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API > API/Plugins > API/Plugins/GeometryAlgorithms
| Name | FSkeletonSubdivider |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/Skeletonization/MeshMedialAxisSampling.h |
| Include Path | #include "Skeletonization/MeshMedialAxisSampling.h" |
Syntax
struct FSkeletonSubdivider
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReprojectMedialSpheres | bool | If true, project newly-added spheres to the medial axis. Otherwise, new spheres will linearly interpolate their source edge spheres. | Skeletonization/MeshMedialAxisSampling.h | |
| bSubdivideOnSurfaces | bool | If true, allow subdividing edges that have associated triangles (also splitting these triangles) | Skeletonization/MeshMedialAxisSampling.h | |
| GetTargetEdgeLength | TFunction< double(const FSphere &A, const FSphere &B)> | Function to compute a new target edge length from the medial spheres on the current edge. | Skeletonization/MeshMedialAxisSampling.h | |
| ReassignClusterPosErrorWt | double | When re-clustering for subdivided 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 Subdivide
(
FMedialSkeleton& Skeleton |
Subdivide a skeleton without referencing an associated mesh. Will clear the medial skeleton's VIDtoClusterIndex map, and will ignore bReprojectMedialSpheres. | Skeletonization/MeshMedialAxisSampling.h | |
void Subdivide
(
FMedialSkeleton& Skeleton, |
Skeletonization/MeshMedialAxisSampling.h | ||
void Subdivide
(
FMedialSkeleton& Skeleton, |
Skeletonization/MeshMedialAxisSampling.h | ||
void Subdivide
(
FMedialSkeleton& Skeleton, |
Skeletonization/MeshMedialAxisSampling.h |