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    Class RetopologizeAction

    Retopologize the input into a new mesh

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    PixyzFunction
    RetopologizeAction
    Inherited Members
    PixyzFunction.isAsync
    PixyzFunction._isAsync
    PixyzFunction._output
    PixyzFunction._input
    PixyzFunction._inputParts
    PixyzFunction.SyncMaterials
    PixyzFunction.Converter
    PixyzFunction._gameObjectToOccurrences
    PixyzFunction._localRoots
    PixyzFunction.Input
    PixyzFunction.Output
    PixyzFunction.InputParts
    PixyzFunction.preProcess(IList<GameObject>, bool)
    PixyzFunction.runAsync()
    PixyzFunction.run(IList<GameObject>)
    PixyzFunction.Dispose()
    PixyzFunction.CleanList(IList<GameObject>)
    PixyzFunction.DeleteAllInput()
    ActionInOut<IList<GameObject>, IList<GameObject>>.inputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.outputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.preProcess(IList<GameObject>, bool)
    ActionInOut<IList<GameObject>, IList<GameObject>>.run(IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.runAsync()
    ActionBase.isInRuleEngine
    ActionBase.isInToolbox
    ActionBase.inputType
    ActionBase.outputType
    ActionBase.helpersMethods
    ActionBase.undo
    ActionBase.updateStats
    ActionBase._isRunning
    ActionBase._stepName
    ActionBase._stepProgress
    ActionBase.IsRunning
    ActionBase.StepName
    ActionBase.StepProgress
    ActionBase.completed
    ActionBase.progressChanged
    ActionBase.executionErrors
    ActionBase.getInfos()
    ActionBase.onAfterDraw()
    ActionBase.postProcessCoroutine()
    ActionBase.initialize()
    ActionBase.UpdateProgressBar(float, string)
    ActionBase.UpdateProgressBarCoroutine(float, string)
    ActionBase.displayNameRuleEngine
    ActionBase.displayNameToolbox
    ActionBase.invoke(object, bool)
    ActionBase.invokePreProcess(object, bool)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.Toolbox
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public class RetopologizeAction : PixyzFunction

    Fields

    Name Description
    bakeMaps

    Define if a baking should be used after the retopology

    criterion

    Define the type of criterion used to reach the target polygon count

    featureSize

    Define the size of the feature size when enabled

    gridResolution

    Defines the number of subdivision on the input, more subdivision will improve quality but will take more time to generate

    gridResolutionPreset

    Defines the preset of subdivision on the input

    isPointCloud

    Define if the input is a point cloud

    mapsResolution

    Define when a baking is enable the preset of map resolution used

    resolution

    Define when a baking is enable the map resolution used

    targetRatio

    Define the target polygon count when the criteron is expression in a ratio of the total number of polygons

    targetTriangleCount

    Define the target polygon count when the criteron is expression in a number of polygon

    type

    Define which algorithm will be used

    useFeatureSize

    Defines if feature size should be used when using field aligned algorithm

    Properties

    Name Description
    HierarchyMode

    Returns how the hierarchy is 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.

    process()

    Execute the behavior of this action by retopolyzing the input into a single object

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