Class AlgoInterface
Inherited Members
Namespace: UnityEngine.Pixyz.Algo
Assembly: Unity.Pixyz.SDKPlus.Editor.dll
Syntax
public class AlgoInterface : Interface
Methods
Name | Description |
---|---|
AlignUVIslands(OccurrenceList, int, double, double, AlignmentMode) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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, uint, uint) | WARNING: this function is tagged as 'EXPERIMENTAL' |
BackToInitialBRep(OccurrenceList) | Create the BRep shape from a Tessellated shape with Domain Patch Attributes (after tessellate) |
BakeAOMap(uint, int, bool, ColorAlpha?) | Ray tracing based ambient occlusion computation |
BakeDepthMap(uint, double, ColorAlpha?) | Depth map baking |
BakeDiffuseMap(uint, bool, ColorAlpha?) | Diffuse map baking |
BakeDisplacementMap(uint, bool, ColorAlpha?) | Displacement map baking |
BakeEmissiveMap(uint, ColorAlpha?) | Emissive map baking |
BakeFeatureMap(uint, ColorAlpha?) | Feature map baking |
BakeImpostor(uint, int, int, bool, int, int, bool, bool, bool) | bakes impostors textures |
BakeMaterialAOMap(uint, ColorAlpha?) | AO baking from the source material |
BakeMaterialIdMap(uint, ColorAlpha?) | Color map baking based on source material Ids |
BakeMaterialPropertyMap(uint, string, int, ColorAlpha?) | Baking of custom material properties |
BakeMetallicMap(uint, ColorAlpha?) | Metallic map baking |
BakeNormalMap(uint, Space, Space, ColorAlpha?) | Normal map baking |
BakeOccurrencePropertyMap(uint, string, int, ColorAlpha?) | Occurrence property map baking |
BakeOpacityMap(uint, ColorAlpha?) | Opacity map baking |
BakePartIdMap(uint, ColorAlpha?) | Color map baking based on the source part Ids |
BakePositionMap(uint, bool, ColorAlpha?) | Position map baking |
BakeRoughnessMap(uint, ColorAlpha?) | Roughness map baking |
BakeSpecularMap(uint, ColorAlpha?) | Specular map baking |
BakeUVMap(uint, int, ColorAlpha?) | Source UV coordinates baking |
BakeValidityMap(uint, double, double) | Validity map baking, distinguishing baked pixels from non baked pixels |
BakeVertexAttributes(OccurrenceList, OccurrenceList, bool, bool, bool) | Bake vertex attributes on meshes from other meshes |
BakeVertexColorMap(uint, ColorAlpha?) | Vertex color map baking |
BarySmooth(OccurrenceList, int) | Smooth the tessellations by moving the vertices to the barycenter of their neighbors |
BeginBakingSession(OccurrenceList, OccurrenceList, int, int, double, double, double, bool, bool, ElementFilter) | Start a new baking session. This must be called prior to any of the bakeSomethingMap function. |
BeginVertexBakingSession(OccurrenceList, OccurrenceList, double, double, double, bool, ElementFilter) | Start a new baking session. This must be called prior to any of the bakeSomethingMap function. |
CalculateNormalsInPointClouds(OccurrenceList) | WARNING: this function is tagged as 'EXPERIMENTAL' |
CombineMaterials(OccurrenceList, BakeOption, bool, bool) | Combine materials found on occurrences subtrees into one baked material and assign it to part occurrences |
ConfigureFunctionLogger(string, bool, bool, bool) | |
ConvertNormalMap(OccurrenceList, uint, int, Space, Space, bool, bool, bool, int, int) | Convert an existing normal map between Object-space and Tangent-space |
ConvertSimilarPartOccurrencesToInstances(OccurrenceList, bool, bool, int, bool, bool, int) | Create instances from similar part occurrences with an accurate method based on topology checksums. 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). |
ConvertSimilarPartOccurrencesToInstancesFast(OccurrenceList, double, double, bool) | Create instances from similar part occurrences with a fast but approximate method. 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. |
ConvexDecomposition(OccurrenceList, int, int, bool, int, double) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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 (deprecated, use crackMeshEdges instead) |
CrackMeshEdges(OccurrenceList, bool, bool, IntList, bool, bool, 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, InnerOuterOption, 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 |
CreateNormals(OccurrenceList, double, bool, bool) | Create normal attributes on tessellations |
CreateOcclusionMesh(OccurrenceList, CreateOccluder, double, int) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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 |
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, bool) | Create visilibity information on part occurrences viewed from a set of camera automatically placed on a sphere around the scene |
CreateVisibilityInformationAdvanced(OccurrenceList, SelectionLevel, double, double, int, InnerOuterOption, bool, uint) | Create visilibity information on part occurrences viewed from a set of voxel based view points. |
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 |
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) | WARNING: this function is tagged as 'EXPERIMENTAL' |
