C# Class UnityEngine.VR.WSA.SurfaceData

ファイルを表示 Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Public Properties

Property Type Description
bakeCollider bool
id SurfaceId
outputAnchor WorldAnchor
outputCollider UnityEngine.MeshCollider
outputMesh UnityEngine.MeshFilter
trianglesPerCubicMeter float

Public Methods

Method Description
SurfaceData ( SurfaceId _id, MeshFilter _outputMesh, WorldAnchor _outputAnchor, MeshCollider _outputCollider, float _trianglesPerCubicMeter, bool _bakeCollider ) : System

Constructor for conveniently filling out a SurfaceData struct.

Method Details

SurfaceData() public method

Constructor for conveniently filling out a SurfaceData struct.

public SurfaceData ( SurfaceId _id, MeshFilter _outputMesh, WorldAnchor _outputAnchor, MeshCollider _outputCollider, float _trianglesPerCubicMeter, bool _bakeCollider ) : System
_id SurfaceId ID for the surface in question.
_outputMesh UnityEngine.MeshFilter MeshFilter to write Mesh data to.
_outputAnchor WorldAnchor WorldAnchor receiving the anchor point for the surface.
_outputCollider UnityEngine.MeshCollider MeshCollider to write baked physics data to (optional).
_trianglesPerCubicMeter float Requested resolution for the computed Mesh. Actual resolution may be less than this value.
_bakeCollider bool Set to true if collider baking is/has been requested.
return System

Property Details

bakeCollider public_oe property

Set this field to true when requesting data to bake collider data. This field will be set to true when receiving baked data if it was requested. Setting this field to true requires that a valid outputCollider is also specified.

public bool bakeCollider
return bool

id public_oe property

This is the ID for the surface to be baked or the surface that was baked and being returned to the user.

public SurfaceId,UnityEngine.VR.WSA id
return SurfaceId

outputAnchor public_oe property

This WorldAnchor is used to lock the surface into place relative to real world objects. It will be filled in when calling RequestMeshAsync to generate data for a surface and returned with the SurfaceDataReadyDelegate.

public WorldAnchor,UnityEngine.VR.WSA outputAnchor
return WorldAnchor

outputCollider public_oe property

This MeshCollider will receive the baked physics mesh prepared by the system when requesting baked surface data through RequestMeshAsync. The MeshCollider is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows.

public MeshCollider,UnityEngine outputCollider
return UnityEngine.MeshCollider

outputMesh public_oe property

This MeshFilter will receive the baked mesh prepared by the system when requesting baked surface data. The MeshFilter is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows.

public MeshFilter,UnityEngine outputMesh
return UnityEngine.MeshFilter

trianglesPerCubicMeter public_oe property

This value controls the basic resolution of baked mesh data and is returned with the SurfaceDataReadyDelegate. The device will deliver up to this number of triangles per cubic meter.

public float trianglesPerCubicMeter
return float