CreateOnStart
: MRUK.RoomFilter |
Signature
MRUK.RoomFilter CreateOnStart |
InnerBorder
: float |
Signature
float InnerBorder |
MapBorder
: float |
Signature
float MapBorder |
MapGradient
: Gradient |
Signature
Gradient MapGradient |
OuterBorder
: float |
Signature
float OuterBorder |
TextureMap
: Texture2D |
Signature
Texture2D TextureMap |
Offset
: Vector2
[Get] |
The center of the texture.
Note that Offset.y aligns with Unity's Z.
Signature
Vector2 Offset |
Scale
: Vector2
[Get] |
The dimensions of the texture, including the MapBorder.
Note that Scale.y aligns with Unity's Z.
Signature
Vector2 Scale |
CalculateMap
(
room
)
|
Calculates the space map for the specified room or all rooms if no room is specified.
Initializes map values, starts the pixel calculation process, and updates global shader properties.
Signature
void CalculateMap(MRUKRoom room=null) Parameters Returns void |
GetColorAtPosition
(
worldPosition
, getBilinear
)
|
Color clamps to edge color if worldPosition is off-grid.
getBilinear blends the color between pixels.
Signature
Color GetColorAtPosition(Vector3 worldPosition, bool getBilinear=true) Parameters worldPosition: Vector3
The world position to get the color for.
getBilinear: bool
If true, blends the color between pixels. If false, clamps to the nearest pixel color.
Returns Color
The color at the specified position.
|
GetSurfaceDistance
(
room
, worldPosition
)
|
A surface-relative value of how far a position is from all SceneAPI surfaces negative values are behind the surface i.e.
outside of the room or inside a volume
Signature
float GetSurfaceDistance(MRUKRoom room, Vector3 worldPosition) Parameters worldPosition: Vector3
The world position to check.
Returns float
The distance to the nearest surface.
|
ResetFreespace
()
|
Resets the pixel colors of the space map to black, effectively clearing any previously calculated data.
Signature
void ResetFreespace() Returns void |