Table of Contents

Interface ICharDataState

Namespace
TMPEffects.CharacterData
Assembly
TMPEffects.dll

Exposes vertex state of a CharData to allow iterative modifications.
Used in CharDataState and ReadOnlyCharDataState.

public interface ICharDataState

Properties

BL

The position of the bottomleft vertex.

Vector3 BL { get; }

Property Value

Vector3

BLMax

The maximum position modification of the bottomleft vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 BLMax { get; }

Property Value

Vector3

BLMin

The minimum position modification of the bottomleft vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 BLMin { get; }

Property Value

Vector3

BL_Color

The color value of the bottomleft vertex.

Color32 BL_Color { get; }

Property Value

Color32

BL_Result

Contains the calculated position of the bottomleft vertex after calling CalculateVertexPositions().

Vector3 BL_Result { get; }

Property Value

Vector3

BL_UV

The UV value of the bottomleft vertex.

Vector2 BL_UV { get; }

Property Value

Vector2

BL_UV2

The UV2 value of the bottomleft vertex.

Vector2 BL_UV2 { get; }

Property Value

Vector2

BR

The position of the bottomright vertex.

Vector3 BR { get; }

Property Value

Vector3

BRMax

The maximum position modification of the bottomright vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 BRMax { get; }

Property Value

Vector3

BRMin

The minimum position modification of the bottomleft vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 BRMin { get; }

Property Value

Vector3

BR_Color

The color value of the bottomright vertex.

Color32 BR_Color { get; }

Property Value

Color32

BR_Result

Contains the calculated position of the bottomright vertex after calling CalculateVertexPositions().

Vector3 BR_Result { get; }

Property Value

Vector3

BR_UV

The UV value of the bottomright vertex.

Vector2 BR_UV { get; }

Property Value

Vector2

BR_UV2

The UV2 value of the bottomright vertex.

Vector2 BR_UV2 { get; }

Property Value

Vector2

Rotations

All rotations and the pivot they will be applied around.

IEnumerable<(Quaternion, Vector3)> Rotations { get; }

Property Value

IEnumerable<(Quaternion, Vector3)>

TL

The position of the topleft vertex.

Vector3 TL { get; }

Property Value

Vector3

TLMax

The maximum position modification of the topleft vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 TLMax { get; }

Property Value

Vector3

TLMin

The minimum position modification of the topleft vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 TLMin { get; }

Property Value

Vector3

TL_Color

The color value of the topleft vertex.

Color32 TL_Color { get; }

Property Value

Color32

TL_Result

Contains the calculated position of the topleft vertex after calling CalculateVertexPositions().

Vector3 TL_Result { get; }

Property Value

Vector3

TL_UV

The UV value of the topleft vertex.

Vector2 TL_UV { get; }

Property Value

Vector2

TL_UV2

The UV2 value of the topleft vertex.

Vector2 TL_UV2 { get; }

Property Value

Vector2

TR

The position of the topright vertex.

Vector3 TR { get; }

Property Value

Vector3

TRMax

The maximum position modification of the topright vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 TRMax { get; }

Property Value

Vector3

TRMin

The minimum position modification of the topright vertex.
This is used in calculating the scaling of all vertex position modifications in CalculateVertexPositions(); you can most likely ignore this.

Vector3 TRMin { get; }

Property Value

Vector3

TR_Color

The color value of the topright vertex.

Color32 TR_Color { get; }

Property Value

Color32

TR_Result

Contains the calculated position of the topright vertex after calling CalculateVertexPositions().

Vector3 TR_Result { get; }

Property Value

Vector3

TR_UV

The UV value of the topright vertex.

Vector2 TR_UV { get; }

Property Value

Vector2

TR_UV2

The UV2 value of the topright vertex.

Vector2 TR_UV2 { get; }

Property Value

Vector2

positionDelta

The accumulated position delta of all modifications.

Vector3 positionDelta { get; }

Property Value

Vector3

scaleDelta

The accumulated scale delta of all modifications.

Matrix4x4 scaleDelta { get; }

Property Value

Matrix4x4

Methods

CalculateVertexPositions()

Calculate the vertex positions, applying all rotations, transformations and scale operations.
Will set BL_Result, TL_Result, TR_Result and BR_Result.

void CalculateVertexPositions()