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API > API/Plugins > API/Plugins/GeometryAlgorithms > API/Plugins/GeometryAlgorithms/FSkeletonSubdivider
Overloads
| 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 |
Subdivide(FMedialSkeleton &)
Description
Subdivide a skeleton without referencing an associated mesh. Will clear the medial skeleton's VIDtoClusterIndex map, and will ignore bReprojectMedialSpheres.
| Name | Subdivide |
| 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 |
void Subdivide
(
FMedialSkeleton & Skeleton
)
Subdivide(FMedialSkeleton &, const TMeshAABBTree3< FDynamicMesh3 > &, double, const TFastWindingTree< FDynamicMesh3 > *)
| Name | Subdivide |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/Skeletonization/MeshMedialAxisSampling.h |
| Include Path | #include "Skeletonization/MeshMedialAxisSampling.h" |
void Subdivide
(
FMedialSkeleton & Skeleton,
const TMeshAABBTree3 < FDynamicMesh3 > & MeshBVH,
double ImplicitVertexNormalWeldThreshold,
const TFastWindingTree < FDynamicMesh3 > * MeshFWTree
)
Subdivide(FMedialSkeleton &, const TMeshAABBTree3< MeshType > &, TFunctionRef< FVector3d(int32)>, TFunctionRef< int32(int32)>, const TFastWindingTree< MeshType > *)
| Name | Subdivide |
| 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>
void Subdivide
(
FMedialSkeleton & Skeleton,
const TMeshAABBTree3 < MeshType > & MeshBVH,
TFunctionRef < FVector3d> GetVertexNormal,
TFunctionRef < int32> VIDtoWeldVIDFn,
const TFastWindingTree < MeshType > * MeshFWTree
)
Subdivide(FMedialSkeleton &, const TMeshAABBTree3< MeshType > &, TFunctionRef< bool(int32)>, double, const TFastWindingTree< MeshType > *)
| Name | Subdivide |
| 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>
void Subdivide
(
FMedialSkeleton & Skeleton,
const TMeshAABBTree3 < MeshType > & MeshBVH,
TFunctionRef < bool> OptionalBoundaryVertexFilter,
double ImplicitVertexNormalWeldThreshold,
const TFastWindingTree < MeshType > * MeshFWTree
)