A* Pathfinding Project  4.1.2
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RasterizationMesh Class Reference

Represents a mesh which will be rasterized. More...

Detailed Description

Represents a mesh which will be rasterized.

The vertices will be multiplied with the matrix when rasterizing it to voxels. The vertices and triangles array may be used in multiple instances, it is not changed when voxelizing.

See Also
SceneMesh
A* Pro Feature:
This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
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Public Member Functions

 RasterizationMesh ()
 
 RasterizationMesh (Vector3[] vertices, int[] triangles, Bounds bounds)
 
 RasterizationMesh (Vector3[] vertices, int[] triangles, Bounds bounds, Matrix4x4 matrix)
 
void Pool ()
 Pool the vertices and triangles arrays if the pool field is true.
 
void RecalculateBounds ()
 Recalculate the bounds based on vertices and matrix.
 

Public Attributes

int area
 
Bounds bounds
 World bounds of the mesh.
 
Matrix4x4 matrix
 
int numTriangles
 Number of triangles in the triangles array.
 
int numVertices
 Number of vertices in the vertices array.
 
MeshFilter original
 Source of the mesh.
 
bool pool
 If true, the vertex and triangle arrays will be pooled after they have been used.
 
int[] triangles
 
Vector3[] vertices
 

Constructor & Destructor Documentation

RasterizationMesh ( Vector3[]  vertices,
int[]  triangles,
Bounds  bounds 
)
RasterizationMesh ( Vector3[]  vertices,
int[]  triangles,
Bounds  bounds,
Matrix4x4  matrix 
)

Member Function Documentation

void Pool ( )

Pool the vertices and triangles arrays if the pool field is true.

void RecalculateBounds ( )

Recalculate the bounds based on vertices and matrix.

Member Data Documentation

int area
Bounds bounds

World bounds of the mesh.

Assumed to already be multiplied with the matrix

Matrix4x4 matrix
int numTriangles

Number of triangles in the triangles array.

The triangles array is often pooled and then it sometimes makes sense to use a larger array than is actually necessary.

int numVertices

Number of vertices in the vertices array.

The vertices array is often pooled and then it sometimes makes sense to use a larger array than is actually necessary.

MeshFilter original

Source of the mesh.

May be null if the source was not a mesh filter

bool pool

If true, the vertex and triangle arrays will be pooled after they have been used.

Should be used only if the vertex and triangle arrays were originally taken from a pool.

int [] triangles
Vector3 [] vertices

The documentation for this class was generated from the following file: