G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FSkeletalMeshBuildSettings Struct Reference

Settings applied when building a mesh. More...

Public Member Functions

Functions
void SetbRemoveDegenerates (bool Value)
 If true, degenerate triangles will be removed.
bool GetbRecomputeNormals () const
 If true, normals in the raw mesh are ignored and recomputed.
void SetbRecomputeNormals (bool Value)
 If true, normals in the raw mesh are ignored and recomputed.
bool GetbRecomputeTangents () const
 If true, tangents in the raw mesh are ignored and recomputed.
void SetbRecomputeTangents (bool Value)
 If true, tangents in the raw mesh are ignored and recomputed.
bool GetbUseMikkTSpace () const
 If true, degenerate triangles will be removed.
void SetbUseMikkTSpace (bool Value)
 If true, degenerate triangles will be removed.
bool GetbComputeWeightedNormals () const
 If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.
void SetbComputeWeightedNormals (bool Value)
 If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.
bool GetbRemoveDegenerates () const
 If true, degenerate triangles will be removed.
FSkeletalMeshBuildSettings & opAssign (FSkeletalMeshBuildSettings Other)
bool GetbUseHighPrecisionTangentBasis () const
 If true, Tangents will be stored at 16 bit vs 8 bit precision.
void SetbUseHighPrecisionTangentBasis (bool Value)
 If true, Tangents will be stored at 16 bit vs 8 bit precision.
bool GetbUseHighPrecisionSkinWeights () const
 Use 16-bit precision for rendering skin weights, instead of 8-bit precision.
void SetbUseHighPrecisionSkinWeights (bool Value)
 Use 16-bit precision for rendering skin weights, instead of 8-bit precision.
bool GetbUseFullPrecisionUVs () const
 If true, UVs will be stored at full floating point precision.
void SetbUseFullPrecisionUVs (bool Value)
 If true, UVs will be stored at full floating point precision.
bool GetbUseHalfPrecisionPosition () const
 If true, use 16 bit float for positions to save memory. If false, uses 32 bit floats.
void SetbUseHalfPrecisionPosition (bool Value)
 If true, use 16 bit float for positions to save memory. If false, uses 32 bit floats.
bool GetbUseBackwardsCompatibleF16TruncUVs () const
 If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.
void SetbUseBackwardsCompatibleF16TruncUVs (bool Value)
 If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.

Public Attributes

BuildSettings
float32 ThresholdTangentNormal
 Threshold use to decide if two normal, tangents or bi-normals are equal.
float32 ThresholdUV
 Threshold use to decide if two UVs are equal.
float32 MorphThresholdPosition
 Threshold to compare vertex position equality when computing morph target deltas.
int BoneInfluenceLimit
 The maximum number of bone influences to allow each vertex in this mesh to use.
float32 ThresholdPosition
 Threshold use to decide if two vertex position are equal.
Variables
bool bRecomputeTangents
bool bRecomputeNormals
bool bUseMikkTSpace
bool bComputeWeightedNormals
bool bRemoveDegenerates
bool bUseHighPrecisionTangentBasis
bool bUseHighPrecisionSkinWeights
bool bUseFullPrecisionUVs
bool bUseHalfPrecisionPosition
bool bUseBackwardsCompatibleF16TruncUVs

Detailed Description

Settings applied when building a mesh.

Member Function Documentation

◆ GetbComputeWeightedNormals()

bool GetbComputeWeightedNormals ( ) const

If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

◆ GetbRecomputeNormals()

bool GetbRecomputeNormals ( ) const

If true, normals in the raw mesh are ignored and recomputed.

◆ GetbRecomputeTangents()

bool GetbRecomputeTangents ( ) const

If true, tangents in the raw mesh are ignored and recomputed.

◆ GetbRemoveDegenerates()

bool GetbRemoveDegenerates ( ) const

If true, degenerate triangles will be removed.

◆ GetbUseBackwardsCompatibleF16TruncUVs()

bool GetbUseBackwardsCompatibleF16TruncUVs ( ) const

If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.

◆ GetbUseFullPrecisionUVs()

bool GetbUseFullPrecisionUVs ( ) const

If true, UVs will be stored at full floating point precision.

◆ GetbUseHalfPrecisionPosition()

bool GetbUseHalfPrecisionPosition ( ) const

If true, use 16 bit float for positions to save memory. If false, uses 32 bit floats.

◆ GetbUseHighPrecisionSkinWeights()

bool GetbUseHighPrecisionSkinWeights ( ) const

Use 16-bit precision for rendering skin weights, instead of 8-bit precision.

◆ GetbUseHighPrecisionTangentBasis()

bool GetbUseHighPrecisionTangentBasis ( ) const

If true, Tangents will be stored at 16 bit vs 8 bit precision.

◆ GetbUseMikkTSpace()

bool GetbUseMikkTSpace ( ) const

If true, degenerate triangles will be removed.

◆ opAssign()

◆ SetbComputeWeightedNormals()

void SetbComputeWeightedNormals ( bool Value)

If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

◆ SetbRecomputeNormals()

void SetbRecomputeNormals ( bool Value)

If true, normals in the raw mesh are ignored and recomputed.

◆ SetbRecomputeTangents()

void SetbRecomputeTangents ( bool Value)

If true, tangents in the raw mesh are ignored and recomputed.

◆ SetbRemoveDegenerates()

void SetbRemoveDegenerates ( bool Value)

If true, degenerate triangles will be removed.

◆ SetbUseBackwardsCompatibleF16TruncUVs()

void SetbUseBackwardsCompatibleF16TruncUVs ( bool Value)

If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.

◆ SetbUseFullPrecisionUVs()

void SetbUseFullPrecisionUVs ( bool Value)

If true, UVs will be stored at full floating point precision.

◆ SetbUseHalfPrecisionPosition()

void SetbUseHalfPrecisionPosition ( bool Value)

If true, use 16 bit float for positions to save memory. If false, uses 32 bit floats.

◆ SetbUseHighPrecisionSkinWeights()

void SetbUseHighPrecisionSkinWeights ( bool Value)

Use 16-bit precision for rendering skin weights, instead of 8-bit precision.

◆ SetbUseHighPrecisionTangentBasis()

void SetbUseHighPrecisionTangentBasis ( bool Value)

If true, Tangents will be stored at 16 bit vs 8 bit precision.

◆ SetbUseMikkTSpace()

void SetbUseMikkTSpace ( bool Value)

If true, degenerate triangles will be removed.

Member Data Documentation

◆ bComputeWeightedNormals

bool bComputeWeightedNormals

◆ BoneInfluenceLimit

int BoneInfluenceLimit

The maximum number of bone influences to allow each vertex in this mesh to use.

If set higher than the limit determined by the project settings, it has no effect.

If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

◆ bRecomputeNormals

bool bRecomputeNormals

◆ bRecomputeTangents

bool bRecomputeTangents

◆ bRemoveDegenerates

bool bRemoveDegenerates

◆ bUseBackwardsCompatibleF16TruncUVs

bool bUseBackwardsCompatibleF16TruncUVs

◆ bUseFullPrecisionUVs

bool bUseFullPrecisionUVs

◆ bUseHalfPrecisionPosition

bool bUseHalfPrecisionPosition

◆ bUseHighPrecisionSkinWeights

bool bUseHighPrecisionSkinWeights

◆ bUseHighPrecisionTangentBasis

bool bUseHighPrecisionTangentBasis

◆ bUseMikkTSpace

bool bUseMikkTSpace

◆ MorphThresholdPosition

float32 MorphThresholdPosition

Threshold to compare vertex position equality when computing morph target deltas.

◆ ThresholdPosition

float32 ThresholdPosition

Threshold use to decide if two vertex position are equal.

◆ ThresholdTangentNormal

float32 ThresholdTangentNormal

Threshold use to decide if two normal, tangents or bi-normals are equal.

◆ ThresholdUV

float32 ThresholdUV

Threshold use to decide if two UVs are equal.