DecimatePointClouds(OccurrenceList, double) | decimate Point Cloud Occurrences according to tolerance |
DecimateTarget(OccurrenceList, DecimateOptionsSelector, UVImportanceEnum, bool, ulong, bool, int) | reduce the polygon count by collapsing some edges to obtain a target triangle count (iterative version that use less memory) |
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 |
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, double, double, double, bool) | WARNING: this function is tagged as 'EXPERIMENTAL' |
EndBakingSession(uint) | End and destroy an existing baking session |
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. |
ExplodeByMaterials(OccurrenceList) | Explode all parts by material. New parts will be placed as children of input part occurrences. |
ExplodeByVertexCount(OccurrenceList, int, int, bool) | Explode part occurrences to respect a maximum vertex count |
ExplodeByVoxel(OccurrenceList, double) | WARNING: this function is tagged as 'EXPERIMENTAL' |
ExplodeConnectedMeshes(OccurrenceList, bool) | Explode connected set of polygons to part occurrences. New parts will be placed as children of input part occurrences. |
ExplodePatches(OccurrenceList) | Explode all parts by patch |
ExtractNeutralAxis(OccurrenceList, double, bool) | Extract neutral axis from tessellations |
FetchBakedMap(uint, uint, uint, uint) | Returns information about one texel of a baked map (occurrence, polygon ID, parametric coordinates, material ID). Must be called inside a (begin/end)BakingSession block. |
FetchBakedVertex(uint, uint, uint) | Returns information about a baked vertex (occurrence, polygon ID, parametric coordinates, material ID). Must be called inside a (begin/end)BakingSession block. |
FillNormalMap(uint) | WARNING: this function is tagged as 'EXPERIMENTAL' |
FilletMesh(OccurrenceList, double, FilletingMode, int, bool, uint, int) | WARNING: this function is tagged as 'EXPERIMENTAL' |
FilterHiddenPolygons(OccurrenceList, double) | remove hidden polygons using voxels and cavities |
FilterMeshVertexColors(OccurrenceList, double, double, double) | Smooth mesh vertex colors by applying to adjacent vertices a combination of different Gaussian filters for feature preservation |
FindBestPivotBetweenOccurrences(OccurrenceList, OccurrenceList, double) | Try to compute the pivot point between 2 sets of occurrences |
FindOccludedPartOccurrences(OccurrenceList, int, int, double, bool, uint, bool) | get part occurrences not viewed from a sphere around the scene |
FindOccludedPartOccurrencesAdvanced(OccurrenceList, double, double, int, InnerOuterOption, bool, uint) | get part occurrences not viewed from a set of voxel based view points. |
FindSimilarPartOccurrencesFast(OccurrenceList, double, double, bool) | find part occurrences in the whole scene that are similar to the input part occurrences. If multiple part occurrences are passed as input, the output will contain similar part occurrences corresponding to each input part occurrence. |
FlagVisibilityAttributesOnTransparents(OccurrenceList) | Add one count to all visiblility attributes (poly and patch) on transparent patches |
GetAllAxisFromCADModel(OccurrenceList) | Return all the main axis contained in the CAD models given |
GetFittingCylinder(OccurrenceList, bool, Point3?) | Returns the fitting cylinder of a set of occurrences (based on MBB) |
GetFittingSphere(OccurrenceList, bool) | Returns the fitting sphere of a set of occurrences |
GetLastError() | |
GetMeshVertexColors(OccurrenceList) | Returns arrays containing the vertex colors of all meshes being children of the provided occurrence list |
GetOptimalTextureResolution(OccurrenceList, double) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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) | WARNING: this function is tagged as 'EXPERIMENTAL' |
GetUVQualityMetrics(OccurrenceList, uint) | Compute UV mapping qualitative metrics. |
GetUvAabr(OccurrenceList, int) | Compute the UV Axis Aligned Bounding Rectangle of a set of occurrences |
GetVisibilityStats(OccurrenceList) | returns the visibility statistics for some occurrences |
GetVisualComparisonFootprint(OccurrenceList, OccurrenceList, int, int, double, bool) | Compute the visual footprint of the difference between two sets of occurrences |
HasOverlappingUV(OccurrenceList, uint, uint) | Check if a UV channel contains overlapping UVs |
IdentifyLinesOfInterest(OccurrenceList, bool, bool, IntList, bool, bool, bool) | Identify LoI according to given criteria. It will create a new LoI attribute on the mesh that can be used afterward by some functions |
IdentifyPatches(OccurrenceList, bool, double, bool, bool, bool, bool) | Create patches (submeshes) on meshes (needed by some functions) |
IdentifySharpEdges(OccurrenceList, double, double, ConvexityFilter, bool) | WARNING: this function is tagged as 'EXPERIMENTAL' |
InvertPolygonFacesOrientation(OccurrenceList) | Invert the orientation of tessellation elements |
InvertTangents(OccurrenceList, bool) | Invert tangents orientation (usefull to switch between right-handed/left-handed normal maps |
