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 |