ProceduralFairings.ColliderChunk.ColliderChunk |
( |
MeshArc |
bottom, |
|
|
MeshArc |
top, |
|
|
int |
nSidesTotal, |
|
|
int |
nArcs, |
|
|
int |
nColliders, |
|
|
int |
subdivIdx |
|
) |
| |
|
inline |
< if there isn't enough left to subtend another arc, extend to the last edge
< add an extra edge, because nsides refers to faces, so edges+1
< two outer sub-arcs, plus 4 inner corners
MeshCollider ProceduralFairings.ColliderChunk.CreateColliderGO |
( |
GameObject |
parent, |
|
|
string |
name, |
|
|
int |
layer |
|
) |
| |
|
inline |
Mesh ProceduralFairings.ColliderChunk.GenerateColliderMesh |
( |
bool |
triangulate, |
|
|
Vector3 |
offset |
|
) |
| |
|
inline |
void ProceduralFairings.ColliderChunk.TriangulateColliderMesh |
( |
MeshPoint[] |
pts, |
|
|
List< int > |
tris |
|
) |
| |
|
inlineprotected |
< triangulate side panels
< hopefully we shouldn't need to triangulate the top and bottom faces, given this is supposed to be a convex mesh
MeshCollider ProceduralFairings.ColliderChunk.collider |
The documentation for this class was generated from the following file: