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Mesh policy on FDynamicMesh3 for use with FAdaptiveTesselator2.
| Name | FDynamicMesh3Policy |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Tessellation/DynamicMeshPolicy.h |
| Include Path | #include "Tessellation/DynamicMeshPolicy.h" |
Syntax
class FDynamicMesh3Policy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDynamicMesh3Policy
(
FDynamicMesh3& InMesh, |
Tessellation/DynamicMeshPolicy.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| RealType | double | Tessellation/DynamicMeshPolicy.h | |
| VecType | FVector3d | Tessellation/DynamicMeshPolicy.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasEdgeConstraints | const bool | Tessellation/DynamicMeshPolicy.h | ||
| Constraints | FMeshConstraints & | Tessellation/DynamicMeshPolicy.h | ||
| Mesh | FDynamicMesh3 & | Tessellation/DynamicMeshPolicy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AllowEdgeFlip
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
bool AllowEdgeSplit
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
bool EdgeManifoldCheck
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
UE::Geometry::FFlipEdgeInfo FlipEdge
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
TPair< int32, int32 > GetAdjEdge
(
const int32 TriIndex, |
(triangle index, edge index in 0..2) | Tessellation/DynamicMeshPolicy.h | |
int32 GetAdjTriangle
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
FIndex3i GetTriangle
(
const int32 TriIndex |
Tessellation/DynamicMeshPolicy.h | ||
FVector3d GetTriangleNormal
(
const int32 TriIndex |
Tessellation/DynamicMeshPolicy.h | ||
void GetTriVertices
(
int TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
int32 GetVertexIndex
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
FVector3d GetVertexPosition
(
const int TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
FVector3d GetVertexPosition
(
const int32 VertexIndex |
Tessellation/DynamicMeshPolicy.h | ||
bool IsValidTri
(
int32 TriIndex |
Tessellation/DynamicMeshPolicy.h | ||
bool IsValidVertex
(
int32 VertexID |
Tessellation/DynamicMeshPolicy.h | ||
int32 MaxTriID() |
Tessellation/DynamicMeshPolicy.h | ||
int32 MaxVertexID() |
Tessellation/DynamicMeshPolicy.h | ||
UE::Geometry::FPokeInfo PokeTriangle
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
void SetVertexPosition
(
const int32 VertexIndex, |
Tessellation/DynamicMeshPolicy.h | ||
UE::Geometry::FEdgeSplitInfo SplitEdge
(
const int32 TriIndex, |
Tessellation/DynamicMeshPolicy.h | ||
int32 TriangleCount2() |
Tessellation/DynamicMeshPolicy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool IsTriangleSoup() |
Tessellation/DynamicMeshPolicy.h | ||
static int32 NextEdge
(
int32 e |
Tessellation/DynamicMeshPolicy.h | ||
static int32 PrevEdge
(
int32 e |
Tessellation/DynamicMeshPolicy.h |