LineToTexture(OccurrenceList, UseColorOption, int, int) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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, Point3?) | 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 |
MergeUVIslandsAffine(OccurrenceList, int, double, double, double, double, double, TransformationType, bool, double) | WARNING: this function is tagged as 'EXPERIMENTAL' |
MergeUVIslandsRelaxed(OccurrenceList, int, int, double, bool) | Minimizes the number of seams in the UV mapping by merging UV islands using local reparametrization near the UV seams (recommanded for organic surfaces) |
MergeVertices(OccurrenceList, double, TopologyCategoryMask) | merge near vertices according to the given distance |
MeshBooleanOperation(OccurrenceList, OccurrenceList, MeshBooleanOperation) | WARNING: this function is tagged as 'EXPERIMENTAL' |
MeshComparison(uint, uint) | WARNING: this function is tagged as 'EXPERIMENTAL' |
MeshComparisonBatch(OccurrenceList, OccurrenceList) | WARNING: this function is tagged as 'EXPERIMENTAL' |
MeshIntersections(OccurrenceList, OccurrenceList) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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) | WARNING: this function is tagged as 'EXPERIMENTAL' |
OrientFromFace() | Orient all connected polygons in the same orientation of the polygon selectionned |
OrientNormalMap(uint) | WARNING: this function is tagged as 'EXPERIMENTAL' |
OrientNormals(OccurrenceList) | Orient existing normal according to the polygons clockwise |
OrientPolygonFaces(OccurrenceList, bool, bool, OrientStrategy) | Orient tessellation elements |
OrientPolygonFacesAdvanced(OccurrenceList, double, double, int, InnerOuterOption, bool, OrientStrategyAdvanced) | Properly orient all polygons in the same direction, using voxel based view points placement. |
OrientPolygonFacesFromCamera(OccurrenceList, Point3, Point3, Point3, int, double) | Properly orient all polygons in the same direction, using a specified viewpoint |
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 |
RemeshSurfacicHoles(OccurrenceList, double, bool, int, uint) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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 |
RemoveOccludedGeometries(OccurrenceList, SelectionLevel, int, int, double, bool, int, OccurrenceList, bool) | Delete part occurrences, patches or polygons not viewed from a sphere around the scene |
RemoveOccludedGeometriesAdvanced(OccurrenceList, SelectionLevel, double, double, int, InnerOuterOption, bool, int, OccurrenceList) | Delete part occurrences, patches or polygons not seen from voxel based view points. |
RemoveOccludedGeometriesFromPoints(OccurrenceList, SelectionLevel, Point3List, int, int, double, bool, int, OccurrenceList) | Delete part occurrences, patches or polygons not viewed from spheres generated with a set of camera position |
RemoveOccludedGeometriesFromViewPoints(OccurrenceList, SelectionLevel, Point3List, Point3List, Point3List, int, double, bool, int, OccurrenceList) | Delete part occurrences, patches or polygons not viewed from a set of camera position/orientation |
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) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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 |
Retopologize(OccurrenceList, int, bool, bool, double) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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 |
SegmentMesh(OccurrenceList, bool) | WARNING: this function is tagged as 'EXPERIMENTAL' |
SeparateToManifold(OccurrenceList) | WARNING: this function is tagged as 'EXPERIMENTAL' |
SetBakingSessionPadding(uint, int) | Change the dilation applied to maps baked from the given session. All maps baked after the call to this function will be affected by the new value. The default value of a newly created session is 2. |
SetFeatureComponentMaxIndex(OccurrenceList, int) | Remap Index map of each FeatureComponent of selected occurrences |
SetMeshVertexColors(OccurrenceList, ColorAlphaListList) | Specify vertex colors for all meshes being children of the provided occurrence list |
SewBoundary(OccurrenceList, double) | Sew boundaries between them |
SmoothMesh(OccurrenceList, CostEvaluation, int, bool) | |
SplitUVForAtlas(OccurrenceList) | |
SwapUvChannels(OccurrenceList, int, int) | Swap two UV channels |
Sweep(OccurrenceList, double, int, bool, bool, bool) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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. |
TransferUV(uint, uint, int, int, double) | Transfer UV from a mesh to another mesh |
TransferVisibilityToPolygonalWeight(OccurrenceList, VisibilityToWeightMode) | WARNING: this function is tagged as 'EXPERIMENTAL' |
Triangularize(OccurrenceList) | Split all non-triangle polygons in the meshes to triangles |
UnwrapUV(OccurrenceList, UnwrapUVMethod, int, bool, int, double) | WARNING: this function is tagged as 'EXPERIMENTAL' |
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 |