C# 클래스 UnityEngine.VR.WSA.SurfaceData

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공개 프로퍼티들

프로퍼티 타입 설명
bakeCollider bool
id SurfaceId
outputAnchor WorldAnchor
outputCollider UnityEngine.MeshCollider
outputMesh UnityEngine.MeshFilter
trianglesPerCubicMeter float

공개 메소드들

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

Constructor for conveniently filling out a SurfaceData struct.

메소드 상세

SurfaceData() 공개 메소드

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.
리턴 System

프로퍼티 상세

bakeCollider 공개적으로 프로퍼티

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
리턴 bool

id 공개적으로 프로퍼티

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
리턴 SurfaceId

outputAnchor 공개적으로 프로퍼티

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
리턴 WorldAnchor

outputCollider 공개적으로 프로퍼티

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
리턴 UnityEngine.MeshCollider

outputMesh 공개적으로 프로퍼티

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
리턴 UnityEngine.MeshFilter

trianglesPerCubicMeter 공개적으로 프로퍼티

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
리턴 float