diff --git a/api/Editor.Scripts.ConvertToTrainARObject.html b/api/Editor.Scripts.ConvertToTrainARObject.html index b3c69478..d86b7145 100644 --- a/api/Editor.Scripts.ConvertToTrainARObject.html +++ b/api/Editor.Scripts.ConvertToTrainARObject.html @@ -107,7 +107,7 @@

Methods Improve this Doc - View Source + View Source

AddConvertionContextItem()

@@ -120,19 +120,20 @@
Declaration
| - Improve this Doc + Improve this Doc - View Source + View Source - -

InitConversion(GameObject, String)

-

Initializes the conversion process for the given object.

+ +

CombineMeshes(GameObject)

+

Combines all meshes of the selected object (e.g. all meshes in child structures) into a singular mesh, +saving it into the Models folder and deleting all the children to make the mesh structure work with TrainAR.

Declaration
-
public static void InitConversion(GameObject selectedObject, string trainARObjectName)
+
public static GameObject CombineMeshes(GameObject objectToCombineAllMeshesFor)
Parameters
@@ -146,8 +147,63 @@
Parameters
- - + + + +
GameObjectselectedObject

The object that is to be converted to a TrainAR Object

+
objectToCombineAllMeshesFor

The GameObject which meshes (parent and child) should be combined

+
+
Returns
+ + + + + + + + + + + + + +
TypeDescription
GameObject
+ + | + Improve this Doc + + + View Source + + +

FinalizeConversion(GameObject, GameObject, String)

+

Finalizes the conversion process for the given object, replacing the original object in the scene.

+
+
+
Declaration
+
+
public static void FinalizeConversion(GameObject originalObject, GameObject instantiatedPreviewObject, string trainARObjectName)
+
+
Parameters
+ + + + + + + + + + + + + + + + + + @@ -160,19 +216,20 @@
Parameters
TypeNameDescription
GameObjectoriginalObject

The original GameObject in the scene.

+
GameObjectinstantiatedPreviewObject

The instantiated copy of the GameObject.

| - Improve this Doc + Improve this Doc - View Source + View Source - -

SimplifyMeshes(IEnumerable<Mesh>, GameObject, Single, Boolean, Boolean, Boolean, Boolean)

+ +

SimplifyMeshesUsingQuadrics(IEnumerable<UnityEngine.Mesh>, GameObject, Single, Boolean, Boolean, Boolean, Boolean)

Uses the Meshsimplifier to decimate the mesh of the passed Gameobject as well as all of it's children's meshes.

+

Note: In the current implementation this only simplifies one single mesh but it works so i leave this as it is here.

Declaration
-
public static void SimplifyMeshes(IEnumerable<Mesh> originalMeshes, GameObject currentSelectedObject, float quality, bool preserveBorderEdges = false, bool preserveSurfaceCurvature = false, bool preserveUVSeamEdges = false, bool preserveUVFoldoverEdges = false)
+
public static void SimplifyMeshesUsingQuadrics(IEnumerable<UnityEngine.Mesh> originalMeshes, GameObject currentSelectedObject, float quality, bool preserveBorderEdges = false, bool preserveSurfaceCurvature = false, bool preserveUVSeamEdges = false, bool preserveUVFoldoverEdges = false)
Parameters
@@ -185,7 +242,7 @@
Parameters
- + + + +
IEnumerable<Mesh>IEnumerable<UnityEngine.Mesh> originalMeshes

The meshes as they were, when the object was originally selected, before any mesh changes were applied

@@ -225,6 +282,63 @@
Parameters
Boolean preserveUVFoldoverEdges

Optional parameter: Should UV foldover edges be preserved?

+
+ + | + Improve this Doc + + + View Source + + +

SimplifyMeshesUsingTridecimator(UnityEngine.Mesh, Int32)

+

Simplifies one given mesh (careful, this is different to the SimplifyMeshesUsingQuadrics method, which simplifies all meshes of a given object) +to the given target polygon count using the Tridecimator method from the UnityMeshDecimation package.

+
+
+
Declaration
+
+
public static UnityEngine.Mesh SimplifyMeshesUsingTridecimator(UnityEngine.Mesh providedMesh, int targetMeshPolygons)
+
+
Parameters
+ + + + + + + + + + + + + + + + + + + + +
TypeNameDescription
UnityEngine.MeshprovidedMesh

The Mesh to simplify

+
Int32targetMeshPolygons

the target polygon count to simplify to

+
+
Returns
+ + + + + + + + + + + @@ -240,7 +354,7 @@
Parameters
Improve this Doc
  • - View Source + View Source
  • diff --git a/api/Editor.Scripts.TrainAREditorMenu.html b/api/Editor.Scripts.TrainAREditorMenu.html index 8e95ff44..fa32b1ef 100644 --- a/api/Editor.Scripts.TrainAREditorMenu.html +++ b/api/Editor.Scripts.TrainAREditorMenu.html @@ -121,7 +121,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    HideFrameworkHierarchy()

    @@ -137,7 +137,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    HideTrainARReferenceScene()

    @@ -153,7 +153,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    OpenDocumentation()

    @@ -169,7 +169,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    OpenTrainARScene()

    @@ -185,7 +185,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    ResetStatemachineToDefault()

    @@ -201,7 +201,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    ResetTrainARSceneToAuthoringToolDefault()

    @@ -217,7 +217,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    ShowFrameworkHierarchy()

    @@ -281,7 +281,7 @@
    Declaration
    Improve this Doc - View Source + View Source

    SwitchToUnityMode()

    diff --git a/api/Editor.Scripts.TrainARObjectConversionWindow.html b/api/Editor.Scripts.TrainARObjectConversionWindow.html index 493119b4..26a77f68 100644 --- a/api/Editor.Scripts.TrainARObjectConversionWindow.html +++ b/api/Editor.Scripts.TrainARObjectConversionWindow.html @@ -105,7 +105,7 @@

    Methods Improve this Doc - View Source + View Source

    WindowWithObjectAlreadyExists(GameObject)

    @@ -161,7 +161,7 @@
    Returns
    Improve this Doc
  • - View Source + View Source
  • diff --git a/index.json b/index.json index cfa737f5..d487a8f4 100644 --- a/index.json +++ b/index.json @@ -2,7 +2,7 @@ "api/Editor.Scripts.ConvertToTrainARObject.html": { "href": "api/Editor.Scripts.ConvertToTrainARObject.html", "title": "Class ConvertToTrainARObject | TrainAR Documentation", - "keywords": "Class ConvertToTrainARObject ConvertToTrainARObjects is an Editor script that adds a right-click context menu to GameObjects in the hierarchy named \"Convert to TrainAR Object\". When the object is eligible (therefore has a transform, MeshFilter and MeshRenderer), this can be used to convert GameObjects to TrainAR Objects, where behaviours (e.g. TrainAR Object) are automatically added and the mesh is combined an simplyfied. Inheritance Object ConvertToTrainARObject Namespace : Editor.Scripts Assembly : Assembly-CSharp-Editor.dll Syntax public class ConvertToTrainARObject : UnityEditor.Editor Methods | Improve this Doc View Source AddConvertionContextItem() Adds the \"Convert to TrainAR Object\" menu Item to the context menu in the editor and handles when it was clicked. Declaration public static void AddConvertionContextItem() | Improve this Doc View Source InitConversion(GameObject, String) Initializes the conversion process for the given object. Declaration public static void InitConversion(GameObject selectedObject, string trainARObjectName) Parameters Type Name Description GameObject selectedObject The object that is to be converted to a TrainAR Object String trainARObjectName The specified name of the TrainAR Object. | Improve this Doc View Source SimplifyMeshes(IEnumerable, GameObject, Single, Boolean, Boolean, Boolean, Boolean) Uses the Meshsimplifier to decimate the mesh of the passed Gameobject as well as all of it's children's meshes. Declaration public static void SimplifyMeshes(IEnumerable originalMeshes, GameObject currentSelectedObject, float quality, bool preserveBorderEdges = false, bool preserveSurfaceCurvature = false, bool preserveUVSeamEdges = false, bool preserveUVFoldoverEdges = false) Parameters Type Name Description IEnumerable < Mesh > originalMeshes The meshes as they were, when the object was originally selected, before any mesh changes were applied GameObject currentSelectedObject The current Gameobject, to which the mesh changes are applied to Single quality The desired quality of the simplification. Must be between 0 and 1. Boolean preserveBorderEdges Optional parameter: Should mesh edges be preserved? Boolean preserveSurfaceCurvature Optional parameter: Should surface curvature be preserved? Boolean preserveUVSeamEdges Optional parameter: Should UV seam edges be preserved? Boolean preserveUVFoldoverEdges Optional parameter: Should UV foldover edges be preserved?" + "keywords": "Class ConvertToTrainARObject ConvertToTrainARObjects is an Editor script that adds a right-click context menu to GameObjects in the hierarchy named \"Convert to TrainAR Object\". When the object is eligible (therefore has a transform, MeshFilter and MeshRenderer), this can be used to convert GameObjects to TrainAR Objects, where behaviours (e.g. TrainAR Object) are automatically added and the mesh is combined an simplyfied. Inheritance Object ConvertToTrainARObject Namespace : Editor.Scripts Assembly : Assembly-CSharp-Editor.dll Syntax public class ConvertToTrainARObject : UnityEditor.Editor Methods | Improve this Doc View Source AddConvertionContextItem() Adds the \"Convert to TrainAR Object\" menu Item to the context menu in the editor and handles when it was clicked. Declaration public static void AddConvertionContextItem() | Improve this Doc View Source CombineMeshes(GameObject) Combines all meshes of the selected object (e.g. all meshes in child structures) into a singular mesh, saving it into the Models folder and deleting all the children to make the mesh structure work with TrainAR. Declaration public static GameObject CombineMeshes(GameObject objectToCombineAllMeshesFor) Parameters Type Name Description GameObject objectToCombineAllMeshesFor The GameObject which meshes (parent and child) should be combined Returns Type Description GameObject | Improve this Doc View Source FinalizeConversion(GameObject, GameObject, String) Finalizes the conversion process for the given object, replacing the original object in the scene. Declaration public static void FinalizeConversion(GameObject originalObject, GameObject instantiatedPreviewObject, string trainARObjectName) Parameters Type Name Description GameObject originalObject The original GameObject in the scene. GameObject instantiatedPreviewObject The instantiated copy of the GameObject. String trainARObjectName The specified name of the TrainAR Object. | Improve this Doc View Source SimplifyMeshesUsingQuadrics(IEnumerable, GameObject, Single, Boolean, Boolean, Boolean, Boolean) Uses the Meshsimplifier to decimate the mesh of the passed Gameobject as well as all of it's children's meshes. Note: In the current implementation this only simplifies one single mesh but it works so i leave this as it is here. Declaration public static void SimplifyMeshesUsingQuadrics(IEnumerable originalMeshes, GameObject currentSelectedObject, float quality, bool preserveBorderEdges = false, bool preserveSurfaceCurvature = false, bool preserveUVSeamEdges = false, bool preserveUVFoldoverEdges = false) Parameters Type Name Description IEnumerable < UnityEngine.Mesh > originalMeshes The meshes as they were, when the object was originally selected, before any mesh changes were applied GameObject currentSelectedObject The current Gameobject, to which the mesh changes are applied to Single quality The desired quality of the simplification. Must be between 0 and 1. Boolean preserveBorderEdges Optional parameter: Should mesh edges be preserved? Boolean preserveSurfaceCurvature Optional parameter: Should surface curvature be preserved? Boolean preserveUVSeamEdges Optional parameter: Should UV seam edges be preserved? Boolean preserveUVFoldoverEdges Optional parameter: Should UV foldover edges be preserved? | Improve this Doc View Source SimplifyMeshesUsingTridecimator(UnityEngine.Mesh, Int32) Simplifies one given mesh (careful, this is different to the SimplifyMeshesUsingQuadrics method, which simplifies all meshes of a given object) to the given target polygon count using the Tridecimator method from the UnityMeshDecimation package. Declaration public static UnityEngine.Mesh SimplifyMeshesUsingTridecimator(UnityEngine.Mesh providedMesh, int targetMeshPolygons) Parameters Type Name Description UnityEngine.Mesh providedMesh The Mesh to simplify Int32 targetMeshPolygons the target polygon count to simplify to Returns Type Description UnityEngine.Mesh The simplified mesh" }, "api/Editor.Scripts.EditorTrainARObjectToolbar.html": { "href": "api/Editor.Scripts.EditorTrainARObjectToolbar.html", @@ -442,7 +442,7 @@ "manual/TrainArObjects.html": { "href": "manual/TrainArObjects.html", "title": "Creating and Converting TrainAR Objects | TrainAR Documentation", - "keywords": "Creating and Converting TrainAR Objects To be able to use 3D assets/models for interactions in TrainAR trainings, you need to convert them to TrainAR Objects first. This gives them default TrainAR functionality/behaviours and makes them usable in the TrainAR Stateflow. To convert a 3D model into a TrainAR Object , simply drag-and-drop it from the project tab into the hierarchy tab. To start the conversion either right click on it in the hierarchy tab and select \"Convert to TrainAR Object\". Alternatively, while the object is selected, press the appearing button on the bottom left of the scene tab with the label Convert to TrainAR Object . Either way, a preview window displaying the selected object will appear. This window contains various settings for the conversion process: The TrainAR Object Name is used to reference this specific object in the TrainAR Stateflow . The Object Quality let's you reduce the quality of the object by lowering the polygon count. Sometimes objects may be to detailed to be efficiently used. It is recommended to not exceed 100000 polygons for all the objects in the entire training. The advanced quality setting options let you further customize the quality of the object. To finalize the conversion simply press the Convert to TrainAR Object -button on the bottom of the preview window. Depending on how complex the object is, this may take a few seconds or even minutes. Note: An object may only be converted to a TrainAR Object, if was not already converted and it has a Transform, MeshFilter and a MeshRenderer applied to it. SkinnedMeshRenderers are currently not supported. Object States A TrainAR Object has certain state attributes with which you can control in which kinds of ways the object can be interacted with. These states are: Visible: Whether or not this TrainAR Object is visible or invisible. Grabbable: If this is enabled, objects may be grabbed and moved around by the user. Therefore this should be disabled, in case of stationary objects. Interactable: Whether or not it is possible to trigger interactions on this object. Combineable: Whether or not it is possible to combine other TrainAR objects with it. If you have selected a TrainAR Object in the Authoring Tool, you can alter the state TrainAR objects start the training with by clicking on them in the Object State Toolbar . Note: You can also change TrainAR object states during the training through the Object Helper Node in the TrainAR Stateflow. Transform Tools With the Transform Tools you can configure your TrainAR Objects further. For example, you can move, rotate, or scale objects and alter their Bounding Box. The Transform tool is a convenient combination of the previous tools. With the Bounding Box Tool you can configure the bounding box of the object, which among other things, defines at what point TrainAR Objects are overlapping, so they can be combined with each other. Tip: Holding alt and clicking pins the center in place and clicking shift makes it possible to scale the bounding box uniformly. Swapping or modifying TrainAR Objects during a training One of the problems you'll run in quite frequently when creating trainings with TrainAR is that you want to modify TrainAR Objects or swap them out TrainAR Objects all together, for example as a result of an Interact or Combine . This can be achieved in various ways, some of which are explained in the following examples. Replacing the whole TrainAR Object You'll need to have prepared two 3D models as TrainAR Objects. One replacing object and one to be replaced object . Both need to be added to the training setup from the beginning, the replacing object can be set to invisible if it's not supposed to be in the training at training startup, from a user perspective. To replace one object with another use the TrainAR Node: Object Helper with the option Replace TrainAR Object . In the Object name textfield of the node put in the name of the replaced object and in the Replace with text field the name of the replacing object . The following two examples demonstrate this process. Example 1: Simple replacement In this example consisting of a packaged syringe that is supposed to be \"unpacked\" by replacing the packaged model with the unpackaged syringe. The user can do this by triggering an Interact on the packaged syringe. As a result, the packaged syringe model is then replaced by the unpackaged syringe. Add both TrainAR Objects in the training setup. Set the replacing object , in this case the syringe, to invisible. To open the package, the user is supposed to interact with the packaged syringe. Consequently, add a TrainAR Action node to the script graph, which references the packaged syringe TrainAR Object . As a result the packaged syringe is replaced with the syringe itself. Therefore add a TrainAR Object Helper node and choose the option Replace TrainAR Object . Then, enter the object names of the packaged syringe and the syringe in the respective fields in the node. Example 2: Combining two objects to one Sometimes you may want to model the attachment of one model to another. This can also be realized with the TrainAR Object Helper node, but with an additional step. In this example we want to connect a needle to the syringe. For this, three TrainAR Objects are needed: the syringe without needle, the syringe with needle and the needle. The syringe with needle needs to be set to invisible at the start of the training. At first, we again add a TrainAR Action node as a trigger for the replacement process, this time set to combine . The grabbed object in this case is the syringe and the stationary object is the needle. Next, the syringe is replaced via a TrainAR Object Helper node. Since the needle is now attached to the syringe, the needle model can be set to invisible. This is done as well with a TrainAR Object Helper node, but with the option Toggle Invisible . Fusing two Objects Another option is to directly attach one TrainAR Object to another TrainAR Object. This is possible when using TrainAR Object Helper with the option set to Fuse Two Objects . The Object name field specifies the object that is fused onto the object, which is specified in the Fuse to Object field. In the Offset Position and Rotation field the position and rotation relative to the fused with TrainAR Object is specified. To determine the offset position and rotation place the in the desired position and rotation in the scene view. Then select both of these objects (shift-click on each of them). A toolbar should appear on the bottom left of the scene view, which displays the offset position and rotation of the selected objects. These are the offset values you need to enter in the Object Helper Node to fuse them in the specified position and rotation. After you're done entering the values, don't forget to reset the objects to their default position and rotation in the scene view. Note: You may need to flip the signing of the values when entering them in the Object Helper node (i.e. -1.5 becomes 1.5 and vice versa). Object-level Behaviours Nothing to do here for now. TrainAR Objects automatically inherit all necessary behaviours like physics, collisions, outlining, sounds, shadows, interactions and many more for TrainAR to work consistently. There might be cases where you want more than what is provided. E.g. playing a specific sound on a specific combination of two objects, outlining this specific object on selection in pink (for some reason) or showing a cat GIF when this object is interacted with. How to accomplish these object-level behaviours by listening to TrainAR Object interaction events is described in the Advanced Options ." + "keywords": "Creating and Converting TrainAR Objects To be able to use 3D assets/models for interactions in TrainAR trainings, you need to convert them to TrainAR Objects first. This gives them default TrainAR functionality/behaviours and makes them usable in the TrainAR Stateflow. To convert a 3D model into a TrainAR Object , simply drag-and-drop it from the project tab into the hierarchy tab. To start the conversion either right click on it in the hierarchy tab and select \"Convert to TrainAR Object\". Alternatively, while the object is selected, press the appearing button on the bottom left of the scene tab with the label Convert to TrainAR Object . Either way, a preview window displaying the selected object will appear. This window contains various settings for the conversion process: The optional Preview Mode , which lets you choose if you want to see the current object as a mesh, with its texture, or shaded (this is not applied to the converted object). The TrainAR Object Name , which is used to reference this specific object in the TrainAR Stateflow . The optional Move Pivot Point to Center setting, which automatically moves the point at which TrainAR Objects are grabbed to the objects center. The Object Simplification settings, which allows to simplify the object by either specifying a target polygon count (Vcglib Tridecimator algorithm, recommended ) or specify a quality reduction level (Quadric Error Metrics). To finalize the conversion simply press the Convert to TrainAR Object -button on the bottom of the preview window. Depending on how complex the object is, this may take a few seconds or even minutes. Note: An object may only be converted to a TrainAR Object, if it was not already converted and it has a Transform, MeshFilter and a MeshRenderer applied to it. SkinnedMeshRenderers are currently not supported. Object States A TrainAR Object has certain state attributes with which you can control in which kinds of ways the object can be interacted with. These states are: Visible: Whether or not this TrainAR Object is visible or invisible. Grabbable: If this is enabled, objects may be grabbed and moved around by the user. Therefore this should be disabled, in case of stationary objects. Interactable: Whether or not it is possible to trigger interactions on this object. Combineable: Whether or not it is possible to combine other TrainAR objects with it. If you have selected a TrainAR Object in the Authoring Tool, you can alter the state TrainAR objects start the training with by clicking on them in the Object State Toolbar . Note: You can also change TrainAR object states during the training through the Object Helper Node in the TrainAR Stateflow. Transform Tools With the Transform Tools you can configure your TrainAR Objects further. For example, you can move, rotate, or scale objects and alter their Bounding Box. The Transform tool is a convenient combination of the previous tools. With the Bounding Box Tool you can configure the bounding box of the object, which among other things, defines at what point TrainAR Objects are overlapping, so they can be combined with each other. Tip: Holding alt and clicking pins the center in place and clicking shift makes it possible to scale the bounding box uniformly. Swapping or modifying TrainAR Objects during a training One of the problems you'll run in quite frequently when creating trainings with TrainAR is that you want to modify TrainAR Objects or swap them out TrainAR Objects all together, for example as a result of an Interact or Combine . This can be achieved in various ways, some of which are explained in the following examples. Replacing the whole TrainAR Object You'll need to have prepared two 3D models as TrainAR Objects. One replacing object and one to be replaced object . Both need to be added to the training setup from the beginning, the replacing object can be set to invisible if it's not supposed to be in the training at training startup, from a user perspective. To replace one object with another use the TrainAR Node: Object Helper with the option Replace TrainAR Object . In the Object name textfield of the node put in the name of the replaced object and in the Replace with text field the name of the replacing object . The following two examples demonstrate this process. Example 1: Simple replacement In this example consisting of a packaged syringe that is supposed to be \"unpacked\" by replacing the packaged model with the unpackaged syringe. The user can do this by triggering an Interact on the packaged syringe. As a result, the packaged syringe model is then replaced by the unpackaged syringe. Add both TrainAR Objects in the training setup. Set the replacing object , in this case the syringe, to invisible. To open the package, the user is supposed to interact with the packaged syringe. Consequently, add a TrainAR Action node to the script graph, which references the packaged syringe TrainAR Object . As a result the packaged syringe is replaced with the syringe itself. Therefore add a TrainAR Object Helper node and choose the option Replace TrainAR Object . Then, enter the object names of the packaged syringe and the syringe in the respective fields in the node. Example 2: Combining two objects to one Sometimes you may want to model the attachment of one model to another. This can also be realized with the TrainAR Object Helper node, but with an additional step. In this example we want to connect a needle to the syringe. For this, three TrainAR Objects are needed: the syringe without needle, the syringe with needle and the needle. The syringe with needle needs to be set to invisible at the start of the training. At first, we again add a TrainAR Action node as a trigger for the replacement process, this time set to combine . The grabbed object in this case is the syringe and the stationary object is the needle. Next, the syringe is replaced via a TrainAR Object Helper node. Since the needle is now attached to the syringe, the needle model can be set to invisible. This is done as well with a TrainAR Object Helper node, but with the option Toggle Invisible . Fusing two Objects Another option is to directly attach one TrainAR Object to another TrainAR Object. This is possible when using TrainAR Object Helper with the option set to Fuse Two Objects . The Object name field specifies the object that is fused onto the object, which is specified in the Fuse to Object field. In the Offset Position and Rotation field the position and rotation relative to the fused with TrainAR Object is specified. To determine the offset position and rotation place the in the desired position and rotation in the scene view. Then select both of these objects (shift-click on each of them). A toolbar should appear on the bottom left of the scene view, which displays the offset position and rotation of the selected objects. These are the offset values you need to enter in the Object Helper Node to fuse them in the specified position and rotation. After you're done entering the values, don't forget to reset the objects to their default position and rotation in the scene view. Note: You may need to flip the signing of the values when entering them in the Object Helper node (i.e. -1.5 becomes 1.5 and vice versa). Object-level Behaviours Nothing to do here for now. TrainAR Objects automatically inherit all necessary behaviours like physics, collisions, outlining, sounds, shadows, interactions and many more for TrainAR to work consistently. There might be cases where you want more than what is provided. E.g. playing a specific sound on a specific combination of two objects, outlining this specific object on selection in pink (for some reason) or showing a cat GIF when this object is interacted with. How to accomplish these object-level behaviours by listening to TrainAR Object interaction events is described in the Advanced Options ." }, "manual/TrainingConclusionNode.html": { "href": "manual/TrainingConclusionNode.html", diff --git a/manifest.json b/manifest.json index a8a33403..606dd626 100644 --- a/manifest.json +++ b/manifest.json @@ -28,7 +28,7 @@ "output": { ".html": { "relative_path": "api/Editor.Scripts.ConvertToTrainARObject.html", - "hash": "3GSp+aKMtvvd+QgAJ+8LSml4w/rcAHRvqnt5RG6K6cE=" + "hash": "9QxKAab8MqdQga09x0G8SvBjD6ObRSSWDmFjcsduX4U=" } }, "is_incremental": false, @@ -112,7 +112,7 @@ "output": { ".html": { "relative_path": "api/Editor.Scripts.TrainAREditorMenu.html", - "hash": "5iR5/HAc7VcPkYm0wWwQ3Hxfyv3lf+SfUrjX7yrakps=" + "hash": "Hvj8A47gBNIrWNbuN6ZuzpJFzXaF4R75xviVTHL0dKE=" } }, "is_incremental": false, @@ -124,7 +124,7 @@ "output": { ".html": { "relative_path": "api/Editor.Scripts.TrainARObjectConversionWindow.html", - "hash": "n0YaUgwfS2qyEfpwBoiOMrOjcNqapyU20Rj6euMeFQE=" + "hash": "ka7pbOXr68jbGv5u1bJS3+BMKobQR2oV6md6T53AcLU=" } }, "is_incremental": false, @@ -1108,7 +1108,7 @@ "output": { ".html": { "relative_path": "manual/TrainArObjects.html", - "hash": "8XYy29XCE3lmpNFErHXFf1Q6eEM/cEWNA9A/QFgVGOk=" + "hash": "ezicYvhmwjgGTmse/sjw3TQsk9vBb304dUpTrs3PyWs=" } }, "is_incremental": false, diff --git a/manual/TrainArObjects.html b/manual/TrainArObjects.html index 74fbbec0..68d9d54e 100644 --- a/manual/TrainArObjects.html +++ b/manual/TrainArObjects.html @@ -81,15 +81,16 @@

