SYMBOL INDEX (170 symbols across 33 files) FILE: boids/Assets/AnimationBaker/Editor/Tex2dToPng.cs class Tex2dToPng (line 6) | public class Tex2dToPng method SaveSelection (line 8) | [MenuItem("Custom/tex2png")] FILE: boids/Assets/AnimationBaker/Scripts/AnimationTextureBaker.cs class AnimationTextureBaker (line 10) | public class AnimationTextureBaker : MonoBehaviour type VertInfo (line 15) | public struct VertInfo method Start (line 22) | void Start() FILE: boids/Assets/AnimationBaker/Scripts/RenderTextureToTexture2D.cs class RenderTextureToTexture2D (line 3) | public class RenderTextureToTexture2D : MonoBehaviour method Convert (line 6) | public static Texture2D Convert(RenderTexture rt) method Convert (line 33) | static Texture2D Convert(RenderTexture rt, TextureFormat format) FILE: boids/Assets/BoidsSimulationOnGPU/Scripts/BoidsRender.cs class BoidsRender (line 8) | [RequireComponent(typeof(GPUBoids))] method Start (line 44) | void Start() method Update (line 72) | void Update() method OnDisable (line 78) | void OnDisable() method RenderInstancedMesh (line 88) | void RenderInstancedMesh() FILE: boids/Assets/BoidsSimulationOnGPU/Scripts/GPUBoids.cs class GPUBoids (line 10) | public class GPUBoids : MonoBehaviour type BoidData (line 13) | [System.Serializable] method GetBoidDataBuffer (line 71) | public ComputeBuffer GetBoidDataBuffer() method GetMaxObjectNum (line 77) | public int GetMaxObjectNum() method GetSimulationAreaCenter (line 83) | public Vector3 GetSimulationAreaCenter() method GetSimulationAreaSize (line 89) | public Vector3 GetSimulationAreaSize() method Start (line 96) | void Start() method Update (line 102) | void Update() method OnDestroy (line 108) | void OnDestroy() method OnDrawGizmos (line 114) | void OnDrawGizmos() method InitBuffer (line 124) | void InitBuffer() method Simulation (line 158) | void Simulation() method ReleaseBuffer (line 193) | void ReleaseBuffer() FILE: boids/Assets/GPUMarchingCubes/Scripts/GPUMarchingCubesDrawMesh.cs class GPUMarchingCubesDrawMesh (line 7) | public class GPUMarchingCubesDrawMesh : MonoBehaviour { method Initialize (line 35) | void Initialize() method CreateMesh (line 50) | void CreateMesh() method RenderMesh (line 92) | void RenderMesh() method Start (line 126) | void Start () method Update (line 131) | void Update() method OnDestroy (line 136) | void OnDestroy() method OnDrawGizmos (line 141) | private void OnDrawGizmos() FILE: boids/Assets/GPUMarchingCubes/Scripts/MarchingCubesDefines.cs class MarchingCubesDefines (line 8) | public class MarchingCubesDefines { method MarchingCubesDefines (line 19) | public MarchingCubesDefines() method ReleaseBuffer (line 41) | public void ReleaseBuffer() FILE: boids/Assets/MCMC3d/Demo/DemoMetropolis3d.cs class DemoMetropolis3d (line 5) | public class DemoMetropolis3d : MonoBehaviour method Start (line 16) | void Start() method Prepare (line 24) | void Prepare() method Generate (line 37) | IEnumerator Generate() FILE: boids/Assets/MCMC3d/Demo/DemoRejection3d.cs class DemoRejection3d (line 6) | public class DemoRejection3d : MonoBehaviour { type DistributionData (line 19) | struct DistributionData method Start (line 27) | void Start() method Generate (line 33) | IEnumerator Generate() FILE: boids/Assets/MCMC3d/Math/GaussianDistribution3d.cs class GaussianDistribution3d (line 7) | public static class GaussianDistribution3d method ProbablityStandard (line 9) | public static float ProbablityStandard() method GenerateRandomPointStandard (line 17) | public static Vector3 GenerateRandomPointStandard() method GenerateRandomPoint (line 25) | public static Vector3 GenerateRandomPoint(Vector3 arg, Matrix4x4 sigma) FILE: boids/Assets/MCMC3d/Math/Metroplis3d.cs class Metropolis3d (line 6) | public class Metropolis3d method Metropolis3d (line 16) | public Metropolis3d(Vector4[] data, Vector3 scale) method Reset (line 22) | public void Reset() method Chain (line 31) | public IEnumerable Chain(int nInitialize, int limit, float th... method Next (line 45) | void Next(float threshold) method Density (line 59) | float Density(Vector3 pos) FILE: boids/Assets/MCMC3d/Math/RandomGenerator.cs class RandomGenerator (line 5) | public static class RandomGenerator method exponential_distribution (line 10) | public static float exponential_distribution(float lambda) method rand_gaussian (line 18) | public static float rand_gaussian(float mu, float sigma) method