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API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/FDynamicMeshUVEditor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool EstimateGeodesicCenterFrameVertex
(
const FDynamicMesh3& Mesh, |
Utility functions that could maybe go elsewhere but are mainly useful in parameterization context Compute geodesic center of given Mesh | Parameterization/DynamicMeshUVEditor.h | |
static bool EstimateGeodesicCenterFrameVertex
(
const FDynamicMesh3& Mesh, |
Compute geodesic center of given Mesh triangles (assumes they are connected) | Parameterization/DynamicMeshUVEditor.h |
EstimateGeodesicCenterFrameVertex(const FDynamicMesh3 &, FFrame3d &, int32 &, bool)
Description
Utility functions that could maybe go elsewhere but are mainly useful in parameterization context Compute geodesic center of given Mesh
| Name | EstimateGeodesicCenterFrameVertex |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Parameterization/DynamicMeshUVEditor.h |
| Include Path | #include "Parameterization/DynamicMeshUVEditor.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Parameterization/DynamicMeshUVEditor.cpp |
static bool EstimateGeodesicCenterFrameVertex
(
const FDynamicMesh3 & Mesh,
FFrame3d & FrameOut,
int32 & VertexIDOut,
bool bAlignToUnitAxes
)
true if a central vertex was found (but if false, will still give a frame for some vertex as long as there is at least one vertex in the mesh)
EstimateGeodesicCenterFrameVertex(const FDynamicMesh3 &, const TArray< int32 > &, FFrame3d &, int32 &, bool)
Description
Compute geodesic center of given Mesh triangles (assumes they are connected)
| Name | EstimateGeodesicCenterFrameVertex |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Parameterization/DynamicMeshUVEditor.h |
| Include Path | #include "Parameterization/DynamicMeshUVEditor.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Parameterization/DynamicMeshUVEditor.cpp |
static bool EstimateGeodesicCenterFrameVertex
(
const FDynamicMesh3 & Mesh,
const TArray < int32 > & Triangles,
FFrame3d & FrameOut,
int32 & VertexIDOut,
bool bAlignToUnitAxes
)
true if a central vertex was found (but if false, will still give a frame for some vertex as long as there is at least one triangle)