unreal.GeometryScriptMergeSimpleCollisionOptions

class unreal.GeometryScriptMergeSimpleCollisionOptions(max_shape_count: int = 0, error_tolerance: float = 0.0, min_thickness_tolerance: float = 0.0, consider_all_possible_merges: bool = False, precomputed_negative_space: GeometryScriptSphereCovering = [], compute_negative_space: bool = False, compute_negative_space_options: ComputeNegativeSpaceOptions = Ellipsis, shape_to_hull_triangulation: GeometryScriptSimpleCollisionTriangulationOptions = Ellipsis)

Bases: StructBase

Options controlling how collision shapes can be merged together

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: CollisionFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • compute_negative_space (bool): [Read-Write] Whether to compute a new sphere covering representing the negative space of the input shapes

  • compute_negative_space_options (ComputeNegativeSpaceOptions): [Read-Write] Options controlling how the negative space is computed, if ComputeNegativeSpace is true

  • consider_all_possible_merges (bool): [Read-Write] Whether to consider merges between every shape. If false, will only merge shapes that have overlapping or nearby bounding boxes.

  • error_tolerance (double): [Read-Write] Error tolerance to use to decide to convex hulls together, in cm. If merging two hulls would increase the volume by more than this ErrorTolerance cubed, the merge is not accepted.

  • max_shape_count (int32): [Read-Write] If > 0, merge down to at most this many simple shapes. (If <= 0, this value is ignored.)

  • min_thickness_tolerance (double): [Read-Write] Always attempt to merge parts thicker than this, ignoring ErrorTolerance and MaxShapeCount. Note: Negative space, if set, will still prevent merges.

  • precomputed_negative_space (GeometryScriptSphereCovering): [Read-Write] Negative space that must be preserved during merging

  • shape_to_hull_triangulation (GeometryScriptSimpleCollisionTriangulationOptions): [Read-Write] Controls for how smooth shapes can be triangulated when/if converted to a convex hull for a merge

property compute_negative_space: bool

[Read-Write] Whether to compute a new sphere covering representing the negative space of the input shapes

Type:

(bool)

property compute_negative_space_options: ComputeNegativeSpaceOptions

[Read-Write] Options controlling how the negative space is computed, if ComputeNegativeSpace is true

Type:

(ComputeNegativeSpaceOptions)

property consider_all_possible_merges: bool

[Read-Write] Whether to consider merges between every shape. If false, will only merge shapes that have overlapping or nearby bounding boxes.

Type:

(bool)

property error_tolerance: float

[Read-Write] Error tolerance to use to decide to convex hulls together, in cm. If merging two hulls would increase the volume by more than this ErrorTolerance cubed, the merge is not accepted.

Type:

(double)

property max_shape_count: int

[Read-Write] If > 0, merge down to at most this many simple shapes. (If <= 0, this value is ignored.)

Type:

(int32)

property min_thickness_tolerance: float

[Read-Write] Always attempt to merge parts thicker than this, ignoring ErrorTolerance and MaxShapeCount. Note: Negative space, if set, will still prevent merges.

Type:

(double)

property precomputed_negative_space: GeometryScriptSphereCovering

[Read-Write] Negative space that must be preserved during merging

Type:

(GeometryScriptSphereCovering)

property shape_to_hull_triangulation: GeometryScriptSimpleCollisionTriangulationOptions

[Read-Write] Controls for how smooth shapes can be triangulated when/if converted to a convex hull for a merge

Type:

(GeometryScriptSimpleCollisionTriangulationOptions)