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- <?xml version="1.0" encoding="utf-8" standalone="yes"?>
- <doc>
- <members>
- <assembly>
- <name>UnityEngine.SpriteShapeModule</name>
- </assembly>
- <member name="T:UnityEngine.U2D.AngleRangeInfo">
- <summary>
- <para>Describes the information about the edge and how to tessellate it.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.AngleRangeInfo.end">
- <summary>
- <para>The maximum angle to be considered within this range.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.AngleRangeInfo.order">
- <summary>
- <para>The render order of the edges that belong in this range.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.AngleRangeInfo.sprites">
- <summary>
- <para>The list of Sprites that are associated with this range.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.AngleRangeInfo.start">
- <summary>
- <para>The minimum angle to be considered within this range.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.U2D.ShapeControlPoint">
- <summary>
- <para>Data that describes the important points of the shape.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.ShapeControlPoint.leftTangent">
- <summary>
- <para>The position of the left tangent in local space.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.ShapeControlPoint.mode">
- <summary>
- <para>The various modes of the tangent handles. They could be continuous or broken.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.ShapeControlPoint.position">
- <summary>
- <para>The position of this point in the object's local space.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.ShapeControlPoint.rightTangent">
- <summary>
- <para>The position of the right tangent point in the local space.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.U2D.SpriteShapeMetaData">
- <summary>
- <para>Additional data about the shape's control point. This is useful during tessellation of the shape.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeMetaData.bevelCutoff">
- <summary>
- <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeMetaData.bevelSize">
- <summary>
- <para>The radius of the curve to be tessellated.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeMetaData.corner">
- <summary>
- <para>True will indicate that this point should be tessellated as a corner or a continuous line otherwise.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeMetaData.height">
- <summary>
- <para>The height of the tessellated edge.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeMetaData.spriteIndex">
- <summary>
- <para>The Sprite to be used for a particular edge.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.U2D.SpriteShapeParameters">
- <summary>
- <para>Input parameters for the SpriteShape tessellator.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.adaptiveUV">
- <summary>
- <para>If enabled, the tessellator will adapt the size of the quads based on the height of the edge.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.angleThreshold">
- <summary>
- <para>The threshold of the angle that indicates whether it is a corner or not.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.bevelCutoff">
- <summary>
- <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.bevelSize">
- <summary>
- <para>The radius of the curve to be tessellated.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.borderPivot">
- <summary>
- <para>The local displacement of the Sprite when tessellated.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.carpet">
- <summary>
- <para>If true, the Shape will be tessellated as a closed form.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.fillScale">
- <summary>
- <para>The scale to be used to calculate the UVs of the fill texture.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.fillTexture">
- <summary>
- <para>The texture to be used for the fill of the SpriteShape.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.smartSprite">
- <summary>
- <para>If enabled the tessellator will consider creating corners based on the various input parameters.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.splineDetail">
- <summary>
- <para>The tessellation quality of the input Spline that determines the complexity of the mesh.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.spriteBorders">
- <summary>
- <para>The borders to be used for calculating the uv of the edges based on the border info found in Sprites.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.stretchUV">
- <summary>
- <para>Stretch the UV mapping for the Fill texture.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.U2D.SpriteShapeParameters.transform">
- <summary>
- <para>The world space transform of the GameObject used for calculating the UVs of the Fill texture.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.U2D.SpriteShapeRenderer">
- <summary>
- <para>Renders SpriteShapes defined through the SpriteShapeUtility.GenerateSpriteShape API.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.U2D.SpriteShapeRenderer.color">
- <summary>
- <para>Rendering color for the SpriteShape.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.U2D.SpriteShapeRenderer.maskInteraction">
- <summary>
- <para>Specifies how the SpriteShape interacts with the masks.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeRenderer.GetBounds">
- <summary>
- <para>Get Bounds data as NativeArray. The array count of this NativeArray will always be 1.</para>
- </summary>
- <returns>
- <para>NativeArray of Bounds of SpriteShapeRenderer. The size of this will always be 1.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeRenderer.GetChannels(System.Int32,Unity.Collections.NativeArray`1<System.UInt16>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector3>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector2>&)">
- <summary>
- <para>Get/Set an array of mesh data of SpriteShapeRenderer.</para>
- </summary>
- <param name="dataSize">Size to be reserved for the NativeArray.</param>
- <param name="indices">NativeArray of indices.</param>
- <param name="vertices">NativeSlice of vertices.</param>
- <param name="texcoords">NativeSlice of texture coordinate for channel 0.</param>
- <param name="tangents">NativeSlice of tangents.</param>
- <param name="normals">NativeSlice of normals.</param>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeRenderer.GetChannels(System.Int32,Unity.Collections.NativeArray`1<System.UInt16>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector3>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector2>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>&)">
- <summary>
- <para>Get/Set an array of mesh data of SpriteShapeRenderer.</para>
- </summary>
- <param name="dataSize">Size to be reserved for the NativeArray.</param>
- <param name="indices">NativeArray of indices.</param>
- <param name="vertices">NativeSlice of vertices.</param>
- <param name="texcoords">NativeSlice of texture coordinate for channel 0.</param>
- <param name="tangents">NativeSlice of tangents.</param>
- <param name="normals">NativeSlice of normals.</param>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeRenderer.GetChannels(System.Int32,Unity.Collections.NativeArray`1<System.UInt16>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector3>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector2>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>&,Unity.Collections.NativeSlice`1<UnityEngine.Vector3>&)">
- <summary>
- <para>Get/Set an array of mesh data of SpriteShapeRenderer.</para>
- </summary>
- <param name="dataSize">Size to be reserved for the NativeArray.</param>
- <param name="indices">NativeArray of indices.</param>
- <param name="vertices">NativeSlice of vertices.</param>
- <param name="texcoords">NativeSlice of texture coordinate for channel 0.</param>
- <param name="tangents">NativeSlice of tangents.</param>
- <param name="normals">NativeSlice of normals.</param>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeRenderer.GetSegments(System.Int32)">
- <summary>
- <para>Get/Set an array of segments of SpriteShapeRenderer.</para>
- </summary>
- <param name="dataSize">Size to be reserved for the segments array.</param>
- <returns>
- <para>Size to be reserved for the NativeArray.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeRenderer.Prepare(Unity.Jobs.JobHandle,UnityEngine.U2D.SpriteShapeParameters,UnityEngine.Sprite[])">
- <summary>
- <para>Prepare and generate the SpriteShape geometry that will be fed to SpriteShape generator for rendering.</para>
- </summary>
- <param name="handle">JobHandle for the C# based SpriteShape Generator Job.</param>
- <param name="shapeParams">Sprite Shape generation input params.</param>
- <param name="sprites">Input list of Sprites.</param>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeRenderer.SetLocalAABB(UnityEngine.Bounds)">
- <summary>
- <para>Provides methods for setting the bounding volume of the Sprite Shape geometry.</para>
- </summary>
- <param name="bounds">The bounding volume of geometry.</param>
- </member>
- <member name="T:UnityEngine.U2D.SpriteShapeSegment">
- <summary>
- <para>SpriteShapeSegment contains info of sub-meshes generated by the SpriteShape generator C# Job later fed to SpriteShapeRenderer.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.U2D.SpriteShapeSegment.geomIndex">
- <summary>
- <para>Geometry index of list of sub-meshes generated by SpriteShape.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.U2D.SpriteShapeSegment.indexCount">
- <summary>
- <para>Index count of SpriteShape sub-mesh.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.U2D.SpriteShapeSegment.spriteIndex">
- <summary>
- <para>Index of sprite that is used to generate segment/corner for this SpriteShapeSegment.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.U2D.SpriteShapeSegment.vertexCount">
- <summary>
- <para>Vertex count of SpriteShape sub-mesh.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.U2D.SpriteShapeUtility">
- <summary>
- <para>A static class that helps tessellate a SpriteShape mesh.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeUtility.Generate(UnityEngine.Mesh,UnityEngine.U2D.SpriteShapeParameters,UnityEngine.U2D.ShapeControlPoint[],UnityEngine.U2D.SpriteShapeMetaData[],UnityEngine.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])">
- <summary>
- <para>Generate a mesh based on input parameters.</para>
- </summary>
- <param name="mesh">The output mesh.</param>
- <param name="shapeParams">Input parameters for the SpriteShape tessellator.</param>
- <param name="points">A list of control points that describes the shape.</param>
- <param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param>
- <param name="sprites">The list of Sprites that could be used for the edges.</param>
- <param name="corners">The list of Sprites that could be used for the corners.</param>
- <param name="angleRange">A parameter that determins how to tessellate each of the edge.</param>
- </member>
- <member name="M:UnityEngine.U2D.SpriteShapeUtility.GenerateSpriteShape(UnityEngine.U2D.SpriteShapeRenderer,UnityEngine.U2D.SpriteShapeParameters,UnityEngine.U2D.ShapeControlPoint[],UnityEngine.U2D.SpriteShapeMetaData[],UnityEngine.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])">
- <summary>
- <para>Generate a mesh based on input parameters.</para>
- </summary>
- <param name="renderer">SpriteShapeRenderer to which the generated geometry is fed to.</param>
- <param name="shapeParams">Input parameters for the SpriteShape tessellator.</param>
- <param name="points">A list of control points that describes the shape.</param>
- <param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param>
- <param name="sprites">The list of Sprites that could be used for the edges.</param>
- <param name="corners">The list of Sprites that could be used for the corners.</param>
- <param name="angleRange">A parameter that determins how to tessellate each of the edge.</param>
- </member>
- </members>
- </doc>
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