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FInsetMeshRegion implements local inset of a mesh region. The selected triangles are separated and then stitched back together, creating an new strip of triangles around their border (s). The boundary loop vertices are inset by creating an offset line for each boundary loop edge, and then finding closest-points between the sequential edge pairs.
Complex input regions are handled, eg it can be multiple disconnected components, donut-shaped, etc
Each quad of the border loop is assigned it's own normal and UVs (ie each is a separate UV-island)
| Name | FInsetMeshRegion |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/InsetMeshRegion.h |
| Include Path | #include "Operations/InsetMeshRegion.h" |
Syntax
class FInsetMeshRegion
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInsetMeshRegion
(
FDynamicMesh3* mesh |
Operations/InsetMeshRegion.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FInsetMeshRegion() |
Operations/InsetMeshRegion.h |
Structs
| Name | Remarks |
|---|---|
| FInsetInfo | Outputs Inset information for a single connected component |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllModifiedTriangles | TArray< int32 > | List of all triangles created/modified by this operation | Operations/InsetMeshRegion.h | |
| AreaCorrection | float | Linear attenuation of area correction factor, valid range [0,1], 0 means ignore area correction entirely | Operations/InsetMeshRegion.h | |
| bReproject | bool | Reproject positions onto input surface | Operations/InsetMeshRegion.h | |
| bSolveRegionInteriors | bool | Update positions of any non-boundary vertices in inset regions (via laplacian solve) | Operations/InsetMeshRegion.h | |
| ChangeTracker | TUniquePtr< FDynamicMeshChangeTracker > | If set, change tracker will be updated based on edit | Operations/InsetMeshRegion.h | |
| InsetDistance | double | Inset by this distance | Operations/InsetMeshRegion.h | |
| InsetRegions | TArray< FInsetInfo > | List of Inset regions/components | Operations/InsetMeshRegion.h | |
| Mesh | FDynamicMesh3 * | Inputs The mesh that we are modifying | Operations/InsetMeshRegion.h | |
| ProjectionTarget | FMeshProjectionTarget * | Projection target | Operations/InsetMeshRegion.h | |
| Softness | float | Determines how strongly laplacian solve constraints are enforced. | Operations/InsetMeshRegion.h | |
| Triangles | TArray< int32 > | The triangle region we are modifying | Operations/InsetMeshRegion.h | |
| UVScaleFactor | float | Quads on the stitch loop are planar-projected and scaled by this amount | Operations/InsetMeshRegion.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Apply() |
Apply the Inset operation to the input mesh. | Operations/InsetMeshRegion.h | |
virtual EOperationValidationResult Validate() |
Operations/InsetMeshRegion.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ApplyInset
(
FInsetInfo& Region, |
Operations/InsetMeshRegion.h |