Defines parameters used by the Unity_ObjectFactory. More...
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Unity_ObjectFactoryParameters () | |
Constructor. | |
void | SetMeshQuality (MeshQuality theMQ) |
Sets the quality of mesh computed from B-Rep. | |
void | SetMergeTriangleSets (bool theOption) |
Specifies whether part's triangle sets should be merged. | |
void | SetMeshOptimization (bool theOption) |
Specifies whether part's triangle sets should be optimized. Warning: with this option enabled the source model can be modified. | |
void | SetImportPMI (bool theOption) |
Specifies whether Product and Manufacturing Information (PMI) should be imported into GameObject from the ModelData_Model. | |
void | SetAdaptToUnityCoordinateSystem (bool theOption) |
Specifies whether model should be adapted to Unity's coordinate system. | |
void | SetShader (Shader theShader) |
Specifies the shader that should be applied to the result GameObject. | |
void | SetScaleFactor (float theScaleFactor) |
Sets the scale factor of the imported GameObject. | |
void | SetImportLODs (bool theOption) |
Specifies whether multiple Levels Of Detail (LOD) should be imported into GameObject from the ModelData_Model. | |
void | SetLODsCulledTransitionValue (float theValue) |
Sets the screen relative height to use for the "Culled" state transition [0-1]. | |
MeshQuality | MeshQuality () |
Returns the quality of mesh computed from B-Rep. | |
bool | MergeTriangleSets () |
Returns true if part's triangle sets should be merged during conversion. | |
bool | MeshOptimization () |
Returns true if part's triangle sets should be optimized. | |
bool | ImportPMI () |
Returns true if Product and Manufacturing Information (PMI) should be imported into GameObject from the ModelData_Model. | |
bool | AdaptToUnityCoordinateSystem () |
Returns true if model should be adapted to Unity's coordinate system. | |
Shader | Shader () |
Returns the shader used for creating GameObject. | |
float | ScaleFactor () |
Returns the scale factor of the created GameObject. | |
bool | ImportLODs () |
Returns true if multiple Levels Of Detail (LOD) should be imported into GameObject from the ModelData_Model. | |
float | LODsCulledTransitionValue () |
Returns the screen relative height to use for the "Culled" state transition [0-1]. | |
Defines parameters used by the Unity_ObjectFactory.
Parameters can be set using Unity_ObjectFactory::SetParameters().
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Returns true if model should be adapted to Unity's coordinate system.
By default is true.
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Returns true if multiple Levels Of Detail (LOD) should be imported into GameObject from the ModelData_Model.
By default is false.
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Returns true if Product and Manufacturing Information (PMI) should be imported into GameObject from the ModelData_Model.
By default is false.
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Returns the screen relative height to use for the "Culled" state transition [0-1].
By default is 0.05.
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Returns true if part's triangle sets should be merged during conversion.
Merging triangle sets allows to reduce the number of draw calls and improve rendering performance. By default is true.
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Returns true if part's triangle sets should be optimized.
Mesh optimization includes various techniques to improve rendering performance. By default is false.
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Returns the quality of mesh computed from B-Rep.
By default is Fine.
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Returns the scale factor of the created GameObject.
By default is 1.
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Specifies whether model should be adapted to Unity's coordinate system.
CAD Exchanger internally uses right-handed coordinate system (XYZ), opposites Unity's left-handed one (XZY). Converting model "as is" leads to visual mirroring of its geometry, so setting this parameter enabled will swap Y and Z axes of the model to make it look correct in Unity. Set this parameter to false if you would like to convert the model "as is", it may be useful if the model has already been written in left-handed coordinate system.
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Specifies whether multiple Levels Of Detail (LOD) should be imported into GameObject from the ModelData_Model.
If set to true, each polygonal representation in the model will be imported as an individual LOD.
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Sets the screen relative height to use for the "Culled" state transition [0-1].
If object's height takes less than the transition value of screen height - object will become hidden(invisible). For example, the default value is 0.05, which means that is the object will not be rendered when it takes less than 5% of the screen height.
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Specifies whether part's triangle sets should be merged.
Merging triangle sets allows to reduce the number of draw calls and improve rendering performance.
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Specifies whether part's triangle sets should be optimized. Warning: with this option enabled the source model can be modified.
Mesh optimization includes various techniques to improve rendering performance.
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Sets the quality of mesh computed from B-Rep.
Sets the quality of the mesh which will be computed if imported model contains only boundary representation. If the model already contains polygonal representation, then this setting is ignored and the first representation is used.
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Sets the scale factor of the imported GameObject.
Can be used if actual model dimensions don't match the dimensions of your scene. For example, pass 10 to enlarge the model 10 times in Unity, or 0.1 to shrink it to 1/10th of its size.
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Specifies the shader that should be applied to the result GameObject.
ArgumentException | if a null value is passed. |
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Returns the shader used for creating GameObject.
By default is Unity's Standard shader.