unreal.GeometryScriptSelectHiddenTrianglesFromOutsideOptions

class unreal.GeometryScriptSelectHiddenTrianglesFromOutsideOptions(sample_spacing: float = 0.0, double_sided: bool = False, num_search_directions: int = 0, per_poly_group: bool = False, restrict_to_view_directions: None = [], view_direction_angle_range: float = 0.0)

Bases: StructBase

Geometry Script Select Hidden Triangles from Outside Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshRepairFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • double_sided (bool): [Read-Write] Whether to treat faces as double-sided when determining visibility

  • num_search_directions (int32): [Read-Write] Number of directions to test for visibility. Note: RestrictToViewDirections will filter the view directions after they are sampled from a full sphere, so the actual number of sampled directions will be smaller if restricted.

  • per_poly_group (bool): [Read-Write] Whether to decide visibility on a per-polygroup basis, rather than per-triangle

  • restrict_to_view_directions (Array[Vector]): [Read-Write] If not empty, only allow views along these directions (or a direction within the ViewDirectionAngleRange cone of these directions) To be specific: A mesh sample P is visible from given direction D if a ray starting at P-D*(Mesh Diameter), cast in direction D, reaches P

  • sample_spacing (double): [Read-Write] Approximate spacing between samples on triangle faces used for determining visibility Set a smaller value to increase the number of visibility samples per triangle, which can give more accurate visibility results

  • view_direction_angle_range (double): [Read-Write] Field of view to use for the RestrictViewDirections (if any), in degrees

property double_sided: bool

[Read-Write] Whether to treat faces as double-sided when determining visibility

Type:

(bool)

property num_search_directions: int

RestrictToViewDirections will filter the view directions after they are sampled from a full sphere, so the actual number of sampled directions will be smaller if restricted.

Type:

(int32)

Type:

[Read-Write] Number of directions to test for visibility. Note

property per_poly_group: bool

[Read-Write] Whether to decide visibility on a per-polygroup basis, rather than per-triangle

Type:

(bool)

property restrict_to_view_directions: None

[Read-Write] If not empty, only allow views along these directions (or a direction within the ViewDirectionAngleRange cone of these directions) To be specific: A mesh sample P is visible from given direction D if a ray starting at P-D*(Mesh Diameter), cast in direction D, reaches P

Type:

(Array[Vector])

property sample_spacing: float

[Read-Write] Approximate spacing between samples on triangle faces used for determining visibility Set a smaller value to increase the number of visibility samples per triangle, which can give more accurate visibility results

Type:

(double)

property view_direction_angle_range: float

[Read-Write] Field of view to use for the RestrictViewDirections (if any), in degrees

Type:

(double)