Class RemoveOccluded
Remove occluded geometry from the input GameObjects
Inheritance
Inherited Members
Namespace: UnityEditor.PixyzPlugin4Unity.Actions
Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
Syntax
public class RemoveOccluded : PixyzAction
Fields
Name | Description |
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considerTransparencyOpaque | If true, transparent materials will be considered as opaque, meaning that geometries behind transparent materials will be removed. |
density | The higher the precision is, the longer the function will take, but also higher are the chances it does not miss a visible triangle. |
hemiEvaluation | When activated, evaluation will be performed from the top and around the object but not from the bottom. |
minimumCavitiesToPreserve | Cavity volume in cubic meters. For instance, to preserve what's inside your living room in a house, put a bit less than its full volume. The algorithm will then remove hidden triangle/Gamobject/sub-mesh inside your living's room furnitures but not the furnitures themselves. |
neighborsPreservation | Preserve the N neighbors of not occluded triangles. It's recommanded to put 0 on low-detail LODs. Put >0 for higher detailed LODs. |
precision | The higher the precision is, the longer the function will take, but also higher are the chances it does not miss a visible triangle. |
precisionPreset | Precision values recommanded by Asset Transformer. |
preserveCavities | Preserve input internal cavities. Car cockpits, inside of a house... |
selectionLevel | The type of element to be removed. |
strategy | Standard: Remove occluded triangles within the meshes. Advanced: Keep triangles that are part of an internal area which must be preserved (for example, a car interior, the inside of a house, ...). |
Properties
Name | Description |
---|---|
Icon | Icon to be displayed in Toolbox and Rule Engine. If null, no icon will be displayed. To support light and dark themes: specify light theme path. Dark theme file name should be the same with a "d_" prefix. To support selected and unselected states: selected files names should be the same as main files but with a "s_" prefix. |
Id | The id of the Acton implementation. This id should be unique and is readonly. The id is the actual reference if the Action is serialized (in a set of RuleEngine Rules for example). |
MenuPathRuleEngine | The menu path for the RuleEngine. |
MenuPathToolbox | The menu path for the Toolbox. |
Priority | The order to use when placing this Action in a list. If the value is -1, the display name will be used instead; |
SyncMaterials | Returns how material are synced with pixyz |
Tooltip | Returns the tooltip. |
Methods
Name | Description |
---|---|
GetErrors() | Check if the current context will allow the correct execution of this Action |
GetWarnings() | Virtual method for Warning checks before execution. |
OnValueChanged() | Virtual method for implementing operations when a value changed. |
PreProcess(ref IList<GameObject>) | Use to validate/modify the input before the 'Run' method is executed. Always executed on the main thread. |
Run(OccurrenceList) | Runs in Pixyz context. To be overriden in the derived class. |
Validate(object) | Called to validated/check the new input (new selection in the editor with toolbox action, or before running action in ruleset) |