unreal.GeometryScriptConstrainedDelaunayTriangulationOptions

class unreal.GeometryScriptConstrainedDelaunayTriangulationOptions(constrained_edges_fill_mode: GeometryScriptPolygonFillMode = Ellipsis, validate_edges_in_result: bool = False, remove_duplicate_vertices: bool = False)

Bases: StructBase

Geometry Script Constrained Delaunay Triangulation Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshPrimitiveFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • constrained_edges_fill_mode (GeometryScriptPolygonFillMode): [Read-Write] How to decide which parts of the shape defined by constrained edges should be filled with triangles

  • remove_duplicate_vertices (bool): [Read-Write] Whether to remove duplicate vertices from the output. If false, duplicate vertices will not be used in any triangles, but will remain in the output mesh.

  • validate_edges_in_result (bool): [Read-Write] Whether the triangulation should be considered a failure if it doesn’t include the requested Constrained Edges. (Edges may be missing e.g. due to intersecting edges in the input.)

property constrained_edges_fill_mode: GeometryScriptPolygonFillMode

[Read-Write] How to decide which parts of the shape defined by constrained edges should be filled with triangles

Type:

(GeometryScriptPolygonFillMode)

property remove_duplicate_vertices: bool

[Read-Write] Whether to remove duplicate vertices from the output. If false, duplicate vertices will not be used in any triangles, but will remain in the output mesh.

Type:

(bool)

property validate_edges_in_result: bool

[Read-Write] Whether the triangulation should be considered a failure if it doesn’t include the requested Constrained Edges. (Edges may be missing e.g. due to intersecting edges in the input.)

Type:

(bool)