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My Project v1
Project
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类 | |
| 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< BlockMeshVertex > | Vertices = [] |
| DynamicArray< int > | Indices = [] |
| DynamicArray< sbyte > | Sides |
| void Game.BlockMesh.AppendBlockMesh | ( | BlockMesh | blockMesh | ) |


| void Game.BlockMesh.AppendImageExtrusion | ( | Image | image, |
| Rectangle | bounds, | ||
| Vector3 | scale, | ||
| Color | color, | ||
| int | alphaThreshold ) |

| void Game.BlockMesh.AppendImageExtrusion | ( | Image | image, |
| Rectangle | bounds, | ||
| Vector3 | size, | ||
| Color | color ) |

| void Game.BlockMesh.AppendImageExtrusionRectangle | ( | Vector3 | p11, |
| Vector3 | p21, | ||
| Vector3 | p12, | ||
| Vector3 | p22, | ||
| Vector3 | forward, | ||
| bool | flip, | ||
| Color | color ) |

| void Game.BlockMesh.AppendImageExtrusionSlice | ( | Image | slice, |
| Rectangle | bounds, | ||
| Vector3 | right, | ||
| Vector3 | up, | ||
| Vector3 | forward, | ||
| Vector3 | position, | ||
| Color | color, | ||
| int | alphaThreshold ) |


| void Game.BlockMesh.AppendModelMeshPart | ( | ModelMeshPart | meshPart, |
| Matrix | matrix, | ||
| bool | makeEmissive, | ||
| bool | flipWindingOrder, | ||
| bool | doubleSided, | ||
| bool | flipNormals, | ||
| Color | color ) |

| void Game.BlockMesh.BlendBlockMesh | ( | BlockMesh | blockMesh, |
| float | factor ) |

| BoundingBox Game.BlockMesh.CalculateBoundingBox | ( | ) |

| BoundingBox Game.BlockMesh.CalculateBoundingBox | ( | Matrix | matrix | ) |
| void Game.BlockMesh.GenerateSidesData | ( | ) |


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| void Game.BlockMesh.ModulateColor | ( | Color | color, |
| int | facesMask = -1 ) |
| void Game.BlockMesh.SetColor | ( | Color | color, |
| int | facesMask = -1 ) |
| void Game.BlockMesh.TransformPositions | ( | Matrix | matrix, |
| int | facesMask = -1 ) |
| void Game.BlockMesh.TransformTextureCoordinates | ( | Matrix | matrix, |
| int | facesMask = -1 ) |

| void Game.BlockMesh.Trim | ( | ) |

| DynamicArray<int> Game.BlockMesh.Indices = [] |
| DynamicArray<sbyte> Game.BlockMesh.Sides |
| DynamicArray<BlockMeshVertex> Game.BlockMesh.Vertices = [] |