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API > API/Plugins > API/Plugins/GeometryAlgorithms > API/Plugins/GeometryAlgorithms/FSkeletonViaSampling
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMedialSkeleton ComputeSkeleton
(
const TMeshAABBTree3< FDynamicMesh3 >& MeshBVH, |
Compute mesh skeleton This version will compute vertex normals for you, and will optionally consider near-coincident boundary vertices as welded | Skeletonization/MeshMedialAxisSampling.h | |
FMedialSkeleton ComputeSkeleton
(
const TMeshAABBTree3< MeshType >& MeshBVH, |
Compute mesh skeleton Current Supported Mesh Types: FDynamicMesh3, FTriangleMeshAdapterd | Skeletonization/MeshMedialAxisSampling.h | |
FMedialSkeleton ComputeSkeleton
(
const TMeshAABBTree3< MeshType >& MeshBVH, |
Compute mesh skeleton This version will compute vertex normals for you, and will optionally consider near-coincident vertices as welded Current Supported Mesh Types: FDynamicMesh3, FTriangleMeshAdapterd | Skeletonization/MeshMedialAxisSampling.h |
ComputeSkeleton(const TMeshAABBTree3< FDynamicMesh3 > &, double, const TFastWindingTree< FDynamicMesh3 > *)
Description
Compute mesh skeleton This version will compute vertex normals for you, and will optionally consider near-coincident boundary vertices as welded
| Name | ComputeSkeleton |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/Skeletonization/MeshMedialAxisSampling.h |
| Include Path | #include "Skeletonization/MeshMedialAxisSampling.h" |
FMedialSkeleton ComputeSkeleton
(
const TMeshAABBTree3 < FDynamicMesh3 > & MeshBVH,
double ImplicitVertexNormalWeldThreshold,
const TFastWindingTree < FDynamicMesh3 > * MeshFWTree
)
Parameters
| Name | Remarks |
|---|---|
| MeshBVH | BVH of the surface |
| ImplicitVertexNormalWeldThreshold | If > 0, when computing vertex normals will consider coincident boundary vertices as implicitly welded if they're closer than this threshold distance |
| MeshFWTree | Optional fast winding tree; if provided will be used for more-robust medial sphere projection |
ComputeSkeleton(const TMeshAABBTree3< MeshType > &, TFunctionRef< FVector3d(int32)>, TFunctionRef< int32(int32)>, const TFastWindingTree< MeshType > *)
Description
Compute mesh skeleton Current Supported Mesh Types: FDynamicMesh3, FTriangleMeshAdapterd
| Name | ComputeSkeleton |
| 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>
FMedialSkeleton ComputeSkeleton
(
const TMeshAABBTree3 < MeshType > & MeshBVH,
TFunctionRef < FVector3d> GetVertexNormal,
TFunctionRef < int32> VIDtoWeldVIDFn,
const TFastWindingTree < MeshType > * MeshFWTree
)
Parameters
| Name | Remarks |
|---|---|
| MeshBVH | BVH of the surface |
| GetVertexNormal | Helper to provide per-vertex surface normals |
| VIDtoWeldVIDFn | Mapping from vertex ID to implicit 'welded' vertex ID, to handle cases where multiple vertices should be treated as one |
| MeshFWTree | Optional fast winding tree; if provided will be used for more-robust medial sphere projection |
ComputeSkeleton(const TMeshAABBTree3< MeshType > &, TFunctionRef< bool(int32)>, double, const TFastWindingTree< MeshType > *)
Description
Compute mesh skeleton This version will compute vertex normals for you, and will optionally consider near-coincident vertices as welded Current Supported Mesh Types: FDynamicMesh3, FTriangleMeshAdapterd
| Name | ComputeSkeleton |
| 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>
FMedialSkeleton ComputeSkeleton
(
const TMeshAABBTree3 < MeshType > & MeshBVH,
TFunctionRef < bool> OptionalWeldVertexFilter,
double ImplicitVertexNormalWeldThreshold,
const TFastWindingTree < MeshType > * MeshFWTree
)
Parameters
| Name | Remarks |
|---|---|
| MeshBVH | BVH of the surface |
| OptionalWeldVertexFilter | Optionally filter what vertices are candidates to be welded. Return true if the vertex is a candidate to weld. |
| ImplicitVertexNormalWeldThreshold | If > 0, when computing vertex normals will consider coincident boundary vertices as implicitly welded if they're closer than this threshold distance |
| MeshFWTree | Optional fast winding tree; if provided will be used for more-robust medial sphere projection |