Magnetoculus
Visualisation de champs en VR avec Oculus
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Public Member Functions | |
MeshInformation | CreateMeshInfo (int textureID) |
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delegate void | GenerationEventWithArgs (float generationProgress, string generationText) |
delegate void | GenerationEvent () |
delegate void | ErrorEvent (string message) |
void | StartGeneration () |
Protected Member Functions | |
override void | CreateRepresentationInformation () |
override IEnumerator | AsynchronousGeneration () |
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void | FileError (string message) |
void | TriggerGenerationProgressEvent (float generationProgress, string generationText) |
void | TriggerGenerationStartEvent () |
void | TriggerGenerationEndEvent () |
void | TriggerGenerationErrorEvent (string message) |
Additional Inherited Members | |
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GameObject | m_ChunkPrefab |
RepresentationNavigation | m_RepresentationManagerPanel |
FileInfoManager | m_FileInfoManager |
string | m_FileName |
GameObject | m_Representation |
Mesh | m_Mesh |
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static GenerationEvent | GenerationStartEvent |
static GenerationEventWithArgs | GenerationProgressEvent |
static GenerationEvent | GenerationEndEvent |
static ErrorEvent | GenerationErrorEvent |
This Generator access the database to generate a town. Warning: there is a bug in Unity when loading .TIF textures, thus the user should convert the textures to .jpg format, as this script will try to find files with that extension.
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protectedvirtual |
The generation is a coroutine so we can check its state and display it on a progress bar.
Implements Generator.
MeshInformation GenericTownGenerator.CreateMeshInfo | ( | int | textureID | ) |
textureName | the name of the texture use as key in the m_Meshes Dictionary. |
Create a MeshInformation for a specific texture, and bind them together via the m_Meshes Dictionary. If the texture does exist the method will load it and give it to the mesh.
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protectedvirtual |
Implements Generator.