Class RemoveHiddenAction
Execute remove hidden algorithms on the input
Inheritance
Inherited Members
Namespace: UnityEditor.PixyzPlugin4Unity.Toolbox
Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
Syntax
public class RemoveHiddenAction : PixyzFunction
Fields
Name | Description |
---|---|
considerTransparencyOpaque | Defines if transparent surface should be considered as opaque |
density | Defines the quality at which the algorithmd should run |
minimumCavitiesToPreserve | Defines the minimum volume a cavities should have to be considered a visible pov when preserve cavities is enable |
neighborsPreservation | Defines when the macro level is set to faces, how many triangles are kept from triangles that should be deleted |
precision | Defines the resolution of camera used by the algorithm |
precisionPreset | Defines the preset resolution of camera used by the algorithm |
preserveCavities | Defines if all internal cavities should be considered as not visible |
selectionLevel | Defines the macro level at which the algorithm should delete elements |
strategy | Defines the type of hidden removal to use |
Properties
Name | Description |
---|---|
HierarchyMode | Returns how the hierarchy is synced with pixyz |
SyncMaterials | Returns how material are synced with pixyz |
id | Unique id of this action, generated when the file is generated |
menuPathRuleEngine | The path used for the contextual menu in the RuleEngine |
menuPathToolbox | The path used for the contextual menu in the Toolbox |
order | The order to use when placing this action in a list. If the value is -1, the display name will be used instead; |
tooltip | Quick description to describe the behavior of this action |
Methods
Name | Description |
---|---|
getErrors() | Check if the current context will allow the correct execution of this action |
getWarnings() | Check if the current context will allow the correct execution of this action |
onBeforeDraw() | Called before the ui editor code for this action is called |
onSelectionChanged(IList<GameObject>) | Called when the selection in the editor changes to validated/check the new selection |
postProcess() | Process the result of the action to be used into the source context in it's final form. |
preProcess(IList<GameObject>, bool) | Prepare the execution of the action |
process() | Execute the behavior of this action by removing all elements not visible by cameras |