Inner Types
                
                
                
                
        Public Methods
                
                
                        
        
    void
    AddMesh 
            (        
)
    
    Add a mesh to the list of meshes to rasterize. 
    
     
                 
                
                
                        
        
    void
    AddMesh 
            (        
)
    
    Add a mesh to the list of meshes to rasterize. 
    
     
                 
                
                
                
                
                
                
                        
        
    void
    Collect2DColliderMeshes 
            ()
    
    
    
    
                 
                
                
                        
        
    void
    CollectColliderMeshes 
            ()
    
    
    
    
                 
                
                
                        
        
    void
    CollectRecastMeshObjs 
            ()
    
    Find all relevant RecastMeshObj components and create ExtraMeshes for them. 
    
     
                 
                
                
                        
        
    void
    CollectSceneMeshes 
            ()
    
    
    
    
                 
                
                
                        
        
    void
    CollectTerrainMeshes 
            (        
bool  |     rasterizeTrees  |          | 
                
float  |     desiredChunkSize  |          | 
                
        
)
    
    
    
     
                 
                
                
                        
        
    GatheredMesh?
    ConvertColliderToGatheredMesh 
            (        
)
    
    Rasterizes a collider to a mesh assuming it's vertices should be multiplied with the matrix. 
    Note that the bounds of the returned RasterizationMesh is based on collider.bounds. So you might want to call myExtraMesh.RecalculateBounds on the returned mesh to recalculate it if the collider.bounds would not give the correct value. 
     
                 
                
                
                        
        
    GatheredMesh
    ConvertHeightmapChunkToGatheredMesh 
            (        
float  |     heights  |          | 
                
bool  |     holes  |          | 
                
Vector3  |     sampleSize  |          | 
                
Vector3  |     offset  |          | 
                
int  |     x0  |          | 
                
int  |     z0  |          | 
                
int  |     width  |          | 
                
int  |     depth  |          | 
                
int  |     stride  |          | 
                
        
)
    
    Generates a terrain chunk mesh. 
    
     
                 
                
                
                
                
        Public Variables
                
                
                
                
                
                
                        
        
    UnityEngine.SceneManagement.Scene
    scene 
    
    
    
    
                 
                
                
        Private/Protected Members
                
                
                        
        
    void
    AddRecastMeshObj 
            (        
)
    
    
    
     
                 
                
                
                        
        
    int
    AreaFromSurfaceMode 
            (        
)
    
    
    
     
                 
                
                
                        
        
    int[]
    BoxColliderTris = {
			0, 1, 2,
			0, 2, 3,
			6, 5, 4,
			7, 6, 4,
			0, 5, 1,
			0, 4, 5,
			1, 6, 2,
			1, 5, 6,
			2, 7, 3,
			2, 6, 7,
			3, 4, 0,
			3, 7, 4
		}
    
    Box Collider triangle indices can be reused for multiple instances. 
    WarningThis array should never be changed 
 
     
                 
                
                
                        
        
    Vector3[]
    BoxColliderVerts = {
			new Vector3(-1, -1, -1),
			new Vector3(1, -1, -1),
			new Vector3(1, -1, 1),
			new Vector3(-1, -1, 1),
			new Vector3(-1, 1, -1),
			new Vector3(1, 1, -1),
			new Vector3(1, 1, 1),
			new Vector3(-1, 1, 1),
		}
    
    Box Collider vertices can be reused for multiple instances. 
    WarningThis array should never be changed 
 
     
                 
                
                
                        
        
    void
    CalculateBounds 
            (        
refUnsafeSpan<float3>  |     vertices  |          | 
                
ref float4x4  |     localToWorldMatrix  |          | 
                
out Bounds  |     bounds  |          | 
                
        
)
    
    
    
     
                 
                
                
                        
        
    int
    CeilDivision 
            (        
)
    
    Returns ceil(lhs/rhs), i.e lhs/rhs rounded up. 
    
     
                 
                
                
                        
        
    float
    CircleRadiusAdjustmentFactor 
            (        
)
    
    If a circle is approximated by fewer segments, it will be slightly smaller than the original circle. 
    This factor is used to adjust the radius of the circle so that the resulting circle will have roughly the same area as the original circle. 
     
                 
                
                
                
                
                        
        
    void
    CollectTreeMeshes 
            (        
)
    
    
    
     
                 
                
                
                        
        
    GatheredMesh?
    ConvertColliderToGatheredMesh 
            (        
)
    
    Rasterizes a collider to a mesh. 
    This will pass the col.transform.localToWorldMatrix to the other overload of this function. 
     
                 
                
                
                        
        
    bool
    ConvertMeshToGatheredMesh 
            (        
)
    
    
    
     
                 
                
                
                        
        
    void
    GenerateTerrainChunks 
            (        
)
    
    
    
     
                 
                
                
                
                
                        
        
    bool
    MeshFilterShouldBeIncluded 
            (        
)
    
    
    
     
                 
                
                
                
                
                
                
                
                
                        
        
    bool
    ShouldIncludeCollider 
            (        
)
    
    
    
     
                 
                
                
                        
        
    bool
    ShouldIncludeCollider2D 
            (        
)
    
    
    
     
                 
                
                
                
                
                        
        
    Dictionary<GameObject,TreeInfo>
    cachedTreePrefabs = new Dictionary<GameObject, TreeInfo>()
    
    
    
     
                 
                
                
                        
        
    List<Material>
    dummyMaterials = new List<Material>()
    
    
    
     
                 
                
                
                        
        
    float
    maxColliderApproximationError 
    
    
    
    
                 
                
                
                
                
                
                
                        
        
    List<(UnityEngine.Object, Mesh)>
    meshesUnreadableAtRuntime = new List<(UnityEngine.Object, Mesh)>()
    
    
    
    
                 
                
                
                
                
                
                
                        
        
    int
    terrainDownsamplingFactor 
    
    
    
    
                 
                
                
                        
        
    List<NativeArray<int>>
    triangleBuffers 
    
    
    
    
                 
                
                
                        
        
    List<NativeArray<Vector3>>
    vertexBuffers