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| unsafe bool | preSubdivide [get] |
| | whether to make subdivision of initial mesh before conversion to voxels, despite time and memory required for the subdivision, it typically makes the whole rebuilding faster (or even much faster in case of large initial triangles), because AABB tree contains small triangles in leaves, which is good for both 1) search for closest triangle because the closest box more frequently contains the closest triangle, 2) and winding number approximation because of more frequent usage of approximation for distant dipoles
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| unsafe float | voxelSize [get] |
| | Size of voxel in grid conversions; The user is responsible for setting some positive value here.
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| unsafe MR.SignDetectionModeShort | signMode [get] |
| unsafe bool | closeHolesInHoleWindingNumber [get] |
| | whether to construct closed mesh in signMode = SignDetectionModeShort.HoleWindingNumber
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| unsafe MR.OffsetMode | offsetMode [get] |
| unsafe MR.? UndirectedEdgeBitSet | outSharpEdges [get] |
| | if non-null then created sharp edges (only if offsetMode = OffsetMode.Sharpening) will be saved here
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| unsafe float | windingNumberThreshold [get] |
| | if general winding number is used to differentiate inside from outside: positive distance if winding number below or equal this threshold; ideal threshold: 0.5 for closed meshes; 0.0 for planar meshes
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| unsafe float | windingNumberBeta [get] |
| | if general winding number is used to differentiate inside from outside: determines the precision of fast approximation: the more the better, minimum value is 1
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| unsafe MR.Std.Const_SharedPtr_MRIFastWindingNumber | fwn [get, protected set] |
| | defines particular implementation of IFastWindingNumber interface that will compute windings (if required). If it is not specified, default FastWindingNumber is used
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| unsafe int | reduceAngleNumIters [get] |
| | the number of iterations to minimize summed deviation of triangle-triangle angles from plane; this mode highlights sharp edges; if decimation is on, this mode is performed before and after decimation and further reduces the number of triangles
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| unsafe bool | decimate [get] |
| | whether to decimate resulting mesh
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| unsafe float | tinyEdgeLength [get] |
| | only if decimate = true: edges not longer than this value will be collapsed even if it results in appearance of a triangle with high aspect ratio
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| unsafe MR.Std.Const_Function_Bool_From_Float | progress [get, protected set] |
| | To report algorithm's progress and cancel it on user demand.
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| unsafe MR.Std.Const_Function_Void_From_MRSignDetectionMode | onSignDetectionModeSelected [get, protected set] |
| | this callback is invoked when SignDetectionMode is determined (useful if signMode = SignDetectionModeShort.Auto), but before actual work begins
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Generated from class MR.RebuildMeshSettings. This is the const half of the class.
| unsafe bool MR.Const_RebuildMeshSettings.preSubdivide |
|
get |
whether to make subdivision of initial mesh before conversion to voxels, despite time and memory required for the subdivision, it typically makes the whole rebuilding faster (or even much faster in case of large initial triangles), because AABB tree contains small triangles in leaves, which is good for both 1) search for closest triangle because the closest box more frequently contains the closest triangle, 2) and winding number approximation because of more frequent usage of approximation for distant dipoles