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Module |
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Header |
/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Polygroups/PolygroupsGenerator.h |
Include |
#include "Polygroups/PolygroupsGenerator.h" |
class FPolygroupsGenerator
FPolygroupsGenerator generates (face/tri/poly)groups for an input mesh based on the geometry and attributes of the input mesh. The various FindPolygroupsFromX() are the driving functions, each performs the full computation.
Name | Description | ||
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bApplyPostProcessing |
If true, then groups will be post-processed to optimize them, based on parmeters below |
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bCopyToMesh |
If true, after groups are computed they will be copied to the output mesh |
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FoundPolygroups |
Lists of triangle IDs, each list defines a polygroup/polygon |
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FDynamicMesh3 &... |
Mesh |
Source mesh |
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MinGroupSize |
If > 1, groups with a triangle count smaller than this will be merged with a neighbouring group |
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TArray< int > |
PolygroupEdges |
List of edge IDs of mesh edges that are on polygroup borders |
Name | Description | |
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FPolygroupsGenerator() |
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FPolygroupsGenerator ( |
Name | Description | ||
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CopyPolygroupsToMesh() |
Copy the computed Polygroups to the input Mesh. |
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CopyPolygroupsToPolygroupSet ( |
Copy the computed Polygroups to the given PolygroupSet and Mesh |
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FindPolygroupEdges() |
Initialize the PolygroupEdges output member by finding all the mesh edges that are on polygroup borders. |
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FindPolygroupsFromConnectedTris() |
Find Polygroups based on mesh connectivity, ie each connected-component becomes a Polygroup |
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FindPolygroupsFromFaceNormals ( |
Find Polygroups by randomly picking initial seed triangles and then flood-filling outwards, stopping when the opening angle at an edge is larger than the angle defined by the DotTolerance. |
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FindPolygroupsFromFurthestPointSampling ( |
Incrementally compute approximate-geodesic-based furthest-point sampling of the mesh until NumPoints samples have been found, then compute local geodesic patches (eg approximate surface voronoi diagaram). |
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FindPolygroupsFromHardNormalSeams() |
Find Polygroups based on Seams in UV Overlay |
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FindPolygroupsFromUVIslands ( |
Find Polygroups based on UV Islands, ie each UV Island becomes a Polygroup |
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OptimizePolygroups() |
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PostProcessPolygroups ( |
Name |
Description |
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EWeightingType |
Weight potions for algorithms below |