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    Method DecimateEdgeCollapse

    DecimateEdgeCollapse(OccurrenceList, double, double, double, double, double, double, double, bool, double, double, bool, QualitySpeedTradeoff)

    reduce the polygon count by collapsing some edges to obtain an simplified mesh

    Declaration
    public void DecimateEdgeCollapse(OccurrenceList occurrences, double surfacicTolerance, double boundaryWeight = 1, double normalWeight = 1, double UVWeight = 1, double sharpNormalWeight = 1, double UVSeamWeight = 10, double normalMaxDeviation = -1, bool forbidUVOverlaps = true, double UVMaxDeviation = -1, double UVSeamMaxDeviation = -1, bool protectTopology = false, QualitySpeedTradeoff qualityTradeoff = QualitySpeedTradeoff.PreferQuality)
    Parameters
    Type Name Description
    OccurrenceList occurrences

    Occurrences of components to process

    double surfacicTolerance

    Error max between the simplified mesh et the old one

    double boundaryWeight

    Boundary importance during the decimation

    double normalWeight

    Normal importance during the decimation

    double UVWeight

    UV importance during the decimation

    double sharpNormalWeight

    Importance of sharp edges during the decimation

    double UVSeamWeight

    Importance of UV seams during the decimation

    double normalMaxDeviation

    Constraint the normals deviation on decimated model

    bool forbidUVOverlaps

    Forbid UV to fold over and overlap during the decimation

    double UVMaxDeviation

    Constraint the uv deviation on decimated model

    double UVSeamMaxDeviation

    Constraint the uv seams deviation on decimated model

    bool protectTopology

    If false, the topology of the mesh can change and some edges can become non-manifold. But the visual quality will be better on model with complex topology

    QualitySpeedTradeoff qualityTradeoff

    For big models it is recommended to choose PreferSpeed tradeoff. In PreferSpeed mode, quadrics are computed only on position (and not on other vertex attributes)

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