    Creating and Converting TrainAR

    To be able to use 3D assets/models for interactions in TrainAR trainings, you need to convert them to TrainAR Objects first. This gives them default TrainAR functionality/behaviours and makes them usable in the TrainAR Stateflow.

    To convert a 3D model into a TrainAR Object, simply drag-and-drop it from the project tab into the hierarchy tab. To start the conversion either right click on it in the hierarchy tab and select "Convert to TrainAR Object". Alternatively, while the object is selected, press the appearing button on the bottom left of the scene tab with the label Convert to TrainAR Object. Either way, a preview window displaying the selected object will appear.

    -

    This window contains various settings for the conversion process:

    +

    This window contains various settings for the conversion process:

      -
    • The TrainAR Object Name is used to reference this specific object in the TrainAR Stateflow.
    • -
    • The Object Quality let's you reduce the quality of the object by lowering the polygon count. Sometimes objects may be to detailed to be efficiently used. It is recommended to not exceed 100000 polygons for all the objects in the entire training.
    • -
    • The advanced quality setting options let you further customize the quality of the object.
    • +
    • The optional Preview Mode, which lets you choose if you want to see the current object as a mesh, with its texture, or shaded (this is not applied to the converted object).
    • +
    • The TrainAR Object Name, which is used to reference this specific object in the TrainAR Stateflow.
    • +
    • The optional Move Pivot Point to Center setting, which automatically moves the point at which TrainAR Objects are grabbed to the objects center.
    • +
    • The Object Simplification settings, which allows to simplify the object by either specifying a target polygon count (Vcglib Tridecimator algorithm, recommended) or specify a quality reduction level (Quadric Error Metrics).

    To finalize the conversion simply press the Convert to TrainAR Object-button on the bottom of the preview window. Depending on how complex the object is, this may take a few seconds or even minutes.

    -

    Note: An object may only be converted to a TrainAR Object, if was not already converted and it has a Transform, MeshFilter and a MeshRenderer applied to it. SkinnedMeshRenderers are currently not supported.

    +

    Note: An object may only be converted to a TrainAR Object, if it was not already converted and it has a Transform, MeshFilter and a MeshRenderer applied to it. SkinnedMeshRenderers are currently not supported.

    Object States

    A TrainAR Object has certain state attributes with which you can control in which kinds of ways the object can be interacted with. These states are:

    Visible: Whether or not this TrainAR Object is visible or invisible.

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Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingQuadrics(System.Collections.Generic.IEnumerable{UnityEngine.Mesh},GameObject,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean) + name: SimplifyMeshesUsingQuadrics(IEnumerable, GameObject, Single, Boolean, Boolean, Boolean, Boolean) + href: api/Editor.Scripts.ConvertToTrainARObject.html#Editor_Scripts_ConvertToTrainARObject_SimplifyMeshesUsingQuadrics_System_Collections_Generic_IEnumerable_UnityEngine_Mesh__GameObject_System_Single_System_Boolean_System_Boolean_System_Boolean_System_Boolean_ + commentId: M:Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingQuadrics(System.Collections.Generic.IEnumerable{UnityEngine.Mesh},GameObject,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean) + name.vb: SimplifyMeshesUsingQuadrics(IEnumerable(Of UnityEngine.Mesh), GameObject, Single, Boolean, Boolean, Boolean, Boolean) + fullName: 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Overload:Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingQuadrics + isSpec: "True" + fullName: Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingQuadrics + nameWithType: ConvertToTrainARObject.SimplifyMeshesUsingQuadrics +- uid: Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingTridecimator(UnityEngine.Mesh,System.Int32) + name: SimplifyMeshesUsingTridecimator(UnityEngine.Mesh, Int32) + href: api/Editor.Scripts.ConvertToTrainARObject.html#Editor_Scripts_ConvertToTrainARObject_SimplifyMeshesUsingTridecimator_UnityEngine_Mesh_System_Int32_ + commentId: M:Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingTridecimator(UnityEngine.Mesh,System.Int32) + fullName: Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingTridecimator(UnityEngine.Mesh, System.Int32) + nameWithType: ConvertToTrainARObject.SimplifyMeshesUsingTridecimator(UnityEngine.Mesh, Int32) +- uid: Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingTridecimator* + name: SimplifyMeshesUsingTridecimator + href: api/Editor.Scripts.ConvertToTrainARObject.html#Editor_Scripts_ConvertToTrainARObject_SimplifyMeshesUsingTridecimator_ + commentId: Overload:Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingTridecimator + isSpec: "True" + fullName: Editor.Scripts.ConvertToTrainARObject.SimplifyMeshesUsingTridecimator + nameWithType: ConvertToTrainARObject.SimplifyMeshesUsingTridecimator - uid: Editor.Scripts.EditorTrainARObjectToolbar name: EditorTrainARObjectToolbar href: api/Editor.Scripts.EditorTrainARObjectToolbar.html
    TypeDescription
    UnityEngine.Mesh

    The simplified mesh