docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Method OrientPolygonFacesAdvanced

    OrientPolygonFacesAdvanced(OccurrenceList, double, double, int, InnerOuterOption, bool, OrientStrategyAdvanced)

    Properly orient all polygons in the same direction, using voxel based view points placement.

    Declaration
    [HandleProcessCorruptedStateExceptions]
    public void OrientPolygonFacesAdvanced(OccurrenceList occurrences, double voxelSize, double minimumCavityVolume, int resolution, InnerOuterOption mode = InnerOuterOption.All, bool considerTransparentOpaque = true, OrientStrategyAdvanced orientStrategy = OrientStrategyAdvanced.VisibilityByConnected)
    Parameters
    Type Name Description
    OccurrenceList occurrences

    Occurrences to orient

    double voxelSize

    Size of the voxels in mm (smaller it is, more viewpoints there are)

    double minimumCavityVolume

    Minimum volume of a cavity in cubic meter (smaller it is, more viewpoints there are)

    int resolution

    Resolution of the visibility viewer

    InnerOuterOption mode

    Select where to place camera (all cavities, only outer or only inner cavities)

    bool considerTransparentOpaque

    If True, Parts, Patches or Polygons with a transparent appearance are considered as opaque

    OrientStrategyAdvanced orientStrategy

    Strategy to adopt with this algorithm

    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)