BurstTriangulator
v3.8.0
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    Constructor RetriangulateMeshJob

    RetriangulateMeshJob(MeshData, NativeList<float3>, NativeList<int>, NativeList<float2>, NativeReference<Status>, Args?, Axis, Axis, UVMap, int, int, bool, bool, bool)

    Constructs a new retriangulation job. Use Run, Schedule, or Execute() to compute the result.

    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 AutoHolesAndBoundaryenabled will be used. Note: It is recommended to enable AutoHolesAndBoundary in args, 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 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.

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