using UnityEngine; namespace UnityMeshSimplifier { [System.Serializable] public class ToleranceSphere { public Vector3 worldPosition; public Matrix4x4 localToWorldMatrix; public float diameter; public GameObject targetObject; public int initialEnclosedTrianglesCount { private set; get; } public int currentEnclosedTrianglesCount; public int leastTrianglesCount { private set; get; } public float preservationStrength = 100; public void SetInitialEnclosedTrianglesCount(int initialCount) { initialEnclosedTrianglesCount = initialCount; currentEnclosedTrianglesCount = initialCount; leastTrianglesCount = Mathf.RoundToInt((preservationStrength / 100f) * initialCount); } public ToleranceSphere() { } public ToleranceSphere(Vector3 worldPosition, Matrix4x4 localToWorldMatrix, float diameter, GameObject targetObject, float preservationStrength) { this.worldPosition = worldPosition; this.localToWorldMatrix = localToWorldMatrix; this.diameter = diameter; this.targetObject = targetObject; this.preservationStrength = preservationStrength; } } }