OnDestroy
()
|
Signature
void OVROverlayMeshGenerator.OnDestroy() Returns void |
OnEnable
()
|
Signature
void OVROverlayMeshGenerator.OnEnable() Returns void |
SetOverlay
(
overlay
)
|
Signature
void OVROverlayMeshGenerator.SetOverlay(OVROverlay overlay) Parameters overlay: OVROverlayReturns void |
BuildCube
(
verts
, uv
, cubeUV
, triangles
, position
, rotation
, scale
, worldScale
, subQuads
, expandCoefficient
)
|
Signature
static void OVROverlayMeshGenerator.BuildCube(List< Vector3 > verts, List< Vector2 > uv, List< Vector4 > cubeUV, List< int > triangles, Vector3 position, Quaternion rotation, Vector3 scale, float worldScale=800, int subQuads=1, float expandCoefficient=1.01f) Parameters verts: List< Vector3 >uv: List< Vector2 >cubeUV: List< Vector4 >triangles: List< int >position: Vector3rotation: Quaternionscale: Vector3worldScale: floatsubQuads: intexpandCoefficient: floatReturns void |
BuildHemicylinder
(
verts
, uv
, triangles
, scale
, rect
, longitudes
)
|
Signature
static void OVROverlayMeshGenerator.BuildHemicylinder(List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Vector3 scale, Rect rect, int longitudes=128) Parameters verts: List< Vector3 >uv: List< Vector2 >triangles: List< int >scale: Vector3rect: Rectlongitudes: intReturns void |
BuildQuad
(
verts
, uv
, triangles
, rect
)
|
Signature
static void OVROverlayMeshGenerator.BuildQuad(List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Rect rect) Parameters verts: List< Vector3 >uv: List< Vector2 >triangles: List< int >rect: RectReturns void |
BuildSphere
(
verts
, uv
, triangles
, position
, rotation
, scale
, rect
, worldScale
, latitudes
, longitudes
, expandCoefficient
)
|
Signature
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 expandCoefficient=1.0f) Parameters verts: List< Vector3 >uv: List< Vector2 >triangles: List< int >position: Vector3rotation: Quaternionscale: Vector3rect: RectworldScale: floatlatitudes: intlongitudes: intexpandCoefficient: floatReturns void |
GenerateMesh
(
verts
, uvs
, cubeUVs
, tris
, shape
, position
, rotation
, scale
, rect
)
|
Signature
static void OVROverlayMeshGenerator.GenerateMesh(List< Vector3 > verts, List< Vector2 > uvs, List< Vector4 > cubeUVs, List< int > tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect) Parameters verts: List< Vector3 >uvs: List< Vector2 >cubeUVs: List< Vector4 >tris: List< int >shape: OVROverlay.OverlayShapeposition: Vector3rotation: Quaternionscale: Vector3rect: RectReturns void |