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    Class AlgoInterface

    Inheritance
    object
    Interface
    AlgoInterface
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Pixyz.Algo
    Assembly: Unity.Pixyz.SDKPlus.Runtime.dll
    Syntax
    public class AlgoInterface : Interface

    Methods

    Name Description
    AlignUVIslands(OccurrenceList, int, double, double, AlignmentMode)

    Align with the axes the UVs of the islands

    ApplyUvTransform(OccurrenceList, Matrix4, int)

    Apply a transformation matrix on texture coordinates

    AssembleCAD(OccurrenceList, double, bool)

    Assemble faces of CAD shapes

    AutomaticUVMapping(OccurrenceList, int, double, double, bool, bool)

    Generates the texture coordinates and automatically cut

    BackToInitialBRep(OccurrenceList)

    Create the BRep shape from a Tessellated shape with Domain Patch Attributes (after tessellate)

    BakeImpostor(uint, int, int, bool, int, int, bool, bool, bool)

    bakes impostors textures

    BakeMaps(OccurrenceList, OccurrenceList, BakeMapList, int, int, int, bool, string, CustomBakeMapList, double, BakingMethod, double, bool, double, getPixelValueList, bool, ImageList, bool)

    Bake texture maps on meshes from self or other meshes

    BakeUV(uint, uint, int, int, double)

    Bake UV from a mesh to another mesh

    BakeVertexAttributes(OccurrenceList, OccurrenceList, bool, bool, bool)

    Bake vertex attributes on meshes from other meshes

    BarySmooth(OccurrenceList, int)

    Smooth the tessellations by moving the vertices to the barycenter of their neighbors

    BasicRetopologize(OccurrenceList, int, bool, bool)

    Replace the tessellations of the selected parts by a retopology

    CalculateNormalsInPointClouds(OccurrenceList)

    calculate the normal of each point of a Point Cloud

    CheckTessellationFlags(OccurrenceList)
    CombineMaterials(OccurrenceList, BakeOption, bool, bool)

    Combine all given meshes to one mesh with one material (baked)

    CombineMeshes(OccurrenceList, BakeOption, bool)

    Combine all given meshes to one mesh with one material (baked)

    CombineMeshesByMaterials(OccurrenceList, bool, MergeHiddenPartsMode)

    Explode and (re)merge a set of mesh parts by visible materials

    ConfigureFunctionLogger(string, bool, bool, bool)
    ConvertCADtoNURBS(OccurrenceList)

    Convert all CAD curves/surfaces to NURBS definition

    ConvertNormalMap(OccurrenceList, uint, int, bool, bool, bool, bool, bool, int, int)

    Convert an existing normal map between Object-space and Tangent-space

    ConvertSimilarOccurrencesToInstances(OccurrenceList, bool, bool, int, bool, bool, int, bool)

    Create instances when there are similar parts.

    ConvexDecomposition(OccurrenceList, int, int, bool, int, double)

    Explode each mesh to approximated convex decomposition

    CopyUV(OccurrenceList, int, int)

    Copy an UV channel to another UV channel

    CrackCADMoebiusStrip(OccurrenceList)

    Detect Moebius strip and crack them if there is somme of them in the selection

    CrackEdges(OccurrenceList, bool, double, bool)

    crack polygonal edges according to given criteria

    CrackMoebiusStrips(OccurrenceList, int)

    Remove moebius strip by topologically cracking them (make it orientable)

    CrackNonManifoldVertices(OccurrenceList)

    Splits non-manifold vertices

    CreateBillboard(OccurrenceList, int, bool, bool, bool, bool, bool, bool, bool, bool)

    Create a billboard imposter

    CreateCavityOccurrences(OccurrenceList, double, double, SmartHiddenType, uint)

    Identify cavities and create occurrences to show them

    CreateFreeEdgesFromPatches(OccurrenceList)

    Create free edges from patch borders

    CreateIdentifiedPatchesFromPatches(OccurrenceList)

    Create identified patch from existing patch (this is useful before cloning for baking)

    CreateIndexMapFromOccurrences(OccurrenceList, int, bool)

    Create an IndexMap and add an UVSet so that each mesh will have UVs refering to one different pixel of the index map and that pixel will have the value i for occurrences[i]. Warning: all occurrences will be singularized

    CreateInstancesBySimilarity(OccurrenceList, double, double, bool, bool, bool)

    Create instances when there are similar parts. This can be used to repair instances or to simplify a model that has similar parts that could be instantiated instead to reduce the number of unique meshes (reduces drawcalls, GPU memory usage and file size). Using 1.0 (100%) in all similarity criteria is non destructive. Using lower values will help finding more similar parts, even if their polycount or dimensions varies a bit.

    CreateNormals(OccurrenceList, double, bool, bool)

    Create normal attributes on tessellations

    CreateOcclusionMesh(OccurrenceList, CreateOccluder, double, int)

    Compute an occluder or an occludee with the occurrences selected

    CreatePointCloudKDTree(OccurrenceList, int, bool)

    Create a KD-Tree from some point clouds occurrence, the given occurrences are deleted (even if they contains triangles) and the KD-Tree is represented in a new occurrence sub tree

    CreateTangents(OccurrenceList, int, bool)

    Create tangent attributes on tessellations

    CreateTextureAtlas(OccurrenceList)

    Create a texture atlas from input occurrences textutes

    CreateVertexColorFromMaterials(OccurrenceList)

    Bake vertex colors using main material color. May duplicate some vertices

    CreateVertexWeightsFromVertexColors(OccurrenceList, double, double)

    Use vertex colors attributes on meshes of the given occurrence to create vertex weights attributes used by the decimation functions, the finals weights will be computed with w = offset + (red - blue) * scale

    CreateVertexWeightsFromVisibilityAttributes(OccurrenceList, double, double)

    Use visibility attributes on meshes of the given occurrence to create vertex weights attributes used by the decimation functions. The finals weights will be computed with w = offset + (visibility/maxVisibility) * scale

    CreateVisibilityAttributes(OccurrenceList)

    Create visibility attributes on tessellations

    CreateVisibilityInformation(OccurrenceList, SelectionLevel, int, int, double, bool, uint)

    Create visilibity information on parts viewed from a set of camera automatically placed on a sphere around the scene

    CreateVisibilityInformationFromViewPoints(OccurrenceList, Point3List, Point3List, Point3List, int, double, bool, uint)

    Create visilibity information on parts viewed from a given set of camera

    CreateVisibilityPatchesFromPatch(OccurrenceList)

    Create visibility patches from existing patches

    Debug(OccurrenceList)

    Debug function

    Decimate(OccurrenceList, double, double, double, double, bool)

    reduce the polygon count by removing some vertices

    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

    DecimatePointClouds(OccurrenceList, double)

    decimate Point Cloud Occurrences according to tolerance

    DecimateTarget(OccurrenceList, DecimateOptionsSelector, UVImportanceEnum, bool, int, bool)

    reduce the polygon count by collapsing some edges to obtain a target triangle count (iterative version that use less memory)

    DecimateTargetOldSchool(OccurrenceList, DecimateOptionsSelector, double, double, double, double, double, bool, bool, QualitySpeedTradeoff)

    reduce the polygon count by collapsing some edges to obtain a target triangle count

    DefeatureCAD(OccurrenceList, double)

    Remove some features from brep

    DeleteAttibute(uint, AttributType)

    Delete designed attribute on tessellations

    DeleteBRepShapes(OccurrenceList, bool)

    Delete BRep representation on parts

    DeleteFreeVertices(OccurrenceList)

    Delete all free vertices of the mesh of given parts

    DeleteLines(OccurrenceList)

    Delete all free line of the mesh of given parts

    DeleteNormals(OccurrenceList)

    Remove normal attributes on tessellations

    DeletePatches(OccurrenceList, bool)

    Delete patches attributes on tessellations

    DeletePolygonalWeightAttribute(OccurrenceList)

    Delete Polygonal Weight attributes on tessellations

    DeletePolygons(OccurrenceList)

    Delete all polygons of the mesh of given parts

    DeleteTangents(OccurrenceList)

    Remove tangent attributes on tessellations

    DeleteTextureCoordinates(OccurrenceList, int)

    Delete texture coordinates on tessellations

    DeleteVertexWeights(OccurrenceList)

    Remove any existing vertex weights attributes on given occurrences

    DeleteVisibilityAttributes(OccurrenceList)

    Delete visibility attributes on tessellations

    DeleteVisibilityPatches(OccurrenceList)

    delete the visibility patches of given occurrences

    DualContouring(OccurrenceList, int, int, double, bool, AABB)

    Replace the tessellations of the selected parts by a retopology based on a dual-contouring

    DualContouringTarget(OccurrenceList, double, double, double, bool)

    Replace the tessellations of the selected parts by a retopology based on a dual-contouring, controlled by a size in millimeter

    Equilateralize(OccurrenceList, int)

    Sswap edges to make triangles more equilateral

    EvalDecimateErrorForTarget(OccurrenceList, DecimateOptionsSelector, double, double, double, double, double, bool, bool)

    returns the max error to set to reach a given target

    ExplodeBodies(OccurrenceList, bool)

    Explode all CAD Parts by body. New parts will be placed as children of input part occurrences.

    ExplodeConnectedMeshes(OccurrenceList)

    Explode connected set of polygons to parts. New parts will be placed as children of input part occurrences.

    ExplodePartByMaterials(OccurrenceList)

    Explode all parts by material. New parts will be placed as children of input part occurrences.

    ExplodePatches(OccurrenceList)

    Explode all parts by patch

    ExplodeVertexCount(OccurrenceList, int, int, bool)

    Explode parts to respect a maximum vertex count

    ExplodeVoxel(OccurrenceList, double)

    Explode parts by voxel. New parts will be placed as children of input part occurrences.

    ExtractNeutralAxis(OccurrenceList, double, bool)

    Extract neutral axis from tessellations

    FillNormalMap(uint)

    Fill normal map (useful after a decimation for example)

    FilterHiddenPolygons(OccurrenceList, double)

    remove hidden polygons using voxels and cavities

    FlagVisibilityAttributesOnTransparents(OccurrenceList)

    Add one count to all visiblility attributes (poly and patch) on transparent patches

    FlattenUV(OccurrenceList, int, int, double)

    Flatten the UVs on the occurrence

    GetFittingCylinder(OccurrenceList, bool)

    Returns the fitting cylinder of a set of occurrences (based on MBB)

    GetFittingSphere(OccurrenceList, bool)

    Returns the fitting sphere of a set of occurrences

    GetHiddenOccurrences(OccurrenceList, int, int, double, bool, uint)

    Return parts occurrences not viewed from a sphere around the scene

    GetLastError()
    GetOptimalTextureResolution(OccurrenceList, double)

    Returns the optimal resolution based on a number of texels per 3D space units (e.g : mm)

    GetRatioUV3D(OccurrenceList, RatioUV3DMode, int)

    Compute the ratio between the UV and the 3D size

    GetTessellations(OccurrenceList)

    returns all the tessellation of the given occurrences (only returns editable mesh, see algo.toEditableMesh)

    GetUV3dRatio(OccurrenceList)

    Returns the ratio of size between UV and 3D (max value, actually at the 90th percentil)

    GetUvAabr(OccurrenceList, int)

    Compute the UV AABR of the selected occurrences

    GetVisibilityStats(OccurrenceList)

    returns the visibility statistics for some occurrences

    GetVoxelTessellation(DoubleList, double)
    HiddenRemoval(OccurrenceList, SelectionLevel, int, int, double, bool, int, uint)

    Delete parts, patches or polygons not viewed from a sphere around the scene

    HiddenRemovalCamera(OccurrenceList, SelectionLevel, Point3List, int, int, double, bool, int, uint)

    Delete parts, patches or polygons not viewed from spheres generated with a set of camera position

    HiddenRemovalViewPoints(OccurrenceList, SelectionLevel, Point3List, Point3List, Point3List, int, double, bool, int, uint)

    Delete parts, patches or polygons not viewed from a set of camera position/orientation

    HiddenSelection(OccurrenceList, int, int, double, bool, uint)

    Select parts not viewed from a sphere around the scene

    IdentifyPatches(OccurrenceList, bool, double, bool, bool, bool, bool)

    Create cad patches on tessellation (needed by some functions)

    InvertOrientation(OccurrenceList)

    Invert the orientation of tessellation elements

    LegoDecomposition(uint, LegoBrickDefinitionList, ColorList, int, bool)

    Decompose a model in a set of lego bricks

    LineToCylinderCAD(OccurrenceList, double)

    Change lines into cylinders

    LineToTexture(OccurrenceList, UseColorOption, int, int)

    Generate a textured quadrangle over an existing mesh of coplanar lines

    ListFeatures(OccurrenceList, bool, bool, double)

    List features from tessellations

    LoopSubdivMesh(OccurrenceList, int)

    Apply Loop Subdivision on Triangle-only Mesh

    MapUvOnAABB(OccurrenceList, bool, double, int, bool, bool)

    Generate texture coordinates using the projection on object Axis Aligned Bounding Box

    MapUvOnBox(OccurrenceList, Box, int, bool)

    Generate texture coordinates using the projection on a box

    MapUvOnCubicAABB(OccurrenceList, double, int, bool)

    Generate texture coordinates using the projection on object AABB, with same scale on each axis

    MapUvOnCustomAABB(OccurrenceList, AABB, double, int, bool)

    Generate texture coordinates using the projection on custom AABB

    MapUvOnCylinder(OccurrenceList, Cylinder, int, bool)

    Generate texture coordinates using the projection on a cylinder

    MapUvOnFittingCylinder(OccurrenceList, int, bool, bool)

    Generate texture coordinates using the projection on a fitting cylinder

    MapUvOnFittingSphere(OccurrenceList, int, bool, bool)

    Generate texture coordinates using the projection on a fitting sphere

    MapUvOnMBB(OccurrenceList, bool, double, int, bool)

    Generate texture coordinates using the projection on object Minimum Bounding Box

    MapUvOnPlane(OccurrenceList, Plane, int, bool)

    Generate texture coordinates using the projection on a plane

    MapUvOnSphere(OccurrenceList, Sphere, int, bool)

    Generate texture coordinates using the projection on a sphere

    MarchingCubes(OccurrenceList, double, ElementFilter, int, bool)

    Replace the tessellations of the selected parts by a marching cube representation

    MergeUVIslands(OccurrenceList, int, double, double, double, double, double, MaxTransformationType, bool)

    Minimizes the number of seams in the UV mapping

    MergeVertices(OccurrenceList, double, TopologyCategoryMask)

    merge near vertices according to the given distance

    MeshComparison(uint, uint)

    compare two meshes

    MeshComparisonBatch(OccurrenceList, OccurrenceList)

    compare each couple of meshes and returns the maximum for each couple

    MeshIntersections(uint, uint)

    Computes the intersections between the meshes of two occurrences

    MoebiusCracker(OccurrenceList)

    Splits moebius ring

    NoiseMesh(OccurrenceList, double)

    Apply noise to vertex positions along their normals

    NormalizeUV(OccurrenceList, int, int, bool, bool, bool)

    Normalize UVs to fit in the [0-1] uv space

    OptimizeCADLoops(OccurrenceList)

    Optimize CAD Face loops by merging useless loop edges

    OptimizeForRendering(OccurrenceList)

    Optimize mesh for rendering (lossless, only reindexing)

    OptimizeSubMeshes(OccurrenceList)

    Sort sub meshes by materials

    OptimizeTextureSize(uint, double)

    Resizes scene textures based on a number of texels per 3D space units (e.g: mm)

    Orient(OccurrenceList, bool, bool, OrientStrategy)

    Orient tessellation elements

    OrientFromCamera(OccurrenceList, Point3, Point3, Point3, int, double)

    Properly orient all polygons in the same direction, using a specified viewpoint

    OrientFromFace()

    Orient all connect polygones in the same orientation of the polygon selectionned

    OrientNormalMap(uint)

    Orient a tangent space normal map (all Z positive)

    OrientNormals(OccurrenceList)

    Orient existing normal according to the polygons clockwise

    ProxyMesh(OccurrenceList, double, ElementFilter, int, bool)

    Replace the tessellations of the selected parts by a proxy mesh based on a voxelization

    Quadify(OccurrenceList)

    Merge all triangle polygons in the meshes to quadrangles

    RelaxUV(OccurrenceList, RelaxUVMethod, int, int)

    Relax UVs

    RemeshSurfacicHoles(OccurrenceList, double)

    Resmesh surfacic holes of tessellations

    RemoveDegeneratedPolygons(OccurrenceList, double)

    Remove some kinds of degenerated polygons

    RemoveHoles(OccurrenceList, bool, bool, bool, double, uint)

    Remove some features from tessellations

    RemoveMultiplePolygon(OccurrenceList)

    Remove multiple polygon

    RemoveUV(OccurrenceList, int)

    Remove one or all UV channel(s)

    RemoveZFighting(OccurrenceList)

    Remove Z-fighting (surfaces overlapping) by slightly shrinking the selected parts' surfaces

    RepackUV(OccurrenceList, int, bool, int, uint, bool, int, bool)

    Pack existing UV (create atlas)

    RepairCAD(OccurrenceList, double, bool)

    Repair CAD shapes, assemble faces, remove duplicated faces, optimize loops and repair topology

    RepairMesh(OccurrenceList, double, bool, bool)

    Launch the repair process to repair a disconnected or not clean tessellation

    RepairNullNormals(OccurrenceList)

    Create normal on an existing normal set when normal is null (polygons appears black)

    ReplaceBy(OccurrenceList, ReplaceByOption)

    Replace geometries by other shapes, or primitives

    ReplaceByBox(OccurrenceList, ReplaceByBoxType)

    Replace objects by a bounding box

    ReplaceByConvexHull(OccurrenceList)

    Replace objects by convex hull

    ReplaceByPrimitive(OccurrenceList, PrimitiveShapeParameters, bool)

    Replace objects by a primitive shapes

    Requadify(OccurrenceList, bool)

    Advanced function to requadify a triangle tessellation coming from full quad mesh

    ResizeUVsToTextureSize(OccurrenceList, double, int)

    Rescale the UV coordinates to fit the input texture size

    Retessellate(OccurrenceList, double, double, double, bool, UVGenerationMode, int, double, bool, bool)

    Update the tessellated representation of each CAD part with new tessellation parameters

    Retopologize(OccurrenceList, int, bool, bool, double)

    Replace the tessellations of the selected parts by a retopology of the external hull

    RetopologizeWithClusterQuadrics(OccurrenceList, double)

    Replace the tessellations of the selected parts by a retopology base on cluster quadrics

    SawWithAABB(OccurrenceList, AABB, SawingMode, string, string)

    Saw the mesh with an axis-aligned bounding box. New parts will be placed as children of input part occurrences.

    SawWithOBB(OccurrenceList, OBB, SawingMode, string, string)

    Saw the mesh with an oriented bounding box. New parts will be placed as children of input part occurrences.

    SawWithOctree(OccurrenceList, AABB, int, int, double)

    Saw and split the mesh with an octree. New parts will be placed as children of input part occurrences.

    SawWithPlane(OccurrenceList, Point3, Point3, SawingMode, string, string, double)

    Saw the mesh with a plane. New parts will be placed as children of input part occurrences.

    ScaleUV(OccurrenceList, double, double, int)

    Apply a scale on texture coordinates

    SegmentByDistorsion(OccurrenceList, double, double)
    SegmentDiskFront(OccurrenceList, double, int)

    Create UV patches with disk-like topology

    SelectSimilar(OccurrenceList, double, double, bool)

    Selects occurrences in the whole scene that are similar to the selected occurrences. If several occurrences are selected, the selection afterwards will contain similar parts for each input occurrence.

    SeparateToManifold(OccurrenceList)

    Remove non manifold edges and try to reconnect manifold groups of triangles

    SetFeatureComponentMaxIndex(OccurrenceList, int)

    Remap Index map of each FeatureComponent of selected occurrences

    SewBoundary(OccurrenceList, double)

    Sew boundaries between them

    SmartHiddenCreateVisibilityInformation(OccurrenceList, double, double, int, SmartHiddenType, bool, uint)

    Create visilibity information on parts viewed from a set of camera automatically generated

    SmartHiddenRemoval(OccurrenceList, SelectionLevel, double, double, int, SmartHiddenType, bool, int, uint)

    Delete parts, patches or polygons not viewed from a set of camera automatically generated

    SmartHiddenSelection(OccurrenceList, double, double, int, SmartHiddenType, bool, uint)

    Select parts not viewed from a set of camera automatically generated

    SmartOrient(OccurrenceList, double, double, int, SmartHiddenType, bool, SmartOrientStrategy)

    Properly orient all polygons in the same direction, using visibility attributes

    SmoothMesh(OccurrenceList, CostEvaluation, int, bool)
    SmoothUV(OccurrenceList, int, int)

    Smooth texture coordinates

    SplitUVForAtlas(OccurrenceList)
    StitchUV(OccurrenceList, int)

    Try to stitch existing UV islands

    SwapUvChannels(OccurrenceList, int, int)

    Swap two UV channels

    Sweep(OccurrenceList, double, int, bool, bool, bool)

    Extrudes a circular section along an underlying polyline (curve)

    Tessellate(OccurrenceList, double, double, double, bool, UVGenerationMode, int, double, bool, bool, bool, bool)

    Create a tessellated representation from a CAD representation for each given part

    TessellatePointClouds(OccurrenceList, int, bool, bool)

    Tessellate point clouds to replace the geometry with a polygonal connect mesh

    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.

    ToEditableMesh(OccurrenceList)

    Convert all static mesh to editable mesh

    ToStaticMesh(OccurrenceList)

    Convert all editable mesh to static mesh

    TransferVisibilityToPolygonalWeight(OccurrenceList, VisibilityToWeightMode)

    Set Polygonal Weight Attribute from Visibility Attribute

    Triangularize(OccurrenceList)

    Split all non-triangle polygons in the meshes to triangles

    VertexOffset(OccurrenceList, double)

    Move the vertices by the offsset along their normal

    Voxelize(OccurrenceList, double, ElementFilter, int, bool)

    Replace the tessellations of the selected parts by a voxelization of the external skin

    VoxelizePointClouds(OccurrenceList, double)

    Explode point clouds to voxels

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