#include <SplitAttributeWelder.h>
FSplitAttributeWelder can be used to weld split-attributes that share the same vertex in the parent mesh (e.g. split normals)
◆ FSplitAttributeWelder()
| UE::Geometry::FSplitAttributeWelder::FSplitAttributeWelder |
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◆ WeldSplitColors()
Welds split colors shared by the ParentVID vertex in the ParentMesh.
- Parameters
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| ParentVID | defines a vertex in the Parent Mesh |
| ColorOverlay | contains potentially split colors associated with the ParentVID. Assumed to be an overlay of the ParentMesh. |
| ColorDistSqrdThreshold | provides a threshold applied to the sum of the square differences between to colors. Used to determine if a weld should be preformed. |
◆ WeldSplitElements() [1/2]
Weld split-elements across the entire mesh.
◆ WeldSplitElements() [2/2]
Weld split-elements at the ParentVID in each overlay that are "close enough" as defined by the appropriate threshold.
◆ WeldSplitUnitVectors()
Welds split Normals / Tangents shared by the ParentVID vertex in the ParentMesh based on the angled between the vectors.
- Parameters
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| ParentVID | defines a vertex in the Parent Mesh |
| NormalOverlay | contains potentially split vectors associated with the ParentVID. Assumed to be an overlay of the ParentMesh. |
| DotThreshold | provides a threshold for the dot product between two vectors that should be welded. |
| bMergeZeroVectors | will weld vectors that are too small to normalize. |
◆ WeldSplitUVs()
Welds split UVs shared by the ParentVID vertex in the ParentMesh.
- Parameters
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| ParentVID | defines a vertex in the parent mesh. |
| UVOverlay | contains potentially split UVs associated with the ParentVID. Assumed to be an overlay of the ParentMesh. |
| UVDistSqrdThreshold | provides a threshold in distance squared UV space between split UVs that should be welded. |
◆ ColorDistSqrdThreshold
| float UE::Geometry::FSplitAttributeWelder::ColorDistSqrdThreshold = 0.f |
Merge threshold used to compare Color Overlay elements Applied as (ColorA - ColorB).SizeSquared() <= ColorDistSqrdThreshold
◆ NormalVecDotThreshold
| float UE::Geometry::FSplitAttributeWelder::NormalVecDotThreshold = 0.f |
Merge threshold used to compare Normal Overlay vectors. Applied as Abs(1 - VecA.dot.VecB) <= NormalVecDotThreshold.
◆ TangentVecDotThreshold
| float UE::Geometry::FSplitAttributeWelder::TangentVecDotThreshold = 0.f |
Merge threshold used to compare Tangent (and BiTangent) Overlay vectors. Applied as Abs(1 - VecA.dot.VecB) <= TangentVecDotThreshold.
◆ UVDistSqrdThreshold
| float UE::Geometry::FSplitAttributeWelder::UVDistSqrdThreshold = 0.f |
Merge threshold used to compare UV Overlay elements. Applied as FVector2f::DistSquared(UVA , UVB) <= UVDisSqrdThreshold
The documentation for this class was generated from the following files: