◆ SubdivideSettings()
| SubdivideSettings::SubdivideSettings |
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◆ criticalAspectRatioFlip
| number SubdivideSettings::criticalAspectRatioFlip |
If this value is less than FLT_MAX then edge flips will ignore dihedral angle check if one of triangles has aspect ratio more than this value Unit: rad
◆ curvaturePriority
| number SubdivideSettings::curvaturePriority |
edge length will be magnified by the squared difference of normals at edge's ends times this factor, thus subdivision will be finer in the regions of high curvature compared to planar regions
◆ maxAngleChangeAfterFlip
| number SubdivideSettings::maxAngleChangeAfterFlip |
Improves local mesh triangulation by doing edge flips if it does not change dihedral angle more than on this value (in radians)
◆ maxDeviationAfterFlip
| number SubdivideSettings::maxDeviationAfterFlip |
Improves local mesh triangulation by doing edge flips if it does not make too big surface deviation.
◆ maxEdgeLen
| number SubdivideSettings::maxEdgeLen |
Subdivision is stopped when all edges inside or on the boundary of the region are not longer than this value.
◆ maxEdgeSplits
| number SubdivideSettings::maxEdgeSplits |
Maximum number of edge splits allowed.
◆ maxSplittableTriAspectRatio
| number SubdivideSettings::maxSplittableTriAspectRatio |
An edge is subdivided only if both its left and right triangles have aspect ratio below or equal to this value. So this is a maximum aspect ratio of a triangle that can be split on two before Delone optimization. Please set it to a smaller value only if subdivideBorder==false, otherwise many narrow triangles can appear near border
◆ maxTriAspectRatio
| number SubdivideSettings::maxTriAspectRatio |
The subdivision stops as soon as all triangles (in the region) have aspect ratio below or equal to this value.
◆ minSharpDihedralAngle
| number SubdivideSettings::minSharpDihedralAngle |
In case of activated smoothMode, the smoothness is locally deactivated at the edges having dihedral angle at least this value
◆ projectOnOriginalMesh
| boolean SubdivideSettings::projectOnOriginalMesh |
if true, then every new vertex will be projected on the original mesh (before smoothing)
◆ smoothMode
| boolean SubdivideSettings::smoothMode |
Puts new vertices so that they form a smooth surface together with existing vertices. This option works best for natural surfaces without sharp edges in between triangles
◆ subdivideBorder
| boolean SubdivideSettings::subdivideBorder |
If false do not touch border edges (cannot subdivide lone faces) use MR::findRegionOuterFaces to find boundary faces
The documentation for this class was generated from the following file: