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.
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static void | GenerateMesh (List< Vector3 > verts, List< Vector2 > uvs, List< int > tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect) |
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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) |
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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) |
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static void | BuildQuad (List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Rect rect) |
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static void | BuildHemicylinder (List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Vector3 scale, Rect rect, int longitudes=128) |
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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.
◆ Awake()
void OVROverlayMeshGenerator.Awake |
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◆ BuildCube()
static void OVROverlayMeshGenerator.BuildCube |
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List< Vector3 > |
verts, |
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List< Vector2 > |
uv, |
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List< int > |
triangles, |
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Vector3 |
position, |
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Quaternion |
rotation, |
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Vector3 |
scale, |
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float |
worldScale = 800 , |
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int |
subQuads = 1 , |
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float |
expand_coef = 1.01f |
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◆ BuildHemicylinder()
static void OVROverlayMeshGenerator.BuildHemicylinder |
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List< Vector3 > |
verts, |
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List< Vector2 > |
uv, |
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List< int > |
triangles, |
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Vector3 |
scale, |
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Rect |
rect, |
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int |
longitudes = 128 |
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◆ BuildQuad()
static void OVROverlayMeshGenerator.BuildQuad |
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List< Vector3 > |
verts, |
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List< Vector2 > |
uv, |
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List< int > |
triangles, |
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Rect |
rect |
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◆ BuildSphere()
static void OVROverlayMeshGenerator.BuildSphere |
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List< Vector3 > |
verts, |
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List< Vector2 > |
uv, |
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List< int > |
triangles, |
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Vector3 |
position, |
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Quaternion |
rotation, |
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Vector3 |
scale, |
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Rect |
rect, |
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float |
worldScale = 800 , |
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int |
latitudes = 128 , |
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int |
longitudes = 128 , |
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float |
expand_coef = 1.0f |
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) |
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◆ GenerateMesh()
static void OVROverlayMeshGenerator.GenerateMesh |
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List< Vector3 > |
verts, |
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List< Vector2 > |
uvs, |
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List< int > |
tris, |
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OVROverlay.OverlayShape |
shape, |
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Vector3 |
position, |
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Quaternion |
rotation, |
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Vector3 |
scale, |
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Rect |
rect |
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◆ OnDisable()
void OVROverlayMeshGenerator.OnDisable |
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◆ OnEnable()
void OVROverlayMeshGenerator.OnEnable |
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◆ SetOverlay()
void OVROverlayMeshGenerator.SetOverlay |
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OVROverlay |
overlay | ) |
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The documentation for this class was generated from the following file: