Twilight Princess
Remastered version of the GameCube game
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B83.UVViewer.UVViewer Class Reference
+ Inheritance diagram for B83.UVViewer.UVViewer:
+ Collaboration diagram for B83.UVViewer.UVViewer:

Private Types

enum  TextureMode {
  HideTexture = 0 , PointFilteredWithoutAlpha = 1 , PointFilteredWithAlpha = 2 , BilinearFilteredWithAlpha = 6 ,
  BilinearWithoutAlpha = 5
}
 

Private Member Functions

void OnEnable ()
 
void OnDisable ()
 
void OnSelectionChange ()
 
void MyRepaint ()
 
void UpdateMesh ()
 
bool SelectButton (string aCaption, bool aState)
 
void SetNewZoom (float aNewZoom, Vector2 aZoomCenter)
 
void DrawZoomGUI ()
 
int FindClosestVertex (Vector2 aUV)
 
void VertexButton (int aIndex)
 
void DrawTriangleList ()
 
void OnGUI ()
 
void DrawVertex (int aIndex, ref Matrix4x4 M)
 
void OnSceneGUI (SceneView sceneView)
 

Static Private Member Functions

static void Init ()
 

Private Attributes

Mesh m_Mesh = null
 
Renderer m_Renderer = null
 
List< Vector2[]> m_UV = new List<Vector2[]>()
 
Vector3[] m_Vertices = null
 
Vector3[] m_Normals = null
 
int[] m_Triangles = null
 
List< UV_SubMeshm_Submeshes = new List<UV_SubMesh>()
 
UV_SubMesh m_Submesh = null
 
int m_CurrentUVSet = 0
 
bool m_DrawLines = true
 
bool m_DrawTriangles = true
 
TextureMode m_TextureMode = TextureMode.PointFilteredWithAlpha
 
int m_CurrentIndex
 
Color m_BackGroundColor = new Color(0, 0, 0, 0.50f)
 
Color m_FrontFaceColor = new Color(0, 1, 0, 0.05f)
 
Color m_BackFaceColor = new Color(1, 0, 0, 0.05f)
 
bool m_ClearBackGround = true
 
bool m_ShowWrap = true
 
int m_WrapCount = 5
 
int m_SelectedTriangle = -1
 
MeshCollider m_TempCollider = null
 
Vector2 m_MousePos
 
Rect m_ViewPort
 
float m_Zoom = 1.0f
 
float m_ZoomFactor = 1.0f
 
float m_Width = 200.0f
 
Vector2 m_Offset = new Vector2(0, 0)
 
UnityEngine.Texture m_Texture
 
Material m_TextureMapAlphaOnly
 
Material m_TextureMapNormal
 
bool m_ShowTriangleList = false
 
Vector2 m_TriangleListScrollPos
 
int m_SelectedVertex = -1
 
int m_SelectedVertTriangle = -1
 
Rect m_TriListRect
 
int m_TriList_First = 0
 
int m_TriList_Last = 0
 

Member Enumeration Documentation

◆ TextureMode

Enumerator
HideTexture 
PointFilteredWithoutAlpha 
PointFilteredWithAlpha 
BilinearFilteredWithAlpha 
BilinearWithoutAlpha 

Member Function Documentation

◆ DrawTriangleList()

void B83.UVViewer.UVViewer.DrawTriangleList ( )
private

◆ DrawVertex()

void B83.UVViewer.UVViewer.DrawVertex ( int aIndex,
ref Matrix4x4 M )
private

◆ DrawZoomGUI()

void B83.UVViewer.UVViewer.DrawZoomGUI ( )
private

◆ FindClosestVertex()

int B83.UVViewer.UVViewer.FindClosestVertex ( Vector2 aUV)
private

◆ Init()

static void B83.UVViewer.UVViewer.Init ( )
staticprivate

◆ MyRepaint()

void B83.UVViewer.UVViewer.MyRepaint ( )
private

◆ OnDisable()

void B83.UVViewer.UVViewer.OnDisable ( )
private

◆ OnEnable()

void B83.UVViewer.UVViewer.OnEnable ( )
private

◆ OnGUI()

void B83.UVViewer.UVViewer.OnGUI ( )
private

◆ OnSceneGUI()

void B83.UVViewer.UVViewer.OnSceneGUI ( SceneView sceneView)
private

◆ OnSelectionChange()

void B83.UVViewer.UVViewer.OnSelectionChange ( )
private

◆ SelectButton()

bool B83.UVViewer.UVViewer.SelectButton ( string aCaption,
bool aState )
private

◆ SetNewZoom()

void B83.UVViewer.UVViewer.SetNewZoom ( float aNewZoom,
Vector2 aZoomCenter )
private

◆ UpdateMesh()

void B83.UVViewer.UVViewer.UpdateMesh ( )
private

◆ VertexButton()

void B83.UVViewer.UVViewer.VertexButton ( int aIndex)
private

Member Data Documentation

◆ m_BackFaceColor

Color B83.UVViewer.UVViewer.m_BackFaceColor = new Color(1, 0, 0, 0.05f)
private

◆ m_BackGroundColor

Color B83.UVViewer.UVViewer.m_BackGroundColor = new Color(0, 0, 0, 0.50f)
private

◆ m_ClearBackGround

bool B83.UVViewer.UVViewer.m_ClearBackGround = true
private

◆ m_CurrentIndex

int B83.UVViewer.UVViewer.m_CurrentIndex
private

◆ m_CurrentUVSet

int B83.UVViewer.UVViewer.m_CurrentUVSet = 0
private

◆ m_DrawLines

bool B83.UVViewer.UVViewer.m_DrawLines = true
private

◆ m_DrawTriangles

bool B83.UVViewer.UVViewer.m_DrawTriangles = true
private

◆ m_FrontFaceColor

Color B83.UVViewer.UVViewer.m_FrontFaceColor = new Color(0, 1, 0, 0.05f)
private

◆ m_Mesh

Mesh B83.UVViewer.UVViewer.m_Mesh = null
private

◆ m_MousePos

Vector2 B83.UVViewer.UVViewer.m_MousePos
private

◆ m_Normals

Vector3 [] B83.UVViewer.UVViewer.m_Normals = null
private

◆ m_Offset

Vector2 B83.UVViewer.UVViewer.m_Offset = new Vector2(0, 0)
private

◆ m_Renderer

Renderer B83.UVViewer.UVViewer.m_Renderer = null
private

◆ m_SelectedTriangle

int B83.UVViewer.UVViewer.m_SelectedTriangle = -1
private

◆ m_SelectedVertex

int B83.UVViewer.UVViewer.m_SelectedVertex = -1
private

◆ m_SelectedVertTriangle

int B83.UVViewer.UVViewer.m_SelectedVertTriangle = -1
private

◆ m_ShowTriangleList

bool B83.UVViewer.UVViewer.m_ShowTriangleList = false
private

◆ m_ShowWrap

bool B83.UVViewer.UVViewer.m_ShowWrap = true
private

◆ m_Submesh

UV_SubMesh B83.UVViewer.UVViewer.m_Submesh = null
private

◆ m_Submeshes

List<UV_SubMesh> B83.UVViewer.UVViewer.m_Submeshes = new List<UV_SubMesh>()
private

◆ m_TempCollider

MeshCollider B83.UVViewer.UVViewer.m_TempCollider = null
private

◆ m_Texture

UnityEngine.Texture B83.UVViewer.UVViewer.m_Texture
private

◆ m_TextureMapAlphaOnly

Material B83.UVViewer.UVViewer.m_TextureMapAlphaOnly
private

◆ m_TextureMapNormal

Material B83.UVViewer.UVViewer.m_TextureMapNormal
private

◆ m_TextureMode

TextureMode B83.UVViewer.UVViewer.m_TextureMode = TextureMode.PointFilteredWithAlpha
private

◆ m_TriangleListScrollPos

Vector2 B83.UVViewer.UVViewer.m_TriangleListScrollPos
private

◆ m_Triangles

int [] B83.UVViewer.UVViewer.m_Triangles = null
private

◆ m_TriList_First

int B83.UVViewer.UVViewer.m_TriList_First = 0
private

◆ m_TriList_Last

int B83.UVViewer.UVViewer.m_TriList_Last = 0
private

◆ m_TriListRect

Rect B83.UVViewer.UVViewer.m_TriListRect
private

◆ m_UV

List<Vector2[]> B83.UVViewer.UVViewer.m_UV = new List<Vector2[]>()
private

◆ m_Vertices

Vector3 [] B83.UVViewer.UVViewer.m_Vertices = null
private

◆ m_ViewPort

Rect B83.UVViewer.UVViewer.m_ViewPort
private

◆ m_Width

float B83.UVViewer.UVViewer.m_Width = 200.0f
private

◆ m_WrapCount

int B83.UVViewer.UVViewer.m_WrapCount = 5
private

◆ m_Zoom

float B83.UVViewer.UVViewer.m_Zoom = 1.0f
private

◆ m_ZoomFactor

float B83.UVViewer.UVViewer.m_ZoomFactor = 1.0f
private

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