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void | AddFlag (Part flag) |
| Adds a flag to the List of child flags on this panel. Also parents the flag to this panel. More...
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void | BuildMesh (bool triangulate, FairingPanel prevPanel) |
| Build the mesh of the fairing panel, uses the panel underneath this panel to calculate the uv offset More...
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void | CleanUp () |
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bool | ContainsSection (FairingXSection sec) |
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void | Despawn () |
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| FairingPanel (FairingXSection[] xSections, Material mat, float arcFrom, float arcTo, ModuleProceduralFairing host) |
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void | GeneratePanelColliders (GameObject hostGo, int layer, bool isTrigger) |
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void | GenerateSectionColliders (Transform modelTransform, List< FairingXSection > xSections, int nSides) |
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float | GetArea () |
| The area of this panel, in sq units More...
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Bounds | GetBounds () |
| AABB of this panel, for part size calculation and the general entertainment of AABB enthusiasts More...
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float | GetCursorProximity (Vector3 cursorPosition, float range, Camera referenceCamera) |
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Vector3 | GetMidPoint () |
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float | GetSlope () |
| Slope corresponds to tan(angle between the top and bottom xsections) More...
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bool | ReadyFlagsForJettison () |
| Detach and destroy the Flag Part when the fairings Jettison. Saves the Part transform for parenting them to their corresponding panel More...
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void | RemoveFlag (uint FlagID) |
| Removes an attached flag reference More...
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void | SetCollapsedViewInstantly () |
| Sets the panels local position to be the pivotOffset or "default, Collapsed" position instantly. More...
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void | SetExplodedView (float t) |
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void | SetOpacity (float o) |
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void | SetTgtExplodedView (float t) |
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void | SetTgtOpacity (float o) |
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void | Spawn (Transform trf) |
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void ProceduralFairings.FairingPanel.AddFlag |
( |
Part |
flag | ) |
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inline |
Adds a flag to the List of child flags on this panel. Also parents the flag to this panel.
- Parameters
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void ProceduralFairings.FairingPanel.BuildMesh |
( |
bool |
triangulate, |
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FairingPanel |
prevPanel |
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) |
| |
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inline |
Build the mesh of the fairing panel, uses the panel underneath this panel to calculate the uv offset
- Parameters
-
Botom of the arc
void ProceduralFairings.FairingPanel.CleanUp |
( |
| ) |
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inline |
bool ProceduralFairings.FairingPanel.ContainsSection |
( |
FairingXSection |
sec | ) |
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inline |
void ProceduralFairings.FairingPanel.Despawn |
( |
| ) |
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inline |
void ProceduralFairings.FairingPanel.GeneratePanelColliders |
( |
GameObject |
hostGo, |
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int |
layer, |
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bool |
isTrigger |
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) |
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inline |
void ProceduralFairings.FairingPanel.GenerateSectionColliders |
( |
Transform |
modelTransform, |
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List< FairingXSection > |
xSections, |
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int |
nSides |
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) |
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inline |
float ProceduralFairings.FairingPanel.GetArea |
( |
| ) |
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inline |
The area of this panel, in sq units
Bounds ProceduralFairings.FairingPanel.GetBounds |
( |
| ) |
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inline |
AABB of this panel, for part size calculation and the general entertainment of AABB enthusiasts
float ProceduralFairings.FairingPanel.GetCursorProximity |
( |
Vector3 |
cursorPosition, |
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float |
range, |
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Camera |
referenceCamera |
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) |
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inline |
Vector3 ProceduralFairings.FairingPanel.GetMidPoint |
( |
| ) |
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inline |
float ProceduralFairings.FairingPanel.GetSlope |
( |
| ) |
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inline |
Slope corresponds to tan(angle between the top and bottom xsections)
bool ProceduralFairings.FairingPanel.ReadyFlagsForJettison |
( |
| ) |
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inline |
Detach and destroy the Flag Part when the fairings Jettison. Saves the Part transform for parenting them to their corresponding panel
void ProceduralFairings.FairingPanel.RemoveFlag |
( |
uint |
FlagID | ) |
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|
inline |
Removes an attached flag reference
- Parameters
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void ProceduralFairings.FairingPanel.SetCollapsedViewInstantly |
( |
| ) |
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|
inline |
Sets the panels local position to be the pivotOffset or "default, Collapsed" position instantly.
void ProceduralFairings.FairingPanel.SetExplodedView |
( |
float |
t | ) |
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inline |
void ProceduralFairings.FairingPanel.SetOpacity |
( |
float |
o | ) |
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inline |
void ProceduralFairings.FairingPanel.SetTgtExplodedView |
( |
float |
t | ) |
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inline |
void ProceduralFairings.FairingPanel.SetTgtOpacity |
( |
float |
o | ) |
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inline |
Returns a set of panels arranged to cover all cross-sections given the number of breakaway segments
< add nose cap panels
void ProceduralFairings.FairingPanel.Spawn |
( |
Transform |
trf | ) |
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inline |
GameObject ProceduralFairings.FairingPanel.ColliderContainer |
GameObject ProceduralFairings.FairingPanel.go |
bool ProceduralFairings.FairingPanel.isCap = false |
Is this panel a cap panel, i.e., a triangular end point to the fairing.
bool ProceduralFairings.FairingPanel.isLast = false |
Is this panel among the last sections before cap?
Material ProceduralFairings.FairingPanel.mat |
Mesh ProceduralFairings.FairingPanel.mesh |
int ProceduralFairings.FairingPanel.panelIndex |
Registered index when the panel is created.
The documentation for this class was generated from the following file: