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API > API/Plugins > API/Plugins/GeometryAlgorithms > API/Plugins/GeometryAlgorithms/FMedialSkeletonToTreeSkeletonOpt-
Overloads
| 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 |
ToHierarchy(const FMedialSkeleton &, TArray< int32 > &, TArray< FTransform > &, FMedialSkeletonToTreeSkeletonOptions, int32, TArray< int32 > , TArray< int32 > )
Description
Same as above ToHierarchy method, but without the AvoidIntersectingMeshBVH parameter.
| Name | ToHierarchy |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/Skeletonization/MeshMedialAxisSampling.h |
| Include Path | #include "Skeletonization/MeshMedialAxisSampling.h" |
static void ToHierarchy
(
const FMedialSkeleton & InMedialSkeleton,
TArray < int32 > & OutParent,
TArray < FTransform > & OutTransform,
FMedialSkeletonToTreeSkeletonOptions Options,
int32 RootIndex,
TArray < int32 > * OutBoneIndexToMedialIndex,
TArray < int32 > * OutMedialIndexToBoneIndex
)
ToHierarchy(const FMedialSkeleton &, const TMeshAABBTree3< MeshType > , TArray< int32 > &, TArray< FTransform > &, FMedialSkeletonToTreeSkeletonOptions, int32, TArray< int32 > , TArray< int32 > *)
Description
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
| Name | ToHierarchy |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/Skeletonization/MeshMedialAxisSampling.h |
| Include Path | #include "Skeletonization/MeshMedialAxisSampling.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Private/Skeletonization/MeshMedialAxisSampling.cpp |
template<typename MeshType>
static void ToHierarchy
(
const FMedialSkeleton & InMedialSkeleton,
const TMeshAABBTree3 < MeshType > * AvoidIntersectingMeshBVH,
TArray < int32 > & OutParent,
TArray < FTransform > & OutTransform,
FMedialSkeletonToTreeSkeletonOptions Options,
int32 RootIndex,
TArray < int32 > * OutBoneIndexToMedialIndex,
TArray < int32 > * OutMedialIndexToBoneIndex
)
Parameters
| Name | Remarks |
|---|---|
| InMedialSkeleton | Input medial skeleton |
| AvoidIntersectingMeshBVH | Surface that the output skeleton should prefer not to cross. (Surface-intersecting edges will still be added as-needed, if the non-intersecting edges are not sufficient to create a spanning tree.) |
| OutParent | Output hierarchy, as parent indices |
| OutTransform | Relative transforms for each bone. 1:1 with OutParent. |
| Options | Additional options to control the skeleton conversion |
| RootIndex | Specify the medial skeleton cluster to prefer as the root bone. If INDEX_NONE, a default root will be selected automatically. |
| OutBoneIndexToMedialIndex | Optional mapping from hierarchical skeleton bone indices to source medial skeleton cluster indices |
| OutMedialIndexToBoneIndex | Optional mapping from source medial skeleton cluster indices to hierarchical skeleton bone indices |