Null
: readonly OVRTriangleMesh |
A null representation of an OVRTriangleMesh.
Use this to compare with another component to determine whether it is null.
Signature
readonly OVRTriangleMesh OVRTriangleMesh.Null |
Handle
: ulong IOVRAnchorComponent< OVRTriangleMesh >.
[Get] |
Signature
ulong IOVRAnchorComponent<OVRTriangleMesh>. OVRTriangleMesh.Handle |
IsEnabled
: bool
[Get] |
True if this component is enabled and no change to its enabled status is pending.
Signature
bool OVRTriangleMesh.IsEnabled |
IsNull
: bool
[Get] |
Whether this object represents a valid anchor component.
Signature
bool OVRTriangleMesh.IsNull |
Type
: SpaceComponentType IOVRAnchorComponent< OVRTriangleMesh >.
[Get] |
Signature
SpaceComponentType IOVRAnchorComponent<OVRTriangleMesh>. OVRTriangleMesh.Type |
Equals
(
other
)
|
Compares this component for equality with other .
Signature
bool OVRTriangleMesh.Equals(OVRTriangleMesh other) Parameters |
Equals
(
obj
)
|
Compares this component for equality with obj .
Signature
override bool OVRTriangleMesh.Equals(object obj) Parameters obj: object
The object to compare with.
Returns override bool
True if obj is an OVRTriangleMesh and Equals(OVRTriangleMesh) is true, otherwise false.
|
FromAnchor
(
anchor
)
|
Signature
OVRTriangleMesh IOVRAnchorComponent< OVRTriangleMesh >. OVRTriangleMesh.FromAnchor(OVRAnchor anchor) Parameters anchor: OVRAnchor |
GetHashCode
()
|
Gets a hashcode suitable for use in a Dictionary or HashSet.
Signature
override int OVRTriangleMesh.GetHashCode() Returns override int
A hashcode for this component.
|
ScheduleGetMeshJob
(
positions
, indices
, dependencies
)
|
Schedules a job to get an anchor's triangle mesh.
This schedules jobs with the Unity Job system to retrieve the mesh data and then perform the necessary conversion to Unity's coordinate space (see TryGetMeshRawUntransformed).
The caller owns the memory of the input arrays and is responsible for allocating them to the appropriate size before passing them to this method. Use TryGetCounts to determine the required size of each array. Note that indices should be three times the number of triangles ( triangleCount) indicated by TryGetCounts.
If the triangle mesh cannot be retrieved, all indices will be set to zero. Use this to check for success after the job completes. For example, if the first three indices are zero, then the mesh is not valid.
Signature
JobHandle OVRTriangleMesh.ScheduleGetMeshJob(NativeArray< Vector3 > positions, NativeArray< int > indices, JobHandle dependencies=default) Parameters positions: NativeArray< Vector3 >
The vertex positions of the triangle mesh.
indices: NativeArray< int >
The triangle indices of the triangle mesh.
dependencies: JobHandle
(Optional) A job on which the new jobs will depend.
Returns JobHandle
Returns the handle associated with the new job.
|
SetEnabledAsync
(
enabled
, timeout
)
|
Signature
OVRTask< bool > IOVRAnchorComponent< OVRTriangleMesh >. OVRTriangleMesh.SetEnabledAsync(bool enabled, double timeout) Parameters enabled: booltimeout: doubleReturns OVRTask< bool > IOVRAnchorComponent< OVRTriangleMesh >. |
ToString
()
|
Gets a string representation of this component.
Signature
override string OVRTriangleMesh.ToString() Returns override string
A string representation of this component.
|
TryGetCounts
(
vertexCount
, triangleCount
)
|
Gets the number of vertices and triangles in the mesh.
Use this method to get the required sizes of the vertex and triangle index buffers. The length of the indices array passed to TryGetMesh and triangleCount .
This method is thread-safe.
Signature
bool OVRTriangleMesh.TryGetCounts(out int vertexCount, out int triangleCount) Parameters vertexCount: out int
The number of vertices in the mesh.
triangleCount: out int
The number of triangles in the mesh. There are three times as many indices.
Returns bool
True if the counts were retrieved; otherwise, false.
|
TryGetMesh
(
positions
, indices
)
|
Gets the triangle mesh.
The caller owns the memory of the input arrays and is responsible for allocating them to the appropriate size before passing them to this method. Use TryGetCounts to determine the required size of each array. Note that indices should be three times the number of triangles ( triangleCount) indicated by TryGetCounts.
This method is thread-safe.
Signature
bool OVRTriangleMesh.TryGetMesh(NativeArray< Vector3 > positions, NativeArray< int > indices) Parameters positions: NativeArray< Vector3 >
The vertex positions of the mesh.
indices: NativeArray< int >
The triangle indices of the mesh.
Returns bool
True if the mesh data was retrieved; otherwise, false.
|
TryGetMeshRawUntransformed
(
positions
, indices
)
|
Gets the raw, untransformed triangle mesh.
Signature
bool OVRTriangleMesh.TryGetMeshRawUntransformed(NativeArray< Vector3 > positions, NativeArray< int > indices) Parameters positions: NativeArray< Vector3 >
The vertex positions of the mesh.
indices: NativeArray< int >
The triangle indices of the mesh.
Returns bool
True if the mesh data was retrieved; otherwise, false.
|
operator!=
(
lhs
, rhs
)
|
Compares two components for inequality.
Signature
static bool OVRTriangleMesh.operator!=(OVRTriangleMesh lhs, OVRTriangleMesh rhs) Parameters |
operator==
(
lhs
, rhs
)
|
Compares two components for equality.
Signature
static bool OVRTriangleMesh.operator==(OVRTriangleMesh lhs, OVRTriangleMesh rhs) Parameters |