C# 클래스 HoloToolkit.Unity.PlaneFinding.MeshData

PlaneFinding is an expensive task that should not be run from Unity's main thread as it will stall the thread and cause a frame rate dip. Instead, the PlaneFinding APIs should be exclusively called from background threads. Unfortunately, Unity's built-in data types (such as MeshFilter) are not thread safe and cannot be accessed from background threads. The MeshData struct exists to work-around this limitation. When you want to find planes in a collection of MeshFilter objects, start by constructing a list of MeshData structs from those MeshFilters. You can then take the resulting list of MeshData structs, and safely pass it to the FindPlanes() API from a background thread.
파일 보기 프로젝트 열기: Microsoft/HoloToolkit-Unity 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Indices System.Int32[]
Normals Vector3[]
Transform UnityEngine.Matrix4x4
Verts Vector3[]

공개 메소드들

메소드 설명
MeshData ( MeshFilter meshFilter ) : System

메소드 상세

MeshData() 공개 메소드

public MeshData ( MeshFilter meshFilter ) : System
meshFilter UnityEngine.MeshFilter
리턴 System

프로퍼티 상세

Indices 공개적으로 프로퍼티

public Int32[],System Indices
리턴 System.Int32[]

Normals 공개적으로 프로퍼티

public Vector3[] Normals
리턴 Vector3[]

Transform 공개적으로 프로퍼티

public Matrix4x4,UnityEngine Transform
리턴 UnityEngine.Matrix4x4

Verts 공개적으로 프로퍼티

public Vector3[] Verts
리턴 Vector3[]