| ActiveGroupLayer |
FName |
Name of the group layer to use if we are setting triangle groups instead of removing occluded triangles |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| AddRandomRays |
int |
Random rays to add beyond +/- major axes, for raycast sampling |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| AddTriangleSamples |
int |
Add triangle samples per triangle (in addition to TriangleSamplingMethod) |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| bActiveGroupLayerIsDefault |
bool |
If true, the ActiveGroupLayer is the name of the "default" layer, so we'll use the built-in group IDs |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| bSetTriangleGroupInsteadOfRemoving |
bool |
If true, we will set triangle group IDs for occluded triangles, rather than deleting the triangles |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| CreatedGroupID |
int |
Outputs, used when bSetTriangleGroupInsteadOfRemoving is true |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| CreatedGroupLayerIndex |
int |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| InsideMode |
UE::Geometry::EOcclusionCalculationMode |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| MeshTransforms |
TArray< FTransformSRT3d > |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| MinAreaConnectedComponent |
double |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| MinTriCountConnectedComponent |
int |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| NormalOffset |
double |
We nudge points out by this amount to try to counteract numerical issues |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| OccluderTransforms |
TArray< FTransformSRT3d > |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| OccluderTrees |
TArray< TSharedPtr< UE::Geometry::FDynamicMeshAABBTree3, ESPMode::ThreadSafe > > |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| OccluderWindings |
TArray< TSharedPtr< UE::Geometry::TFastWindingTree< FDynamicMesh3 >, ESPMode::ThreadSafe > > |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| OriginalMesh |
TSharedPtr< FDynamicMesh3, ESPMode::ThreadSafe > |
Inputs |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| ShrinkRemoval |
int |
Once triangles to remove are identified, do iterations of boundary erosion, ie contract selection by boundary vertex one-rings |
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| TriangleSamplingMethod |
UE::Geometry::EOcclusionTriangleSampling |
|
CleaningOps/RemoveOccludedTrianglesOp.h |
|
| WindingIsoValue |
double |
Use this as winding isovalue for WindingNumber mode |
CleaningOps/RemoveOccludedTrianglesOp.h |
|