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API > API/Plugins > API/Plugins/GeometryAlgorithms
| Name | FMedialSkeletonToTreeSkeletonOptions |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/Skeletonization/MeshMedialAxisSampling.h |
| Include Path | #include "Skeletonization/MeshMedialAxisSampling.h" |
Syntax
struct FMedialSkeletonToTreeSkeletonOptions
Enums
Public
| Name | Remarks |
|---|---|
| EEdgeWeightMethod | Method to select which edges of the medial skeleton are prioritized for inclusion in the hierarchical skeleton. |
| EMergeDisconnectedMethod | Method to merge disconnected components of the medial skeleton into a single hierarchy. |
| ESelectRootMethod | Method to automatically select the medial cluster to use as animation skeleton root, if a root cluster index is not specified. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CustomRootPosition | TOptional< FVector3d > | If set, always add a top-level root bone at this position (not corresponding to a medial skeleton cluster) Note: When MergeDisconnectedMethod==AddTopLevelRoot, this will also be used as that top level root bone. | Skeletonization/MeshMedialAxisSampling.h | |
| EdgeWeightMethod | EEdgeWeightMethod | Skeletonization/MeshMedialAxisSampling.h | ||
| MergeDisconnectedMethod | EMergeDisconnectedMethod | Skeletonization/MeshMedialAxisSampling.h | ||
| RootSelectionDirection | FVector3d | When SelectRootMethod is FarthestInDirection, the direction to use. | Skeletonization/MeshMedialAxisSampling.h | |
| RootSelectionPoint | FVector3d | When SelectRootMethod is ClosestToPoint, the point to use. | Skeletonization/MeshMedialAxisSampling.h | |
| SelectRootMethod | ESelectRootMethod | Skeletonization/MeshMedialAxisSampling.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ToHierarchy
(
const FMedialSkeleton& InMedialSkeleton, |
Same as above ToHierarchy method, but without the AvoidIntersectingMeshBVH parameter. | Skeletonization/MeshMedialAxisSampling.h | |
static void ToHierarchy
(
const FMedialSkeleton& InMedialSkeleton, |
Remap a medial skeleton to a hierarchical skeleton suitable for using in a URefSkeleton for animation Note the indices of the hierarchical skeleton bones will be remapped from the medial skeleton, because URefSkeleton requires that parent bone indices be smaller than child bone indices | Skeletonization/MeshMedialAxisSampling.h |