When attached to a GameObject with an OVROverlay component, OVROverlayMeshGenerator will use a mesh renderer to preview the appearance of the OVROverlay as it would appear as a TimeWarp overlay on a headset. More...

Inheritance diagram for OVROverlayMeshGenerator:

Public Member Functions

void SetOverlay (OVROverlay overlay)
 

Static Public Member Functions

static void GenerateMesh (List< Vector3 > verts, List< Vector2 > uvs, List< int > tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
 
static void BuildSphere (List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect, float worldScale=800, int latitudes=128, int longitudes=128, float expand_coef=1.0f)
 
static void BuildCube (List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Vector3 position, Quaternion rotation, Vector3 scale, float worldScale=800, int subQuads=1, float expand_coef=1.01f)
 
static void BuildQuad (List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Rect rect)
 
static void BuildHemicylinder (List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Vector3 scale, Rect rect, int longitudes=128)
 

Protected Member Functions

void Awake ()
 
void OnEnable ()
 
void OnDisable ()
 

Detailed Description

When attached to a GameObject with an OVROverlay component, OVROverlayMeshGenerator will use a mesh renderer to preview the appearance of the OVROverlay as it would appear as a TimeWarp overlay on a headset.

Member Function Documentation

◆ Awake()

void OVROverlayMeshGenerator.Awake ( )
protected

◆ BuildCube()

static void OVROverlayMeshGenerator.BuildCube ( List< Vector3 >  verts,
List< Vector2 >  uv,
List< int >  triangles,
Vector3  position,
Quaternion  rotation,
Vector3  scale,
float  worldScale = 800,
int  subQuads = 1,
float  expand_coef = 1.01f 
)
static

◆ BuildHemicylinder()

static void OVROverlayMeshGenerator.BuildHemicylinder ( List< Vector3 >  verts,
List< Vector2 >  uv,
List< int >  triangles,
Vector3  scale,
Rect  rect,
int  longitudes = 128 
)
static

◆ BuildQuad()

static void OVROverlayMeshGenerator.BuildQuad ( List< Vector3 >  verts,
List< Vector2 >  uv,
List< int >  triangles,
Rect  rect 
)
static

◆ BuildSphere()

static void OVROverlayMeshGenerator.BuildSphere ( List< Vector3 >  verts,
List< Vector2 >  uv,
List< int >  triangles,
Vector3  position,
Quaternion  rotation,
Vector3  scale,
Rect  rect,
float  worldScale = 800,
int  latitudes = 128,
int  longitudes = 128,
float  expand_coef = 1.0f 
)
static

◆ GenerateMesh()

static void OVROverlayMeshGenerator.GenerateMesh ( List< Vector3 >  verts,
List< Vector2 >  uvs,
List< int >  tris,
OVROverlay.OverlayShape  shape,
Vector3  position,
Quaternion  rotation,
Vector3  scale,
Rect  rect 
)
static

◆ OnDisable()

void OVROverlayMeshGenerator.OnDisable ( )
protected

◆ OnEnable()

void OVROverlayMeshGenerator.OnEnable ( )
protected

◆ SetOverlay()

void OVROverlayMeshGenerator.SetOverlay ( OVROverlay  overlay)

The documentation for this class was generated from the following file: