unreal.GeometryScriptRemoveHiddenTrianglesOptions¶
- class unreal.GeometryScriptRemoveHiddenTrianglesOptions(method=GeometryScriptRemoveHiddenTrianglesMethod.FAST_WINDING_NUMBER, samples_per_triangle=0, shrink_selection=0, winding_iso_value=0.5, rays_per_sample=0, normal_offset=1e-06, compact_result=True)¶
Bases:
unreal.StructBaseGeometry Script Remove Hidden Triangles Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshRepairFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
compact_result(bool): [Read-Write] Compact Resultmethod(GeometryScriptRemoveHiddenTrianglesMethod): [Read-Write] Methodnormal_offset(float): [Read-Write] Normal Offset: Nudge sample points out by this amount to try to counteract numerical issuesrays_per_sample(int32): [Read-Write] Rays Per Sample: random rays to add beyond +/- major axes, for raycast samplingsamples_per_triangle(int32): [Read-Write] Samples Per Triangle: add triangle samples per triangle (in addition to TriangleSamplingMethod)shrink_selection(int32): [Read-Write] Shrink Selection: once triangles to remove are identified, do iterations of boundary erosion, ie contract selection by boundary vertex one-ringswinding_iso_value(float): [Read-Write] Winding Iso Value: use this as winding isovalue for WindingNumber mode
- property method¶
[Read-Write] Method
- property normal_offset¶
[Read-Write] Normal Offset: Nudge sample points out by this amount to try to counteract numerical issues
- Type
(float)
- property rays_per_sample¶
[Read-Write] Rays Per Sample: random rays to add beyond +/- major axes, for raycast sampling
- Type
(int32)
- property samples_per_triangle¶
[Read-Write] Samples Per Triangle: add triangle samples per triangle (in addition to TriangleSamplingMethod)
- Type
(int32)
- property shrink_selection¶
[Read-Write] Shrink Selection: once triangles to remove are identified, do iterations of boundary erosion, ie contract selection by boundary vertex one-rings
- Type
(int32)