Constructor RetriangulateMeshJob
RetriangulateMeshJob(MeshData, NativeList<float3>, NativeList<int>, NativeList<float2>, NativeReference<Status>, Args?, Axis, Axis, UVMap, int, int, bool, bool, bool)
Declaration
public RetriangulateMeshJob(Mesh.MeshData meshData, NativeList<float3> outputPositions, NativeList<int> outputTriangles, NativeList<float2> outputUVs = default, NativeReference<Status> status = default, Args? args = null, Axis axisInput = Axis.XY, Axis axisOutput = Axis.XY, UVMap uvMap = UVMap.None, int uvChannelIndex = 0, int subMeshIndex = 0, bool generateInitialUVPlanarMap = false, bool insertTriangleMidPoints = false, bool insertEdgeMidPoints = false)
Parameters
| Type | Name | Description |
|---|---|---|
| Mesh.MeshData | meshData | The mesh data to be retriangulated. |
| NativeList<float3> | outputPositions | A native list containing the retriangulated positions. Must be allocated by the user. |
| NativeList<int> | outputTriangles | A native list containing the retriangulated triangles. Must be allocated by the user. |
| NativeList<float2> | outputUVs | An optional native list containing the retriangulated UVs. Must be allocated by the user. |
| NativeReference<Status> | status | The status of the retriangulation (optional native reference). |
| Args? | args | The settings used during retriangulation. If default is provided,
the default settings with AutoHolesAndBoundary enabled will be used.
Note: It is recommended to enable AutoHolesAndBoundary in |
| 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 | 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. |