rand_cauchy (line 27) | public static float rand_cauchy(float mu, float gamma) method rand_chi (line 35) | public static float rand_chi(int k) method rand_lnormal (line 51) | public static float rand_lnormal(float mu, float sigma) method rand_prepared (line 60) | public static float rand_prepared(float[] arr) FILE: boids/Assets/MCMC3d/Math/Rejection3d.cs class Rejection3d (line 7) | public class Rejection3d method Rejection3d (line 14) | public Rejection3d(Vector3 origin, float scale, float aspect) method Sequence (line 22) | public IEnumerable Sequence(int limit, float threshold) FILE: boids/Assets/MCMC3d/Math/SimplexNoiseGenerator.cs class SimplexNoiseGenerator (line 7) | public class SimplexNoiseGenerator method SimplexNoiseGenerator (line 16) | public SimplexNoiseGenerator() method SimplexNoiseGenerator (line 27) | public SimplexNoiseGenerator(string seed) method SimplexNoiseGenerator (line 47) | public SimplexNoiseGenerator(int[] seed) method GetSeed (line 52) | public string GetSeed() method coherentNoise (line 66) | public float coherentNoise(float x, float y, float z, int octaves = 1,... method getDensity (line 79) | public int getDensity(Vector3 loc) method getDensityFloat (line 85) | public float getDensityFloat(Vector3 loc) method noise (line 92) | public float noise(float x, float y, float z) method kay (line 112) | float kay(int a) method shuffle (line 139) | int shuffle(int i, int j, int k) method b (line 144) | int b(int i, int j, int k, int B) method b (line 149) | int b(int N, int B) method fastfloor (line 154) | int fastfloor(float n) FILE: boids/Assets/ProceduralModeling/Scripts/BadCylinder.cs class BadCylinder (line 7) | public class BadCylinder : ProceduralModelingBase { method Build (line 16) | protected override Mesh Build() { method GenerateCap (line 86) | void GenerateCap(int segments, float top, float bottom, float radius, ... FILE: boids/Assets/ProceduralModeling/Scripts/Curve/CatmullRomCurve.cs class CubicPoly3D (line 7) | public class CubicPoly3D { method CubicPoly3D (line 10) | public CubicPoly3D(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, flo... method Calculate (line 20) | public Vector3 Calculate(float t) { class CatmullRomCurve (line 27) | [System.Serializable] method GetPoint (line 30) | protected override Vector3 GetPoint(float t) { FILE: boids/Assets/ProceduralModeling/Scripts/Curve/CurveBase.cs class CurveBase (line 9) | [System.Serializable] method GetPoint (line 20) | protected abstract Vector3 GetPoint(float t); method GetTangent (line 22) | protected virtual Vector3 GetTangent(float t) { method GetPointAt (line 36) | public Vector3 GetPointAt(float u) { method GetTangentAt (line 41) | public Vector3 GetTangentAt(float u) { method GetLengths (line 46) | float[] GetLengths(int divisions = -1) { method GetUtoTmapping (line 76) | protected float GetUtoTmapping(float u) { method ComputeFrenetFrames (line 120) | public List ComputeFrenetFrames (int segments, bool close... method ComputeFrenetFrames (line 146) | public List ComputeFrenetFrames(int segments, Vector3 nor... FILE: boids/Assets/ProceduralModeling/Scripts/Curve/FrenetFrame.cs class FrenetFrame (line 7) | public class FrenetFrame { method FrenetFrame (line 14) | public FrenetFrame(Vector3 t, Vector3 n, Vector3 bn) { FILE: boids/Assets/ProceduralModeling/Scripts/Cylinder.cs class Cylinder (line 7) | public class Cylinder : ProceduralModelingBase { method Build (line 16) | protected override Mesh Build() { method GenerateCap (line 92) | void GenerateCap(int segments, float top, float bottom, float radius, ... FILE: boids/Assets/ProceduralModeling/Scripts/LSystem.cs class LSystem (line 7) | public class LSystem : MonoBehaviour { method OnEnable (line 17) | void OnEnable () { method DrawLSystem (line 25) | void DrawLSystem(int depth, float length = 2f) { method DrawFractal (line 32) | void DrawFractal(Matrix4x4 current, int depth, float length) { method OnRenderObject (line 52) | void OnRenderObject () { FILE: boids/Assets/ProceduralModeling/Scripts/Plane.cs class Plane (line 7) | public class Plane : ProceduralModelingBase { method Build (line 15) | protected override Mesh Build() { FILE: boids/Assets/ProceduralModeling/Scripts/ProceduralModelingBase.cs type ProceduralModelingMaterial (line 7) | public enum ProceduralModelingMaterial { class ProceduralModelingBase (line 13) | [RequireComponent (typeof(MeshFilter), typeof(MeshRenderer))] method