允许外部系统为 Unity 提供动态网格。
XRMeshSubsystem 使外部系统能够为 Unity 提供动态网格。为了在执行期间不阻塞主线程,网格在后台线程上处理(包括物理烘焙)。这对于在运行时期间提供动态网格非常有用,例如空间感知 AR 设备。
meshDensity | 调用此函数可请求更改生成的网格的密度。Unity 给出的密度级别为 0.0 到 1.0 范围内的值,如何将此值映射到其实现由提供程序决定。 设置此值不保证立即更改当前已创建的任何网格的密度,可能仅更改新的或更新的网格的密度。 |
GenerateMeshAsync | 请求生成具有 MeshId meshId 的网格。生成完成时,Unity 会调用 /onMeshGenerationComplete/。 |
GetUpdatedMeshTransforms | Gets the updated mesh transforms. |
SetBoundingVolume | 设置包围体来限制 Unity 生成和跟踪网格的空间。包围体是一个以 origin 为中心并按照 extents 中的定义在每个维度上延伸的轴对齐的包围盒 (AABB)。度量单位取决于提供程序。 |
TryGetMeshInfos | 获取系统当前跟踪的每个网格的相关信息。 |
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