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Copy file name to clipboardExpand all lines: splashsurf/src/reconstruction.rs
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@@ -438,29 +438,54 @@ pub mod arguments {
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/// Parameters for the reconstruction post-processing pipeline
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#[derive(Clone,Debug)]
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pubstructReconstructionRunnerPostprocessingArgs{
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/// Enable checking the final mesh for holes
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pubcheck_mesh_closed:bool,
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/// Enable checking the final mesh for non-manifold edges and vertices
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pubcheck_mesh_manifold:bool,
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/// Enable checking the final mesh for inverted triangles (compares angle between vertex normals and adjacent face normals)
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pubcheck_mesh_orientation:bool,
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/// Enable additional debug output for the check-mesh operations (has no effect if no other check-mesh option is enabled)
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pubcheck_mesh_debug:bool,
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/// Enable MC specific mesh decimation/simplification which removes bad quality triangles typically generated by MC by snapping (enabled by default if smoothing is enabled)
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pubmesh_cleanup:bool,
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/// If MC mesh cleanup is enabled, vertex snapping can be limited to this distance relative to the MC edge length (should be in range of [0.0,0.5])
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pubmesh_cleanup_snap_dist:Option<f64>,
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/// Enable decimation of some typical bad marching cubes triangle configurations (resulting in "barnacles" after Laplacian smoothing)
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pubdecimate_barnacles:bool,
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/// Enable preserving vertices without connectivity during decimation instead of filtering them out (faster and helps with debugging)
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pubkeep_vertices:bool,
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/// Enable computing surface normals at the mesh vertices and write them to the output object
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pubcompute_normals:bool,
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/// Enable computing the normals using SPH interpolation instead of using the area weighted triangle normals
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pubsph_normals:bool,
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/// Number of smoothing iterations to apply to normals if normal interpolation is enabled
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pubnormals_smoothing_iters:Option<usize>,
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/// Interpolate point attributes with the given name from the input attributes to the reconstructed surface
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pubinterpolate_attributes:Vec<String>,
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/// Number of smoothing iterations to run on the reconstructed mesh
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pubmesh_smoothing_iters:Option<usize>,
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/// Enable feature weights for mesh smoothing if mesh smoothing enabled. Preserves isolated particles even under strong smoothing.
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pubmesh_smoothing_weights:bool,
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/// Override a manual normalization value from weighted number of neighbors to mesh smoothing weights
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pubmesh_smoothing_weights_normalization:f64,
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/// Enable conversion of triangles to quads if they meet quality criteria
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pubgenerate_quads:bool,
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/// Maximum allowed ratio of quad edge lengths to its diagonals to merge two triangles to a quad (inverse is used for minimum)
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pubquad_max_edge_diag_ratio:f64,
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/// Maximum allowed angle (in degrees) between triangle normals to merge them to a quad
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pubquad_max_normal_angle:f64,
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/// Maximum allowed vertex interior angle (in degrees) inside a quad to merge two triangles to a quad
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pubquad_max_interior_angle:f64,
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/// Enable writing the smoothing weights as a vertex attribute to the output mesh file
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puboutput_mesh_smoothing_weights:bool,
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/// Enable writing raw normals without smoothing to the output mesh if normal smoothing is enabled
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puboutput_raw_normals:bool,
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// For reconstruction_pipeline_from_args/path: Enable writing the raw reconstructed mesh before applying any post-processing steps (like smoothing or decimation)
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/// When true, also return the SurfaceReconstruction object with no post-processing applied
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puboutput_raw_mesh:bool,
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/// Bounding-box for the surface mesh, triangles completely outside are removed
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pubmesh_aabb:Option<Aabb3d<f64>>,
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/// Enable clamping of vertices outside the specified mesh AABB to the AABB (only has an effect if mesh-aabb is specified)
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