Method TessellateRelativelyToAABB
TessellateRelativelyToAABB(OccurrenceList, double, double, double, double, bool, UVGenerationMode, int, double, bool, bool, bool, bool)
Creates a tessellated representation from a CAD representation for each given part. It multiplies the length of the diagonal of the bounding box by the sagRatio. If the output value is above maxSag, then maxSag is used as tessellation value. Else if the output value is below maxSag, it is used as tessellation value.
Declaration
public void TessellateRelativelyToAABB(OccurrenceList occurrences, double maxSag, double sagRatio, double maxLength, double maxAngle, bool createNormals = true, UVGenerationMode uvMode = UVGenerationMode.NoUV, int uvChannel = 1, double uvPadding = 0, bool createTangents = false, bool createFreeEdges = false, bool keepBRepShape = true, bool overrideExistingTessellation = false)
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Occurrences of components to tessellate |
double | maxSag | Maximum distance between the geometry and the tessellation |
double | sagRatio | Maximum ratio distance between the geometry and the tessellation |
double | maxLength | Maximum length of elements |
double | maxAngle | Maximum angle between normals of two adjacent elements |
bool | createNormals | If true, normals will be generated |
UVGenerationMode | uvMode | Select the texture coordinates generation mode |
int | uvChannel | The UV channel of the generated texture coordinates (if any) |
double | uvPadding | The UV padding between UV island in UV coordinate space (between 0-1). This parameter is handled as an heuristic so it might not be respected |
bool | createTangents | If true, tangents will be generated |
bool | createFreeEdges | If true, free edges will be created for each patch borders |
bool | keepBRepShape | If true, BRep shapes will be kept for Back to Brep or Retessellate |
bool | overrideExistingTessellation | If true, already tessellated parts will be re-tessellated |