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Feature/mesh generate circle #503

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merged 6 commits into from
Oct 30, 2022

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jackdaus
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Ok here's the code for the circle mesh generator! I also added an optional parameter to Mesh.GeneratePlane for generating a double sided mesh.

Here's a shot of one of the demo scenes from the underside, showing the double-sidedness:
Untitled picture

I also "moved" one of the test screenshot camera positions ("ProceduralGeometry.jpg") in order to squeeze the circle mesh into the frame:
ProceduralGeometry

And I added a test for the circle, similar to what was done for the plane. But not sure if I connected all the pieces to get this to show up in the docs. I tried generating the docs locally, but didn't see anything about the new Mesh.GenerateCircle method.
ProcGeoCircle-

Let me know if you want any other changes or tweaks!

@maluoi maluoi added this to the v0.3.7 milestone Oct 30, 2022
@maluoi maluoi merged commit 0aba038 into StereoKit:develop Oct 30, 2022
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maluoi commented Oct 30, 2022

This looks like a perfect contribution to me, thanks a bunch for this one, I love it! And yeah, looks like you did the docs right :) The documenter may not be set up super well for doing different branches of the repository is all!

@jackdaus jackdaus deleted the feature/mesh_generate_circle branch November 5, 2022 04:18
maluoi added a commit that referenced this pull request Nov 15, 2022
This update merges in some big changes to the way the C# build scripts work! This allows for switching between the Oculus and Standard OpenXR Loader (for those _not_ targeting Quest!), as well as lays the groundwork for the upcoming Maui based multi-target template. Some projects _may_ experience issues upgrading due to this, especially if using the Universal template. If you see this in your project, I'd love to know, notes at the bottom about that.

Here's the changelog:
- Added auto-copy of Assets folder <SKCopyAssets>true/false, <SKAssetFolder>path, and <SKAssetDestination>path
- Added auto-compile for shaders in the Assets folder.
- Added ability to switch between the standard and Oculus version of the OpenXR Loader, <SKOpenXRLoader>.
- Added support for multimaterial skinned meshes, thanks @holloway! #495
- Added `Tex.GenParticle`.
- Added `Mesh.GenerateCircle`, and added `doubleSided` to `Mesh.GeneratePlane`, thanks @jackdaus! #503
- Added `Backend.OpenXR.OnPollEvent` to allow for more OpenXR extension implementations, thanks @jackdaus! #513
- Added `UI.Toggle` overload with sprite arguments. #514
- Added IntPtr overloads for `Sound.Read/WriteSamples`.
- Removed Linux dependencies on libjsoncpp and libglew. #507 and #485
- Text material now uses DepthTest.LessEq, should help reduce z-fighting artifacts on far text.
- Cmake now works with Android, thanks @malek! #516
- Fixed an issue with a missing library on UWP ARM via cmake, #501
- Fixed an issue with parsing certain URIs in GLTF files.
- Fixed an issue with `Material.Copy` not copying material chaining.
- Fixed an issue with the simulated hand's wrist joint not matching real hand data.
- UI.Panel now uses the correct visual element. #484

Previously, asset copying was manually added to templates, this update adds some code that makes this no longer necessary. For existing projects, duplicate asset copying isn't a problem, but the Universal template did a bit extra in order to use a shared asset folder. Please see this branch of the Universal template for changes that you'll probably need!
https://github.com/StereoKit/SKTemplate-Universal/tree/feature/v0.3.7_Asset_Copy
@maluoi maluoi mentioned this pull request Sep 25, 2023
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