendBlockMesh (BlockMesh blockMesh, float factor)
 
void TransformPositions (Matrix matrix, int facesMask=-1)
 
void TransformTextureCoordinates (Matrix matrix, int facesMask=-1)
 
void SetColor (Color color, int facesMask=-1)
 
void ModulateColor (Color color, int facesMask=-1)
 
void GenerateSidesData ()
 
void Trim ()
 
void AppendImageExtrusion (Image image, Rectangle bounds, Vector3 scale, Color color, int alphaThreshold)
 
void AppendImageExtrusionSlice (Image slice, Rectangle bounds, Vector3 right, Vector3 up, Vector3 forward, Vector3 position, Color color, int alphaThreshold)
 
void AppendImageExtrusionRectangle (Vector3 p11, Vector3 p21, Vector3 p12, Vector3 p22, Vector3 forward, bool flip, Color color)
 

静态 Public 成员函数

static Matrix GetBoneAbsoluteTransform (ModelBone modelBone)
 
static T[] GetVertexData< T > (VertexBuffer vertexBuffer)
 
static T[] GetIndexData< T > (IndexBuffer indexBuffer)
 
static bool IsNear (float v1, float v2, float v3, float t)
 

Public 属性

DynamicArray< BlockMeshVertexVertices = []
 
DynamicArray< int > Indices = []
 
DynamicArray< sbyte > Sides
 

成员函数说明

◆ AppendBlockMesh()

void Game.BlockMesh.AppendBlockMesh ( BlockMesh blockMesh)
函数调用图:
这是这个函数的调用关系图:

◆ AppendImageExtrusion() [1/2]

void Game.BlockMesh.AppendImageExtrusion ( Image image,
Rectangle bounds,
Vector3 scale,
Color color,
int alphaThreshold )
函数调用图:

◆ AppendImageExtrusion() [2/2]

void Game.BlockMesh.AppendImageExtrusion ( Image image,
Rectangle bounds,
Vector3 size,
Color color )
函数调用图:

◆ AppendImageExtrusionRectangle()

void Game.BlockMesh.AppendImageExtrusionRectangle ( Vector3 p11,
Vector3 p21,
Vector3 p12,
Vector3 p22,
Vector3 forward,
bool flip,
Color color )
这是这个函数的调用关系图:

◆ AppendImageExtrusionSlice()

void Game.BlockMesh.AppendImageExtrusionSlice ( Image slice,
Rectangle bounds,
Vector3 right,
Vector3 up,
Vector3 forward,
Vector3 position,
Color color,
int alphaThreshold )
函数调用图:
这是这个函数的调用关系图:

◆ AppendModelMeshPart()

void Game.BlockMesh.AppendModelMeshPart ( ModelMeshPart meshPart,
Matrix matrix,
bool makeEmissive,
bool flipWindingOrder,
bool doubleSided,
bool flipNormals,
Color color )
函数调用图:

◆ BlendBlockMesh()

void Game.BlockMesh.BlendBlockMesh ( BlockMesh blockMesh,
float factor )
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◆ CalculateBoundingBox() [1/2]

BoundingBox Game.BlockMesh.CalculateBoundingBox ( )
这是这个函数的调用关系图:

◆ CalculateBoundingBox() [2/2]

BoundingBox Game.BlockMesh.CalculateBoundingBox ( Matrix matrix)

◆ GenerateSidesData()

void Game.BlockMesh.GenerateSidesData ( )
函数调用图:
这是这个函数的调用关系图:

◆ GetBoneAbsoluteTransform()

static Matrix Game.BlockMesh.GetBoneAbsoluteTransform ( ModelBone modelBone)
static
函数调用图:

◆ GetIndexData< T >()

static T[] Game.BlockMesh.GetIndexData< T > ( IndexBuffer indexBuffer)
static

◆ GetVertexData< T >()

static T[] Game.BlockMesh.GetVertexData< T > ( VertexBuffer vertexBuffer)
static

◆ IsNear()

static bool Game.BlockMesh.IsNear ( float v1,
float v2,
float v3,
float t )
static
这是这个函数的调用关系图:

◆ ModulateColor()

void Game.BlockMesh.ModulateColor ( Color color,
int facesMask = -1 )

◆ SetColor()

void Game.BlockMesh.SetColor ( Color color,
int facesMask = -1 )

◆ TransformPositions()

void Game.BlockMesh.TransformPositions ( Matrix matrix,
int facesMask = -1 )

◆ TransformTextureCoordinates()

void Game.BlockMesh.TransformTextureCoordinates ( Matrix matrix,
int facesMask = -1 )
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◆ Trim()

void Game.BlockMesh.Trim ( )
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类成员变量说明

◆ Indices

DynamicArray<int> Game.BlockMesh.Indices = []

◆ Sides

DynamicArray<sbyte> Game.BlockMesh.Sides

◆ Vertices

DynamicArray<BlockMeshVertex> Game.BlockMesh.Vertices = []

该类的文档由以下文件生成: