Sculpting Pro Utilities
Global SculptingPro utility library (3d math, geometry and mesh).
Public Methods
public static class SmoothingFilters
{
public static class LaplacianFilterSmoothing
{
public static Vector3[] LaplacianFilter(Vector3[] vertices, int[] triangles, float intensity)
}
public static class HCFilterSmoothing
{
public static Vector3[] HCFilter(Vector3[] inVerts, int[] inTris, float intensity = 1)
}
}
public static class GeometryModification
{
public static class VertexSubdivision
{
public static void Subdivide(Mesh mesh)
}
public static int[] FlipMesh(int[] tris)
public static Vector3[] TryCloseSeams(Vector3[] vertices, float lookingDistance = 0.01f, bool viaThread = false)
public static bool CombineChildren(MeshFilter entry, SculptingPro_Model model = null)
public static Vector3[] StampHeightmap(HeightmapAttributes ha, List<HeightmapPixelData> hpd)
public static List<HeightmapPixelData> CalculateHeightmapPixelData(Texture2D heightmapTexture, bool inverseHeightmap = false)
public static class AlternativeNormals
{
public static void RecalculateNormals(Mesh mesh, float angle = 90)
public static Vector3[] RecalculateNormals(NormalData nd, float angle = 90)
}
}
public static class MeshReference
{
public static Mesh CreateNewMeshReference(Mesh entryMesh, bool recalculateBounds = true, bool recalculateNormals = true, bool recalculateTangents = true)
public static void CreateNewMeshReference(MeshFilter entryMeshFilter, bool recalculateBounds = true, bool recalculateNormals = true, bool recalculateTangents = true)
public static Shader GetProperPipelineDefaultShader(bool lit = true, string standardUnlitCustomKeyword = "")
}
public static class Transformations
{
public static Vector3 TransformPoint(Vector3 WorldPos, Quaternion WorldRot, Vector3 WorldScale, Vector3 Point)
public static Vector3 TransformPoint(SculptingPro_Thread.SculptingInputData.TransformModelData m, Vector3 Point)
public static Vector3 TransformPointInverse(Vector3 WorldPos, Quaternion WorldRot, Vector3 WorldScale, Vector3 Point)
public static Vector3 TransformPointInverse(SculptingPro_Thread.SculptingInputData.TransformModelData m, Vector3 Point)
public static Vector3 TransformDirection(SculptingPro_Thread.SculptingInputData.TransformModelData m, Vector3 Point)
}
public static class Math3D
{
public static double GetRandomNumber(double minimum, double maximum)
public static Vector3 CustomLerp(Vector3 a, Vector3 b, float t)
}