Basic information for any sort of mesh fragmentation. More...
Public Member Functions | |
virtual bool | IsValid () |
Returns true if the details are filled in correctly, false otherwise. | |
Public Attributes | |
UnityEngine.Mesh | Mesh |
The mesh to fracture. | |
Vector3 | MeshScale |
The scale of the mesh's game object. The meshes of fracture pieces will be scaled by this amount to allow their game object's scales to be one. | |
FractureUVScale | UVScale |
Scaling algorithm used on triangles produced during the fracture. | |
UVBounds | UVBounds = new UVBounds(Vector2.zero, Vector2.one) |
Final 'inside' triangles will be remapped to be within this range after the UV scale is applied. | |
FractureIssueResolution | IssueResolution |
How to deal with potentially poorly generated pieces. | |
bool | Asynchronous |
If true, fracturing is done on a background thread and results may not be ready by the time FractureBuilder.Fracture() finishes. If false, fracturing is guaranteed to be done by the time FractureBuilder.Fracture() finishes. | |
int | InsideMaterialIndex |
The material / sub-mesh index that newly formed triangles should be put in. | |
bool | SeparateDisjointPieces |
If true, a final pass will be done to separate out meshes that are not physically connected. This can only happen when the mesh has concave parts. | |
VertexMergingPolicy | VertexMergingPolicy = VertexMergingPolicy.Default |
Defines how aggressively to merge the vertices of this fracture. More aggressive merging will result in meshes that have a reduced number of vertices and triangles at the cost of more computation time during fracture. | |
MeshValidity | Validity = MeshValidity.Unknown |
Highly recommended to call. | |
Properties | |
int | FractureFrame [get, set] |
The frame the fracture started on. Can be used to group separate fractures that should be treated as one. | |
Basic information for any sort of mesh fragmentation.
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inlinevirtual |
Returns true if the details are filled in correctly, false otherwise.
Reimplemented in DinoFracture.ShatterDetails, and DinoFracture.SliceDetails.
int DinoFracture.FractureDetails.InsideMaterialIndex |
The material / sub-mesh index that newly formed triangles should be put in.
Specify -1 to put at the end of the list.
FractureIssueResolution DinoFracture.FractureDetails.IssueResolution |
How to deal with potentially poorly generated pieces.
Note: Any generated mesh with zero triangles is automatically removed.
bool DinoFracture.FractureDetails.SeparateDisjointPieces |
If true, a final pass will be done to separate out meshes that are not physically connected. This can only happen when the mesh has concave parts.
This process can be slow. It is recommended to be off for runtime fractures unless there is a good chance of disjoint pieces.
VertexMergingPolicy DinoFracture.FractureDetails.VertexMergingPolicy = VertexMergingPolicy.Default |
Defines how aggressively to merge the vertices of this fracture. More aggressive merging will result in meshes that have a reduced number of vertices and triangles at the cost of more computation time during fracture.
Vertex merging only applies to vertices on the ring of a slice. The original hull of the mesh will never have vertices merged.