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API > API/Plugins > API/Plugins/GeometryAlgorithms
| Name | FSkeletonSimplifier |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/Skeletonization/MeshMedialAxisSampling.h |
| Include Path | #include "Skeletonization/MeshMedialAxisSampling.h" |
Syntax
struct FSkeletonSimplifier
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOnlySimplifySurfaces | bool | If true, only simplify edges that have triangles associated. | Skeletonization/MeshMedialAxisSampling.h | |
| bPreventEdgeSurfaceIntersections | bool | If true, prevent collapses that would introduce intersections between skeleton edges and the mesh. | Skeletonization/MeshMedialAxisSampling.h | |
| bSplitThinTriEdges | bool | Whether to split edges attached to skinny triangles, as a pre-process before simplifying, which can help add useful degrees of freedom to the simplifier. | Skeletonization/MeshMedialAxisSampling.h | |
| ClusterRegularizeWeight | double | Advanced settings. | Skeletonization/MeshMedialAxisSampling.h | |
| ClusterSkeletonDistanceWt | double | How much the simplifier should attempt to remain close to the initial skeleton, vs attempting to keep medial spheres close to the mesh surface. | Skeletonization/MeshMedialAxisSampling.h | |
| EdgeLengthThreshold | double | If positive, the maximum edge length to consider for collapse. | Skeletonization/MeshMedialAxisSampling.h | |
| MinSpheres | int32 | Common settings. | Skeletonization/MeshMedialAxisSampling.h | |
| QEMErrorThreshold | double | If positive, will not collapse edges if it would introduce more error than this threshold. Note: Error value is defined by the internal accumulated quadric metric, not a straightforward distance. | Skeletonization/MeshMedialAxisSampling.h | |
| SphereOverlapThreshold | double | If positive, will only collapse edges with medial spheres whose overlap depth is at least this fraction of the smaller sphere's diameter so at 1.0 we will only simplify an edge if the smaller sphere is fully contained inside the larger (A degenerate zero-radius sphere is considered to fully overlap any sphere it touches.) | Skeletonization/MeshMedialAxisSampling.h | |
| SphereRadiusThreshold | double | If positive, the maximum medial sphere radius to consider for collapse (will not collapse if both cluster's medial sphere radii on an edge are larger than this) | Skeletonization/MeshMedialAxisSampling.h | |
| SplitThinTriEdgeAngleThresholdDeg | double | Minimum angle of triangle opposite an edge at which to potentially split the edge. | Skeletonization/MeshMedialAxisSampling.h | |
| SplitThinTriEdgePosErrorWt | double | When re-clustering for split edges, weight to use for the position error term. Equivalent in meaning to PosErrorWt in FSkeletonViaSampling. | Skeletonization/MeshMedialAxisSampling.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Simplify
(
FMedialSkeleton& Skeleton, |
Skeletonization/MeshMedialAxisSampling.h | ||
void Simplify
(
FMedialSkeleton& Skeleton, |
Skeletonization/MeshMedialAxisSampling.h | ||
void Simplify
(
FMedialSkeleton& Skeleton, |
Skeletonization/MeshMedialAxisSampling.h |