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API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/FExteriorVisibilitySampling
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ComputePerTriangleOcclusion
(
const FDynamicMesh3& Mesh, |
Compute per-triangle visibility array for a triangle mesh | Operations/DetectExteriorVisibility.h | |
static void ComputePerTriangleOcclusion
(
const FDynamicMesh3& Mesh, |
Compute per-triangle visibility array for a triangle mesh, with support for transparent (non-occluding) triangles | Operations/DetectExteriorVisibility.h |
ComputePerTriangleOcclusion(const FDynamicMesh3 &, TArray< bool > &, bool, const FExteriorVisibilitySampling &, TArrayView< const bool >)
Description
Compute per-triangle visibility array for a triangle mesh
| Name | ComputePerTriangleOcclusion |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/DetectExteriorVisibility.h |
| Include Path | #include "Operations/DetectExteriorVisibility.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Operations/DetectExteriorVisibility.cpp |
static void ComputePerTriangleOcclusion
(
const FDynamicMesh3 & Mesh,
TArray < bool > & OutTriOccluded,
bool bPerPolyGroup,
const FExteriorVisibilitySampling & SamplingParameters,
TArrayView < const bool > SkipTris
)
Parameters
| Name | Remarks |
|---|---|
| OutTriOccluded | For each valid triangle ID, OutTriOccluded[ID] will be true if that triangle is hidden, false if it is visible |
| bPerPolyGroup | If true, visiblity will be determined on a per group basis: If any triangle in a group is visible, the whole group will be marked as not-occluded |
| SamplingParameters | Parameters controlling how exterior visiblity is tested |
| SkipTris | True for triangles do not need visibility testing (will be marked as not occluded). If empty, no triangles will be skipped. |
ComputePerTriangleOcclusion(const FDynamicMesh3 &, TFunctionRef< bool(int32)>, TArray< bool > &, bool, const FExteriorVisibilitySampling &, TArrayView< const bool >)
Description
Compute per-triangle visibility array for a triangle mesh, with support for transparent (non-occluding) triangles
| Name | ComputePerTriangleOcclusion |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/DetectExteriorVisibility.h |
| Include Path | #include "Operations/DetectExteriorVisibility.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Operations/DetectExteriorVisibility.cpp |
static void ComputePerTriangleOcclusion
(
const FDynamicMesh3 & Mesh,
TFunctionRef < bool> IsTriTransparent,
TArray < bool > & OutTriOccluded,
bool bPerPolyGroup,
const FExteriorVisibilitySampling & SamplingParameters,
TArrayView < const bool > SkipTris
)
Parameters
| Name | Remarks |
|---|---|
| IsTriTransparent | Indicator function returns true if a triangle is 'transparent' (should not occlude, but can still be occluded) |
| OutTriOccluded | For each valid triangle ID, OutTriOccluded[ID] will be true if that triangle is hidden, false if it is visible |
| bPerPolyGroup | If true, visiblity will be determined on a per group basis: If any triangle in a group is visible, the whole group will be marked as not-occluded |
| SamplingParameters | Parameters controlling how exterior visiblity is tested |
| SkipTris | True for triangles do not need visibility testing (will be marked as not occluded). If empty, no triangles will be skipped. |