Start (line 40) | protected virtual void Start () { method Rebuild (line 44) | public void Rebuild() { method LoadMaterial (line 56) | protected virtual Material LoadMaterial(ProceduralModelingMaterial typ... method Build (line 66) | protected abstract Mesh Build(); FILE: boids/Assets/ProceduralModeling/Scripts/ProceduralTree.cs class ProceduralTree (line 10) | public class ProceduralTree : ProceduralModelingBase { method Build (line 27) | public static Mesh Build(TreeData data, int generations, float length,... method Build (line 110) | protected override Mesh Build () method TraverseMaxLength (line 116) | static float TraverseMaxLength(TreeBranch branch) { method Traverse (line 126) | static void Traverse(TreeBranch from, Action action) { class TreeData (line 137) | [System.Serializable] method Setup (line 153) | public void Setup() { method Range (line 157) | public int Range(int a, int b) { method Range (line 161) | public float Range(float a, float b) { method GetRandomBranches (line 165) | public int GetRandomBranches() { method GetRandomGrowthAngle (line 169) | public float GetRandomGrowthAngle() { method GetRandomBendDegree (line 173) | public float GetRandomBendDegree() { class TreeBranch (line 179) | public class TreeBranch { method TreeBranch (line 211) | public TreeBranch(int generations, float length, float radius, TreeDat... method TreeBranch (line 214) | protected TreeBranch(int generation, int generations, Vector3 from, Ve... method BuildSegments (line 284) | List BuildSegments (TreeData data, float fromRadius, floa... class TreeSegment (line 311) | public class TreeSegment { method TreeSegment (line 326) | public TreeSegment(FrenetFrame frame, Vector3 position, float radius) { class Rand (line 333) | public class Rand { method Rand (line 342) | public Rand(int seed) { method Range (line 346) | public int Range(int a, int b) { method Range (line 351) | public float Range(float a, float b) { FILE: boids/Assets/ProceduralModeling/Scripts/Quad.cs class Quad (line 7) | public class Quad : ProceduralModelingBase { method Build (line 11) | protected override Mesh Build() { FILE: boids/Assets/ProceduralModeling/Scripts/Tubular.cs class Tubular (line 11) | public class Tubular : ProceduralModelingBase { method Build (line 21) | protected override Mesh Build() { method GenerateSegment (line 69) | void GenerateSegment( method OnDrawGizmosSelected (line 102) | void OnDrawGizmosSelected () { method DrawCurve (line 107) | void DrawCurve() { method DrawFrenetFrames (line 151) | void DrawFrenetFrames() { FILE: boids/Assets/SimpleComputeShader/SampleScene_Array/SimpleComputeShader_Array.cs class SimpleComputeShader_Array (line 3) | public class SimpleComputeShader_Array : MonoBehaviour method Start (line 14) | void Start() FILE: boids/Assets/SimpleComputeShader/SampleScene_Texture/SimpleComputeShader_Texture.cs class SimpleComputeShader_Texture (line 3) | public class SimpleComputeShader_Texture : MonoBehaviour type ThreadSize (line 16) | struct ThreadSize method ThreadSize (line 22) | public ThreadSize(uint x, uint y, uint z) method Start (line 33) | void Start() method Update (line 82) | void Update() FILE: boids/Assets/Test/Scripts/Cam.cs class Cam (line 5) | public class Cam : MonoBehaviour { method Start (line 18) | void Start () { method Update (line 31) | void Update () { FILE: boids/Assets/Test/Scripts/Fukusei.cs class Fukusei (line 5) | public class Fukusei : MonoBehaviour method Start (line 15) | void Start () method Update (line 43) | void Update () { FILE: boids/Assets/Test/Scripts/Fukusei2.cs class Fukusei2 (line 6) | public class Fukusei2 : MonoBehaviour { method Start (line 19) | void Start () method Update (line 41) | private void Update() FILE: boids/Assets/Test/Scripts/Fukusei3.cs class Fukusei3 (line 7) | public class Fukusei3 : MonoBehaviour { method Start (line 23) | void Start () method ChangeTarget (line 54) | public void ChangeTarget(int type) method Update (line 90) | private void Update() FILE: boids/Assets/Test/Scripts/Fukusei3Main.cs class Fukusei3Main (line 5) | public class Fukusei3Main : MonoBehaviour method Start (line 13) | void Start() method Update (line 26) | void Update() FILE: boids/Assets/Test/Scripts/ImgPos.cs class ImgPos (line 5) | public class ImgPos : MonoBehaviour method Start (line 11) | void Start() method GetRandomPoint (line 36) | public static Vector2 GetRandomPoint()