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) |