unreal.GeometryScript_MeshSampling

class unreal.GeometryScript_MeshSampling(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

Geometry Script Library Mesh Sampling Functions

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshSamplingFunctions.h

classmethod compute_non_uniform_point_sampling(target_mesh, options, non_uniform_options, debug=None) -> (DynamicMesh, samples=Array[Transform], sample_radii=Array[double], triangle_i_ds=GeometryScriptIndexList)

Compute a set of sample points lying on the surface of TargetMesh based on the provided sampling Options and NonUniformOptions. The sample points have radii in the range [Options.SamplingRadius, NonUniformOptions.MaxSamplingRadius], and are non-overlapping, ie the distance between two points is always larger than the sum of their respective radii.

Parameters:
Returns:

samples (Array[Transform]):

sample_radii (Array[double]):

triangle_i_ds (GeometryScriptIndexList):

Return type:

tuple

classmethod compute_point_sampling(target_mesh, options, debug=None) -> (DynamicMesh, samples=Array[Transform], triangle_i_ds=GeometryScriptIndexList)

Compute a set of sample points lying on the surface of TargetMesh based on the provided sampling Options. Samples are approximately uniformly distributed, and non-overlapping relative to the provided Options.SamplingRadius, ie the distance between any pair of samples if >= 2*SamplingRadius.

Parameters:
Returns:

samples (Array[Transform]): output list of sample points. Transform Location is sample position, Rotation orients Z with the triangle normal

triangle_i_ds (GeometryScriptIndexList): TriangleID that contains each sample point. Length is the same as Samples array.

Return type:

tuple

classmethod compute_render_capture_cameras_for_box(box, options, debug=None) Array[GeometryScriptRenderCaptureCamera]

Compute a set of Render Capture Cameras to capture a scene within the given Box

Parameters:
Returns:

cameras (Array[GeometryScriptRenderCaptureCamera]): Output Cameras with view frustums that contain the Box while maintaining the desired FOV

Return type:

Array[GeometryScriptRenderCaptureCamera]

classmethod compute_render_capture_point_sampling(actors, cameras, debug=None) Array[Transform]

Compute oriented sample points on the visible surfaces of the given Actors The Samples are computed using Render Capture from the given virtual Cameras

Parameters:
Returns:

samples (Array[Transform]):

Return type:

Array[Transform]

classmethod compute_vertex_weighted_point_sampling(target_mesh, options, non_uniform_options, vertex_weights, debug=None) -> (DynamicMesh, samples=Array[Transform], sample_radii=Array[double], triangle_i_ds=GeometryScriptIndexList)

Compute a set of sample points lying on the surface of TargetMesh based on the provided sampling Options and NonUniformOptions. The sample points have radii in the range [Options.SamplingRadius, NonUniformOptions.MaxSamplingRadius], and are non-overlapping, ie the distance between two points is always larger than the sum of their respective radii.

Parameters:
Returns:

samples (Array[Transform]):

sample_radii (Array[double]):

triangle_i_ds (GeometryScriptIndexList):

Return type:

tuple