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Platform Class Reference
Inheritance diagram for Platform:
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Collaboration diagram for Platform:
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Public Member Functions

void activateUIMesh ()
 
GameObject toolStandPosition (uint number, uint numberOfToolStands)
 
bool getIsRounded ()
 
bool getIsRectangular ()
 
Rect getScreenDimensions (UI.Screen screen)
 
void updateCenterGameObjects ()
 
Transform getCenterTransformForScreen (UI.Screen s)
 

Public Attributes

GameObject rectBase
 
GameObject front
 
GameObject left
 
GameObject right
 
GameObject frontLeft
 
GameObject frontRight
 
GameObject rounded
 
GameObject chair
 
GameObject footPrints
 
GameObject mainCamera
 
Camera UICamera
 
Material UiMeshMaterial
 
float UIMeshRoundedRadius = 1.2f
 
float UIMeshRoundedAngle = 180f
 
float UIMeshRoundedSideLength = 0.3f
 
float UIMeshRoundedBottom = 0.35f
 
float UIMeshRoundedHeight = 2.0f
 
float UIMeshRectangularBottom = 0.75f
 
float UIMeshRectangularHeight = 2.0f
 
float UIMeshRectangularRadius = 0.425f
 
GameObject viveRig
 

Properties

static Platform instance [get, set]
 
GameObject UIMesh [get, set]
 

Detailed Description

Definition at line 6 of file Platform.cs.

Member Function Documentation

Transform Platform.getCenterTransformForScreen ( UI.Screen  s)
inline

Return a transform representing the center of the screen. This transform is placed at the center of a screen and (on the platform) and is oriented inwards, i.e. towards the player. The transform can be used to determine if a movement is "towards" or "away from" a certain screen.

Definition at line 596 of file Platform.cs.

GameObject Platform.toolStandPosition ( uint  number,
uint  numberOfToolStands 
)
inline

Return a new GameObject into which a new toolstand can be placed. numberOfToolStands is the total number of toolstands that will be used. number is the toolstand to generate, which must be between 0 and numberOfToolStands.

Definition at line 466 of file Platform.cs.

void Platform.updateCenterGameObjects ( )
inline

Create empty GameObjects representing the centers of the screens. Each of these objects is roughly at the center of each virtual screen. The objects all face "inwards", i.e. towards the center of the platform. They can be used to calculate, for example, whether an object is moving "towards" or "away from" a screen.

Definition at line 545 of file Platform.cs.


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