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Functions5,740 in github.com/StereoKit/StereoKit

MethodDirection
<summary>Creates a normalized delta vector that points out from an origin point to a target point!</summary> <param name="to">The target point.</param
StereoKit/Math/Vec3.cs:208
MethodDisplayHelp
()
tools/StereoKitAPIGen/Program.cs:111
MethodDistance
<summary>Calculates the distance between two points in space! Make sure they're in the same coordinate space! Uses a Sqrt, so it's not blazing fast, p
StereoKit/Math/Vec3.cs:218
MethodDistanceSq
<summary>Calculates the distance between two points in space, but leaves them squared! Make sure they're in the same coordinate space! This is a fast
StereoKit/Math/Vec3.cs:228
MethodDocsColor128
()
Examples/StereoKitTest/Docs/DocColor.cs:5
MethodDocsColor32
()
Examples/StereoKitTest/Docs/DocColor.cs:41
MethodDocsHex
()
Examples/StereoKitTest/Docs/DocColor.cs:58
MethodDot
<summary>The dot product is an extremely useful operation! One major use is to determine how similar two vectors are. If the vectors are Unit vectors
StereoKit/Math/Vec3.cs:172
MethodDot
<summary>What's a dot product do for 4D vectors, you might ask? Well, I'm no mathematician, so hopefully you are! I've never used it before. Whatever
StereoKit/Math/Vec4.cs:147
MethodDraw
<inheritdoc cref="Model.Draw(Matrix)"/> <param name="colorLinear">A per-instance linear space color value to pass into the shader! Normally this gets
StereoKit/Assets/Model.cs:441
MethodDraw
<summary>Draw the sprite on a quad with the provided transform! </summary> <param name="transform">A Matrix describing a transform from model space to
StereoKit/Assets/Sprite.cs:71
MethodDrawAxes
()
Examples/StereoKitTest/Demos/DemoHands.cs:294
MethodDrawGraphs
()
Examples/StereoKitTest/Tools/LogWindow.cs:117
MethodDrawHandMenu
Once you have that information, it's simply a matter of placing a window off to the side of the hand! The palm pose Right direction points to differen
Examples/StereoKitTest/Demos/DemoHands.cs:264
MethodDrawHandPose
(Matrix rootTransform, Vec3 offset, Vec3 rotation, Pose[] handPose, bool solid)
Examples/StereoKitTest/Demos/DemoHandPoses.cs:171
MethodDrawHandSize
()
Examples/StereoKitTest/Demos/DemoHands.cs:345
MethodDrawJoints
(Mesh jointMesh, Material jointMaterial)
Examples/StereoKitTest/Demos/DemoHands.cs:310
MethodDrawLogs
()
Examples/StereoKitTest/Tools/LogWindow.cs:79
MethodDrawMenu
()
Examples/StereoKitTest/Demos/DemoLines.cs:56
MethodDrawOutlineObject
()
Examples/StereoKitTest/Demos/DemoMaterialChain.cs:33
MethodDrawPointers
:CodeDoc: Guides Using Hands ## Pointers And lastly, StereoKit also has a pointer system! This applies to more than just hands. Head, mouse, and othe
Examples/StereoKitTest/Demos/DemoHands.cs:333
MethodDrawable
()
Examples/StereoKitTest/StereoKitTest_Xamarin/Resources/Resource.designer.cs:3371
MethodEmptyItem
()
Examples/StereoKitTest/Tests/TestLayout.cs:103
MethodEmptyParentTest
()
Examples/StereoKitTest/Tests/TestLayoutCuts.cs:90
MethodExcludeExt
<summary>This ensures that StereoKit does not load a particular extension! StereoKit will behave as if the extension is not available on the device. I
StereoKit/Systems/Backend.cs:138
MethodExp
<summary>Same as Math.Exp</summary> <returns>Same as Math.Exp</returns>
StereoKit/Math/SKMath.cs:27
MethodFilePickerCallback
(IntPtr data, int confirmed, IntPtr file, int fileLength)
StereoKit/Util/Platform.cs:59
MethodFind
<summary>Finds the Mesh with the matching id, and returns a reference to it. If no Mesh it found, it returns null.</summary> <param name="meshId">Id o
StereoKit/Assets/Mesh.cs:473
MethodFind
<summary>Searches the asset list for a font with the given Id, returning null if none is found.</summary> <param name="fontId">Id of the font you're l
StereoKit/Assets/Font.cs:41
MethodFind
<summary>Looks for a Shader asset that's already loaded, matching the given id! Unless the id has been set manually, the id will be the same as the sh
StereoKit/Assets/Shader.cs:80
MethodFind
<summary>Looks for a Model asset that's already loaded, matching the given id!</summary> <param name="modelId">Which Model are you looking for?</param
StereoKit/Assets/Model.cs:464
MethodFind
<summary>Looks for a Sound asset that's already loaded, matching the given id!</summary> <param name="soundId">Which Sound are you looking for?</param
StereoKit/Assets/Sound.cs:149
MethodFind
<summary>Finds a sprite that matches the given id! Check out the DefaultIds static class for some built-in ids. Sprites will auto-id themselves using
StereoKit/Assets/Sprite.cs:115
MethodFind
<summary>Looks for a Material asset that's already loaded, matching the given id!</summary> <param name="materialId">Which Material are you looking fo
StereoKit/Assets/Material.cs:608
MethodFindItem
<summary>Find a menu item by name.</summary> <param name="name">The exact name of the item.</param> <returns>The item with the matching name, or null.
StereoKit/Framework/HandMenu/HandRadialLayer.cs:138
MethodFinishedWithTest
()
Examples/StereoKitTest/Tests.cs:127
MethodFireEvent
<summary>This function allows you to artifically insert an input event, simulating any device source and event type you want. </summary> <param name="
StereoKit/Systems/Input.cs:693
MethodFixHand
Oculus hand joints have a twisted thumb
Examples/StereoKitTest/Docs/DocFeatureImage.cs:16
MethodFont
(IntPtr font)
StereoKit/Assets/Font.cs:24
MethodFrom
(int nodeId)
StereoKit/Assets/Model.cs:722
MethodFromCubemapFile
<summary>Creates a cubemap texture from 6 different image files! If you have a single equirectangular image, use Tex.FromEquirectangular instead. Ass
StereoKit/Assets/Tex.cs:645
MethodFromFile
<summary>Loads a font and creates a font asset from it.</summary> <param name="fontFiles">A list of file addresses for the font! For example: 'C:/Wind
StereoKit/Assets/Font.cs:59
MethodFromFile
<summary>Loads a shader from a precompiled StereoKit Shader (.sks) file! HLSL files can be compiled using the skshaderc tool included in the NuGet pac
StereoKit/Assets/Shader.cs:69
MethodFromFile
<summary>Loads a list of mesh and material subsets from a .obj, .stl, .ply (ASCII), .gltf, or .glb file.</summary> <param name="file">Name of the file
StereoKit/Assets/Model.cs:480
MethodFromFile
<summary>Loads a sound effect from file! Currently, StereoKit supports .wav and .mp3 files. Audio is converted to mono.</summary> <param name="filenam
StereoKit/Assets/Sound.cs:160
MethodFromFile
<summary>Create a sprite from an image file! This loads a Texture from file, and then uses that Texture as the source for the Sprite.</summary> <param
StereoKit/Assets/Sprite.cs:138
MethodFromFiles
<summary>Loads an array of image files directly into a single array texture! Array textures are often useful for shader effects, layering, material me
StereoKit/Assets/Tex.cs:549
MethodFromMemory
<summary>Creates a shader asset from a precompiled StereoKit Shader file stored as bytes!</summary> <param name="data">A precompiled StereoKit Shader
StereoKit/Assets/Shader.cs:51
MethodFromMemory
<summary>Loads a list of mesh and material subsets from a .obj, .stl, .ply (ASCII), .gltf, or .glb file stored in memory. Note that this function won'
StereoKit/Assets/Model.cs:502
MethodFromPoint
<summary>Creates a plane from a normal, and any point on the plane!</summary> <param name="pointOnPlane">Any point directly on the surface of the plan
StereoKit/Math/Plane.cs:98
MethodFromPoints
TODO: Define facing direction <summary>Creates a plane from 3 points that are directly on that plane.</summary> <param name="pointOnPlane1">First poin
StereoKit/Math/Plane.cs:108
MethodGenQuadrantMesh
<summary>This generates a quadrantified mesh meant for UI buttons by sweeping a lathe over the rounded corners of a rectangle! Note that this mesh is
StereoKit/Systems/UI.cs:1478
MethodGenerateActivationButton
(float radius)
StereoKit/Framework/HandMenu/HandMenuRadial.cs:364
MethodGenerateActivationHamburger
(float radius)
StereoKit/Framework/HandMenu/HandMenuRadial.cs:399
MethodGenerateChildIndicator
(float distance, float radius)
StereoKit/Framework/HandMenu/HandMenuRadial.cs:437
MethodGenerateSliceMesh
(float angle, float minDist, float maxDist, float gap, ref Mesh mesh)
StereoKit/Framework/HandMenu/HandMenuRadial.cs:327
MethodGet
<summary>Finds the value associated with the given key, returns null if the key is not present.</summary> <param name="key">Identifying key.</param> <
StereoKit/Assets/Model.cs:780
MethodGet
<summary>Samples the gradient's color at the given position!</summary> <param name="at">Typically a value between 0-1, but if you used larger or small
StereoKit/Util/Gradient.cs:82
MethodGet
()
StereoKit/Framework/Steppers.cs:57
MethodGet32
<summary>Samples the gradient's color at the given position, and converts it to a 32 bit color. If your RGBA color values are outside of the 0-1 range
StereoKit/Util/Gradient.cs:94
MethodGetBool
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of 'false' will be returned.</summary> <p
StereoKit/Assets/Material.cs:572
MethodGetColor
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of Color.White will be returned.</summary
StereoKit/Assets/Material.cs:557
MethodGetColors
<summary>Retrieve the color data of the texture from the GPU. This can be a very slow operation, so use it cautiously. If the color array is the corre
StereoKit/Assets/Tex.cs:343
MethodGetConsoleMode
(IntPtr hConsoleHandle, out uint lpMode)
StereoKit/Systems/Log.cs:36
MethodGetEnumerator
<summary>The enumerator for the collection's KeyValuePairs.</summary> <returns>Each consecutive pair in the collection.</returns>
StereoKit/Assets/Model.cs:799
MethodGetEnumerator
<summary>Gets an enumerator for the collection.</summary> <returns>An enumerator.</returns>
StereoKit/Assets/Model.cs:825
MethodGetEnumerator
<summary>Gets an enumerator for the collection.</summary> <returns>An enumerator.</returns>
StereoKit/Assets/Model.cs:876
MethodGetEnumerator
<summary>Gets an enumerator for the collection.</summary> <returns>An enumerator.</returns>
StereoKit/Assets/Model.cs:927
MethodGetFloat
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of '0' will be returned. </summary> <para
StereoKit/Assets/Material.cs:525
MethodGetFunction
<summary>This is basically `xrGetInstanceProcAddr` from OpenXR, you can use this to get and call functions from an extension you've loaded. This uses
StereoKit/Systems/Backend.cs:106
MethodGetFunctionPtr
<summary>This is basically `xrGetInstanceProcAddr` from OpenXR, you can use this to get and call functions from an extension you've loaded. You can us
StereoKit/Systems/Backend.cs:98
MethodGetHashCode
<summary>Hash code of the id.</summary> <returns>Hash code of the id.</returns>
StereoKit/Native/NativeTypes.cs:868
MethodGetInds
<summary>This marshalls the Mesh's index data into an array. If KeepData is false, then the Mesh is _not_ storing indices on the CPU, and this informa
StereoKit/Assets/Mesh.cs:180
MethodGetInt
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of '0' will be returned. </summary> <para
StereoKit/Assets/Material.cs:564
MethodGetMaterial
<summary>[Obsolete] For removal in v0.4. Use Nodes/Visuals.Material instead. Gets a link to the Material asset used by the model subset! Note that thi
StereoKit/Assets/Model.cs:180
MethodGetMatrix
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of Matrix.Identity will be returned.</sum
StereoKit/Assets/Material.cs:587
MethodGetMesh
<summary>[Obsolete] For removal in v0.4. Use Nodes/Visuals.Mesh instead. Gets a link to the Mesh asset used by the model subset! Note that this is not
StereoKit/Assets/Model.cs:193
MethodGetMicIntensity
()
Examples/StereoKitTest/Demos/DemoMicrophone.cs:41
MethodGetNativeSurface
<summary>This will return the texture's native resource for use with external libraries. For D3D, this will be an ID3D11Texture2D*, and for GL, this w
StereoKit/Assets/Tex.cs:331
MethodGetOrCreateStepper
<summary>This will search the list of `IStepper`s that are currently attached to StereoKit. This includes `IStepper`s that have been added but are not
StereoKit/SK.cs:321
MethodGetPose
<summary>Retrieves the current pose of the Solid from the physics simulation.</summary> <returns>The Solid's current pose.</returns>
StereoKit/Assets/Solid.cs:153
MethodGetStdHandle
(int nStdHandle)
StereoKit/Systems/Log.cs:33
MethodGetStepper
<summary>This will search the list of `IStepper`s that are currently attached to StereoKit. This includes `IStepper`s that have been added but are not
StereoKit/SK.cs:301
MethodGetStoreAsync
()
Examples/StereoKitTest/Demos/DemoWorldAnchor.cs:58
MethodGetTexture
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of null will be returned. </summary> <par
StereoKit/Assets/Material.cs:595
MethodGetTransform
<summary>[Obsolete] For removal in v0.4. Use Nodes / Visuals.ModelTransform instead. Gets the transform matrix used by the model subset!</summary> <pa
StereoKit/Assets/Model.cs:204
MethodGetUInt
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of '0' will be returned. </summary> <para
StereoKit/Assets/Material.cs:579
MethodGetVector2
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of Vec2.Zero will be returned.</summary>
StereoKit/Assets/Material.cs:533
MethodGetVector3
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of Vec3.Zero will be returned.</summary>
StereoKit/Assets/Material.cs:541
MethodGetVector4
<summary>Gets the value of a shader parameter with the given name. If no parameter is found, a default value of Vec4.Zero will be returned.</summary>
StereoKit/Assets/Material.cs:549
MethodGlassButtonMesh
(float cornerRadius, uint cornerResolution, float topRadiusScale)
Examples/StereoKitTest/Tools/HolographicTheme.cs:362
MethodGlassPanel
(float cornerRadius, uint cornerResolution)
Examples/StereoKitTest/Tools/HolographicTheme.cs:370
MethodGrabAuraEnabled
<summary>This retreives the top of the grab aura enablement stack, in case you need to know if the current window will have an aura. </summary> <retur
StereoKit/Systems/UI.cs:1309
MethodGrabBarWindow
First frame will not be in the right spot unless we know window size in advance.
Examples/StereoKitTest/Demos/DemoUIGrabBar.cs:30
MethodGradient
<summary>Creates a new, completely empty gradient.</summary>
StereoKit/Util/Gradient.cs:49
MethodGradientKey
<summary>A basic copy constructor for GradientKey.</summary> <param name="colorLinear">The color for this item, preferably in some form of linear colo
StereoKit/Util/Gradient.cs:24
MethodGrid
(int i)
Examples/StereoKitTest/Demos/DemoMath.cs:16
MethodGrown
<summary>Grow the Bounds to encapsulate the provided point. Returns the result, and does NOT modify the current bounds.</summary> <param name="pt">The
StereoKit/Math/Bounds.cs:80
MethodHandFacingHead
:CodeDoc: Guides Using Hands ## Hand Menu Lets imagine you want to make a hand menu, you might need to know if the user is looking at the palm of the
Examples/StereoKitTest/Demos/DemoHands.cs:249
MethodHandInBounds
()
Examples/StereoKitTest/Docs/DocHand.cs:5
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