unreal.MagicLeapMeshTrackerComponent
¶
- class unreal.MagicLeapMeshTrackerComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
The MeshTrackerComponent class manages requests for environmental mesh data, processes the results and provides them to the calling system. The calling system is able request environmental mesh data within a specified area. Various other search criteria can be set via this class’s public properties. Mesh data requests are processed on a separate thread. Once a mesh data request has been processed the calling system will be notified via an FOnMeshTrackerUpdated broadcast.
C++ Source:
Plugin: MagicLeap
Module: MagicLeap
File: MagicLeapMeshTrackerComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.block_vertex_colors
(Array(Color)): [Read-Write] Colors through which we cycle when setting vertex color by block.bounding_volume
(BoxComponent): [Read-Write] Bounding box for the mesh scan. The mesh will be scanned for only within this box.bricks_per_frame
(int32): [Read-Write] Specifies the number of MR Mesh bricks to create per frame. This is to- amortize the cost of brick creation across frames rather than creating
all N bricks delivered in response to each meshing query. If the value is <=0 then all meshes will be pushed to MR Mesh as they are provided by the system.
can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.disconnected_section_area
(float): [Read-Write] Any section that is disconnected from the main mesh and has an area (in Unreal Units squared)- less than this value will be removed.
0 means do not remove disconnected sections. A good value is 50cm.
editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildslevel_of_detail
(MagicLeapMeshLOD): [Read-Write] Meshing LOD.mesh_type
(MagicLeapMeshType): [Read-Write] The type of mesh to query.mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_mesh_tracker_updated
(OnMeshTrackerUpdated): [Read-Write] Activated whenever new information about this mesh tracker is detected.perimeter_of_gaps_to_fill
(float): [Read-Write] The perimeter (in Unreal Units) of gaps to be filled. 0 means do not fill. A good value is 300cm.physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *planarize
(bool): [Read-Write] If true, the system will planarize the returned mesh i.e. planar regions will be smoothed out.primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)remove_overlapping_triangles
(bool): [Read-Write] If true, overlapping area between two mesh blocks will be removed. This field is only valid when the MeshType is Blocks.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!request_normals
(bool): [Read-Write] If true, the system will generate normals for the triangle vertices.request_vertex_confidence
(bool): [Read-Write] If true, the system will generate the mesh confidence values for the triangle vertices. These confidence values can be used to determine if the user needs to scan more.scan_world
(bool): [Read-Write] Set to true to start scanning the world for meshes.should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.vertex_color_from_confidence_one
(LinearColor): [Read-Write] Color mapped to confidence value of one.vertex_color_from_confidence_zero
(LinearColor): [Read-Write] Color mapped to confidence value of zero.vertex_color_mode
(MagicLeapMeshVertexColorMode): [Read-Write] Vertex Colors can be unused, or filled with several types of information.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- property block_vertex_colors¶
[Read-Write] Colors through which we cycle when setting vertex color by block.
- property bounding_volume¶
[Read-Write] Bounding box for the mesh scan. The mesh will be scanned for only within this box.
- Type
- property bricks_per_frame¶
[Read-Write] Specifies the number of MR Mesh bricks to create per frame. This is to amortize the cost of brick creation across frames rather than creating
all N bricks delivered in response to each meshing query. If the value is <=0 then all meshes will be pushed to MR Mesh as they are provided by the system.
- Type
(int32)
- connect_block_selector(selector) → None¶
Sets the interface to be used for selecting blocks to mesh.
- Parameters
selector (MagicLeapMeshBlockSelectorInterface) – pointer to the object which implements IMagicLeapMeshBlockSelectorInterface.
- connect_mr_mesh(mr_mesh_ptr) → None¶
Sets the procedural mesh component that will store and display the environmental mesh results.
- Parameters
mr_mesh_ptr (MRMeshComponent) – The procedural mesh component to store the query result in.
- disconnect_block_selector() → None¶
Disconnects the previously connected IMagicLeapMeshBlockSelectorInterface. The default implementation is used this case - all new and updated blocks are meshed with the MeshTrackerComponent’d LevelOfDetail.
- disconnect_mr_mesh(mr_mesh_ptr) → None¶
Unlinks the current procedural mesh component from the mesh tracking system.
- Parameters
mr_mesh_ptr (MRMeshComponent) – The procedural mesh component to unlink from the mesh tracking system.
- property disconnected_section_area¶
[Read-Write] Any section that is disconnected from the main mesh and has an area (in Unreal Units squared) less than this value will be removed.
0 means do not remove disconnected sections. A good value is 50cm.
- Type
(float)
- get_num_queued_block_updates() → int32¶
Gets the number of mesh bricks in the pending queue.
- Returns
- Return type
int32
- property level_of_detail¶
[Read-Write] Meshing LOD.
- Type
- property mesh_type¶
[Read-Write] The type of mesh to query.
- Type
- property on_mesh_tracker_updated¶
[Read-Write] Activated whenever new information about this mesh tracker is detected.
- Type
- property perimeter_of_gaps_to_fill¶
[Read-Write] The perimeter (in Unreal Units) of gaps to be filled. 0 means do not fill. A good value is 300cm.
- Type
(float)
- property planarize¶
[Read-Write] If true, the system will planarize the returned mesh i.e. planar regions will be smoothed out.
- Type
(bool)
- property remove_overlapping_triangles¶
[Read-Write] If true, overlapping area between two mesh blocks will be removed. This field is only valid when the MeshType is Blocks.
- Type
(bool)
- property request_normals¶
[Read-Write] If true, the system will generate normals for the triangle vertices.
- Type
(bool)
- property request_vertex_confidence¶
[Read-Write] If true, the system will generate the mesh confidence values for the triangle vertices. These confidence values can be used to determine if the user needs to scan more.
- Type
(bool)
- select_mesh_blocks(new_mesh_info)¶
IMagicLeapMeshBlockSelectorInterface
- Parameters
new_mesh_info (MagicLeapTrackingMeshInfo) –
- Returns
requested_mesh (Array(MagicLeapMeshBlockRequest)):
- Return type
- property vertex_color_from_confidence_one¶
[Read-Write] Color mapped to confidence value of one.
- Type
- property vertex_color_from_confidence_zero¶
[Read-Write] Color mapped to confidence value of zero.
- Type
- property vertex_color_mode¶
[Read-Write] Vertex Colors can be unused, or filled with several types of information.
- Type