Magnetoculus
Visualisation de champs en VR avec Oculus
GenericTownGenerator Class Reference
Inheritance diagram for GenericTownGenerator:
Generator

Public Member Functions

MeshInformation CreateMeshInfo (int textureID)
 
- Public Member Functions inherited from Generator
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 ()
 
- Protected Member Functions inherited from Generator
void FileError (string message)
 
void TriggerGenerationProgressEvent (float generationProgress, string generationText)
 
void TriggerGenerationStartEvent ()
 
void TriggerGenerationEndEvent ()
 
void TriggerGenerationErrorEvent (string message)
 

Additional Inherited Members

- Protected Attributes inherited from Generator
GameObject m_ChunkPrefab
 
RepresentationNavigation m_RepresentationManagerPanel
 
FileInfoManager m_FileInfoManager
 
string m_FileName
 
GameObject m_Representation
 
Mesh m_Mesh
 
- Events inherited from Generator
static GenerationEvent GenerationStartEvent
 
static GenerationEventWithArgs GenerationProgressEvent
 
static GenerationEvent GenerationEndEvent
 
static ErrorEvent GenerationErrorEvent
 

Detailed Description

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.

Member Function Documentation

◆ AsynchronousGeneration()

override IEnumerator GenericTownGenerator.AsynchronousGeneration ( )
protectedvirtual

The generation is a coroutine so we can check its state and display it on a progress bar.

Implements Generator.

◆ CreateMeshInfo()

MeshInformation GenericTownGenerator.CreateMeshInfo ( int  textureID)
Parameters
textureNamethe 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.

◆ CreateRepresentationInformation()

override void GenericTownGenerator.CreateRepresentationInformation ( )
protectedvirtual

Implements Generator.


The documentation for this class was generated from the following file: