Add
//Add new deformed mesh component to the spline plus gameobject
public static DeformedMesh Add_DeformMesh(this SPData sPData)
Processing
//Set the processing type
public static void Set_Processing(this DeformedMesh deformedMesh, Processing processing)
//Get processing type
public static Processing Get_Processing(this DeformedMesh deformedMesh)
Update
//force update on all branches
public static void Update_Branches( bool updateBaseMesh, bool updateMaterials)
//update branche
public static void Update_Branch( int branchKey, bool updateBaseMesh, bool updateMaterials)
//Update node
public static void Update_Node( Node node, bool updateBaseMesh, bool updateMaterials)
Create Prefab Mesh
public static PrefabMesh Create_PrefabMesh( int branchKey, GameObject prefabMeshGO)
Prefab Mesh Game Object
//set prefab mesh game object
public static void Set_Prefab( GameObject prefab, string name)
//get prefab mesh game object
public static GameObject Get_Prefab()
//set deformation type
public static void Set_DeformationType(DeformationType deformationType)
//get deformation type
public static DeformationType Get_DeformationType()
Material
//Set material
public static void Set_Material( Material mat)
//Get material
public static Material Get_Material()
Spacing
//set spacing
public static void Set_Spacing(float spacing)
//get spacing
public static void Get_Spacing()
Tiling
//set tiling
public static void Set_Tiling(int tiling)
//get tiling
public static int Get_Tiling()
Placement
//set placement
public static void Set_Placement(float placement)
//get placement
public static float Get_Placement
Mesh Trim
//set mesh trim
public static void Set_MeshTrim( MeshTrim meshTrim)
//Get mesh trim
public static MeshTrim Get_MeshTrim()
Mirror
//set mirror axis
public static void Set_MirrorAxis( MirrorAxes mirrorAxis)
//get mirror axis
public static MirrorAxes Get_MirrorAxis()
Offset
//set offset
public static void Set_Offset( Vector3 offset)
//get offset
public static Vector3 Get_Offset()
Rotation
//set rotation
public static void Set_Rotation( Vector3 rot)
//get rotation
public static Vector3 Get_Rotation()
Scale
//set non uniform scale
public static void Set_NonUniform_Scale( Vector3 offset)
//get non uniform scale
public static Vector3 Get_NodeUniform_Scale()
//set uniform scale
public static void Set_Uniform_Scale(float uniformScale)
//get uniform scale
public static float Get_Uniform_Scale()