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| virtual BoundingBox | CalculateBoundingBox () |
| virtual BoundingBox | CalculateBoundingBox (Matrix matrix) |
| virtual void | AppendImageExtrusion (Image image, Rectangle bounds, Vector3 size, Color color) |
| virtual void | AppendModelMeshPart (ModelMeshPart meshPart, Matrix matrix, bool makeEmissive, bool flipWindingOrder, bool doubleSided, bool flipNormals, Color color) |
| virtual void | AppendBlockMesh (BlockMesh blockMesh) |
| virtual void | BlendBlockMesh (BlockMesh blockMesh, float factor) |
| virtual void | TransformPositions (Matrix matrix, int facesMask=-1) |
| virtual void | TransformTextureCoordinates (Matrix matrix, int facesMask=-1) |
| virtual void | SetColor (Color color, int facesMask=-1) |
| virtual void | ModulateColor (Color color, int facesMask=-1) |
| virtual void | GenerateSidesData () |
| virtual void | Trim () |
| virtual void | AppendImageExtrusion (Image image, Rectangle bounds, Vector3 scale, Color color, int alphaThreshold) |
| virtual void | AppendImageExtrusionSlice (Image slice, Rectangle bounds, Vector3 right, Vector3 up, Vector3 forward, Vector3 position, Color color, int alphaThreshold) |
| virtual void | AppendImageExtrusionRectangle (Vector3 p11, Vector3 p21, Vector3 p12, Vector3 p22, Vector3 forward, bool flip, Color color) |
◆ AppendBlockMesh()
| virtual void Game.BlockMesh.AppendBlockMesh |
( |
BlockMesh | blockMesh | ) |
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virtual |
◆ AppendImageExtrusion() [1/2]
| virtual void Game.BlockMesh.AppendImageExtrusion |
( |
Image | image, |
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Rectangle | bounds, |
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Vector3 | scale, |
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Color | color, |
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int | alphaThreshold ) |
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virtual |
◆ AppendImageExtrusion() [2/2]
◆ AppendImageExtrusionRectangle()
◆ AppendImageExtrusionSlice()
◆ AppendModelMeshPart()
| virtual void Game.BlockMesh.AppendModelMeshPart |
( |
ModelMeshPart | meshPart, |
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Matrix | matrix, |
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bool | makeEmissive, |
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bool | flipWindingOrder, |
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bool | doubleSided, |
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bool | flipNormals, |
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Color | color ) |
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virtual |
◆ BlendBlockMesh()
| virtual void Game.BlockMesh.BlendBlockMesh |
( |
BlockMesh | blockMesh, |
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float | factor ) |
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virtual |
◆ CalculateBoundingBox() [1/2]
| virtual BoundingBox Game.BlockMesh.CalculateBoundingBox |
( |
| ) |
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virtual |
◆ CalculateBoundingBox() [2/2]
◆ GenerateSidesData()
| virtual void Game.BlockMesh.GenerateSidesData |
( |
| ) |
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virtual |
◆ GetBoneAbsoluteTransform()
◆ GetIndexData< T >()
| T[] Game.BlockMesh.GetIndexData< T > |
( |
IndexBuffer | indexBuffer | ) |
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static |
◆ GetVertexData< T >()
| T[] Game.BlockMesh.GetVertexData< T > |
( |
VertexBuffer | vertexBuffer | ) |
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static |
◆ IsNear()
| bool Game.BlockMesh.IsNear |
( |
float | v1, |
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float | v2, |
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float | v3, |
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float | t ) |
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static |
◆ ModulateColor()
| virtual void Game.BlockMesh.ModulateColor |
( |
Color | color, |
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int | facesMask = -1 ) |
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virtual |
◆ SetColor()
| virtual void Game.BlockMesh.SetColor |
( |
Color | color, |
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int | facesMask = -1 ) |
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virtual |
◆ TransformPositions()
| virtual void Game.BlockMesh.TransformPositions |
( |
Matrix | matrix, |
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int | facesMask = -1 ) |
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virtual |
◆ TransformTextureCoordinates()
| virtual void Game.BlockMesh.TransformTextureCoordinates |
( |
Matrix | matrix, |
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int | facesMask = -1 ) |
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virtual |
◆ Trim()
| virtual void Game.BlockMesh.Trim |
( |
| ) |
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virtual |
◆ Indices
| DynamicArray<int> Game.BlockMesh.Indices = [] |
◆ m_tag
| object Game.BlockMesh.m_tag |
◆ Sides
| DynamicArray<sbyte> Game.BlockMesh.Sides |
◆ Vertices
◆ Tag
| object Game.BlockMesh.Tag |
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getset |
该类的文档由以下文件生成:
- E:/sc/doxygen/SurvivalcraftApi 1.8.2.3/Survivalcraft.Windows/Game/BlockMesh.cs