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Magnetoculus
Visualisation de champs en VR avec Oculus
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Public Member Functions | |
| void | Init (GameObject representation) |
| List< Vector3 > | GetVertices () |
| List< int > | GetBaseTriangles () |
| List< Vector2 > | GetUV () |
| GameObject | GetRepresentation () |
| Vector3 | GetCentroid () |
| void | Reset () |
| void | AddVertex (Vector3 vertex) |
| void | AddUV (Vector2 uv) |
| virtual void | CleanUp () |
| bool | PointInside (Vector3 p) |
| bool | PointInside (Vector2 p2) |
| void | Triangulate (int verticesOffset=0) |
| void | AddToMeshInfo (MeshInformation meshInfo) |
| bool | IsValid () |
Static Public Member Functions | |
| static Polygon | CreateInstance (GameObject representation) |
Public Attributes | |
| List< Vector2 > | m_Vertices2D |
Protected Attributes | |
| GameObject | m_Representation |
| List< Vector3 > | m_Vertices |
| List< Vector2 > | m_UV |
| List< int > | m_Triangles |
| List< int > | m_BaseTriangles |
| Vector3 | m_UX |
| Vector3 | m_UY |
The abstraction used in all the generation processes.
| void Polygon.AddToMeshInfo | ( | MeshInformation | meshInfo | ) |
| void Polygon.AddUV | ( | Vector2 | uv | ) |
| void Polygon.AddVertex | ( | Vector3 | vertex | ) |
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Cleans up the polygon by removing any possible duplicate vertex and corresponding attributes.
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| List<int> Polygon.GetBaseTriangles | ( | ) |
| Vector3 Polygon.GetCentroid | ( | ) |
| GameObject Polygon.GetRepresentation | ( | ) |
| List<Vector2> Polygon.GetUV | ( | ) |
| List<Vector3> Polygon.GetVertices | ( | ) |
| void Polygon.Init | ( | GameObject | representation | ) |
Init the lists and sets the representation to which the polygon belongs to.
| bool Polygon.IsValid | ( | ) |
| bool Polygon.PointInside | ( | Vector2 | p2 | ) |
Tells whether a point is inside the polygon or not. This assumes the origin to be at the first vertex.
| bool Polygon.PointInside | ( | Vector3 | p | ) |
Tells whether a point is inside the polygon or not. This projects the point onto the polygon first.
| void Polygon.Reset | ( | ) |
| void Polygon.Triangulate | ( | int | verticesOffset = 0 | ) |
Triangulates the polygon, possibly applying an offset to the triangle indices. Also fills the 2D representation of the polygon. The triangulation is only calculated once then stored in m_BaseTriangles. Calling this method several times will only change the offset and store the result in m_Triangles.
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protected |
List of untranslated triangulation indices.
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The Representation to which this polygon belongs. This allow to delete the polygon when the representation is deleted.
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The triangulation of the polygon is necessary to have any kind of display. The GPU needs a list of triangles in addition of the list of vertices.
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The UV of the polygon is a Vector2 per vertex. It will be used by a mesh to map a texture onto the verices.
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X axis of the 2D base of the polygon.
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Y axis of the 2D base of the polygon.
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The vertices of the polygon, stored as Vector3.
| List<Vector2> Polygon.m_Vertices2D |
2D expression of the vertices of the polygon.