Particle Playground - Script Reference  3.0.1
Framework for controlling particles in the Unity Engine.
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ParticlePlayground.SkinnedWorldObject Class Reference

Holds information about a Skinned world object. Consider to NOT use Optimize Game Objects at the skinned mesh's Import Settings for best performance of extracting its vertices. More...

Inheritance diagram for ParticlePlayground.SkinnedWorldObject:
ParticlePlayground.WorldObjectBaseC

Public Member Functions

void Initialize ()
 Initializes this Skinned World Object and prepares it for extracting the mesh data. More...
 
void MeshUpdate ()
 Updates the mesh. More...
 
void BoneUpdate ()
 Updates the bones. If no bones are found (using Optimize Game Objects) a snapshot of the skinned mesh will be computed instead. Enabling Optimize Game Objects will be a lot slower, consider disabling this for your skinned meshes calculated by a Particle Playground system. More...
 
void Update ()
 Updates this Skinned World Object. More...
 
void UpdateOnNewThread ()
 Updates this Skinned World Object on a new thread. More...
 
SkinnedWorldObject Clone ()
 Returns a copy of this SkinnedWorldObject. More...
 
- Public Member Functions inherited from ParticlePlayground.WorldObjectBaseC
void UpdateMatrix (bool isLocal)
 

Public Attributes

int downResolution = 1
 Downresolution will skip vertices to set fewer target positions in a SkinnedWorldObject. More...
 
SkinnedMeshRenderer renderer
 The renderer of this SkinnedWorldObject. More...
 
bool isDoneThread = true
 Determines if the thread for this skinned world object is ready. This is used when Skinned Mesh Thread Method is set to One Per System. More...
 
- Public Attributes inherited from ParticlePlayground.WorldObjectBaseC
GameObject gameObject
 The GameObject of this World Object. More...
 
Transform transform
 The Transform of this World Object. More...
 
Rigidbody rigidbody
 The Rigidbody of this World Object. More...
 
MeshFilter meshFilter
 The mesh filter of this World Object (will be null for skinned meshes). More...
 
Mesh mesh
 The mesh of this World Object. More...
 
Vector3[] vertexPositions
 The vertices of this World Object. More...
 
Vector3[] normals
 The normals of this World Object. More...
 
bool updateNormals = false
 Determines if normals should update. More...
 
int cachedId
 The id of this World Object (used to keep track when this object changes). More...
 
bool initialized = false
 Determines if this World Object is initialized. More...
 
Matrix4x4 transformMatrix = new Matrix4x4()
 The transform matrix of this World Object. All source positions is calculated based on this matrix. More...
 
ScaleMethod scaleMethod
 The scale method to use when updating the transform matrix. More...
 

Detailed Description

Holds information about a Skinned world object. Consider to NOT use Optimize Game Objects at the skinned mesh's Import Settings for best performance of extracting its vertices.

Member Function Documentation

void ParticlePlayground.SkinnedWorldObject.BoneUpdate ( )

Updates the bones. If no bones are found (using Optimize Game Objects) a snapshot of the skinned mesh will be computed instead. Enabling Optimize Game Objects will be a lot slower, consider disabling this for your skinned meshes calculated by a Particle Playground system.

SkinnedWorldObject ParticlePlayground.SkinnedWorldObject.Clone ( )

Returns a copy of this SkinnedWorldObject.

void ParticlePlayground.SkinnedWorldObject.Initialize ( )

Initializes this Skinned World Object and prepares it for extracting the mesh data.

void ParticlePlayground.SkinnedWorldObject.MeshUpdate ( )

Updates the mesh.

void ParticlePlayground.SkinnedWorldObject.Update ( )

Updates this Skinned World Object.

void ParticlePlayground.SkinnedWorldObject.UpdateOnNewThread ( )

Updates this Skinned World Object on a new thread.

Member Data Documentation

int ParticlePlayground.SkinnedWorldObject.downResolution = 1

Downresolution will skip vertices to set fewer target positions in a SkinnedWorldObject.

bool ParticlePlayground.SkinnedWorldObject.isDoneThread = true

Determines if the thread for this skinned world object is ready. This is used when Skinned Mesh Thread Method is set to One Per System.

SkinnedMeshRenderer ParticlePlayground.SkinnedWorldObject.renderer

The renderer of this SkinnedWorldObject.


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