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

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
 

Detailed Description

The abstraction used in all the generation processes.

Member Function Documentation

◆ AddToMeshInfo()

void Polygon.AddToMeshInfo ( MeshInformation  meshInfo)

◆ AddUV()

void Polygon.AddUV ( Vector2  uv)

◆ AddVertex()

void Polygon.AddVertex ( Vector3  vertex)

◆ CleanUp()

virtual void Polygon.CleanUp ( )
virtual

Cleans up the polygon by removing any possible duplicate vertex and corresponding attributes.

◆ CreateInstance()

static Polygon Polygon.CreateInstance ( GameObject  representation)
static

◆ GetBaseTriangles()

List<int> Polygon.GetBaseTriangles ( )

◆ GetCentroid()

Vector3 Polygon.GetCentroid ( )

◆ GetRepresentation()

GameObject Polygon.GetRepresentation ( )

◆ GetUV()

List<Vector2> Polygon.GetUV ( )

◆ GetVertices()

List<Vector3> Polygon.GetVertices ( )

◆ Init()

void Polygon.Init ( GameObject  representation)

Init the lists and sets the representation to which the polygon belongs to.

◆ IsValid()

bool Polygon.IsValid ( )

◆ PointInside() [1/2]

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.

◆ PointInside() [2/2]

bool Polygon.PointInside ( Vector3  p)

Tells whether a point is inside the polygon or not. This projects the point onto the polygon first.

◆ Reset()

void Polygon.Reset ( )

◆ Triangulate()

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.

Member Data Documentation

◆ m_BaseTriangles

List<int> Polygon.m_BaseTriangles
protected

List of untranslated triangulation indices.

◆ m_Representation

GameObject Polygon.m_Representation
protected

The Representation to which this polygon belongs. This allow to delete the polygon when the representation is deleted.

◆ m_Triangles

List<int> Polygon.m_Triangles
protected

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.

◆ m_UV

List<Vector2> Polygon.m_UV
protected

The UV of the polygon is a Vector2 per vertex. It will be used by a mesh to map a texture onto the verices.

◆ m_UX

Vector3 Polygon.m_UX
protected

X axis of the 2D base of the polygon.

◆ m_UY

Vector3 Polygon.m_UY
protected

Y axis of the 2D base of the polygon.

◆ m_Vertices

List<Vector3> Polygon.m_Vertices
protected

The vertices of the polygon, stored as Vector3.

◆ m_Vertices2D

List<Vector2> Polygon.m_Vertices2D

2D expression of the vertices of the polygon.


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