BurstTriangulator
v3.8.0
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    Method Retriangulate

    Retriangulate(Mesh, TriangulationSettings, Axis, Axis, UVMap, int, int, bool, bool, bool, bool, bool, bool)

    Retriangulates mesh in place using the provided settings.

    Declaration
    public static void Retriangulate(this Mesh mesh, TriangulationSettings settings = null, Axis axisInput = Axis.XY, Axis axisOutput = Axis.XY, UVMap uvMap = UVMap.None, int uvChannelIndex = 0, int subMeshIndex = 0, bool generateInitialUVPlanarMap = false, bool recalculateBounds = true, bool recalculateNormals = true, bool recalculateTangents = true, bool insertTriangleMidPoints = false, bool insertEdgeMidPoints = false)
    Parameters
    Type Name Description
    Mesh mesh

    The mesh to be retriangulated.

    TriangulationSettings settings

    The settings used during retriangulation. If null is provided, the default settings with AutoHolesAndBoundaryenabled will be used. Note: It is recommended to enable AutoHolesAndBoundary in settings, as it is disabled by default.

    Axis axisInput

    The axis from UnityEngine.Mesh.vertices to use for retriangulation, by default XY.

    Axis axisOutput

    The axis used to write the retriangulation result, by default XY.

    UVMap uvMap

    The UV mapping method for UV interpolation, by default None.

    int uvChannelIndex

    The UV channel index, in the range [0..7].

    int subMeshIndex

    The sub-mesh to modify.

    bool generateInitialUVPlanarMap

    If true, an initial UV map is generated using Planar interpolation.

    bool recalculateBounds

    If true, recalculates the bounding volume of the Mesh and all of its sub-meshes with the vertex data.

    bool recalculateNormals

    If true, recalculates the normals of the Mesh from the triangles and vertices.

    bool recalculateTangents

    If true, recalculates the tangents of the Mesh from the normals and texture coordinates.

    bool insertTriangleMidPoints

    If true, additional points are inserted at the center of mass of the initial triangles before retriangulation.

    bool insertEdgeMidPoints

    If true, additional points are inserted at the center of the initial edges before retriangulation.

    Remarks

    This method supports non-uniform meshes, including those with windmill-like connections between triangles. It also provides limited UV interpolation (see uvMap), however, in complex cases, manual handling of UVs may be required after retriangulation. Refer to the documentation for more details. Advanced customization is available through Utilities.RetriangulateMeshJob.

    Exceptions
    Type Condition
    InvalidOperationException

    Thrown when the provided mesh does not have a Position vertex component.

    ArgumentException

    Thrown when uvChannelIndex is out of the valid range [0, 7].

    Exception

    Thrown when retriangulation fails during the process. The exception should contain Status.

    See Also
    Utilities.RetriangulateMeshJob
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