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API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/FIntrinsicEdgeFlipMesh
Description
Note: when tracing few edges, this method is preferred to using the FEdgeCorrespondence based tracing (see FEdgeCorrespondence below). But when tracing a large percentage of the mesh edges the FEdgeCorrespondence will be faster as it reuses intermediate results.
| Name | TraceEdge |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include Path | #include "Operations/IntrinsicTriangulationMesh.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Operations/IntrinsicTriangulationMesh.cpp |
TArray < FSurfacePoint > TraceEdge
(
int32 IntrinsicEID,
double CoalesceThreshold,
bool bReverse
) const
Array of FSurfacePoints relative to the surface mesh that represent the specified intrinsic mesh edge. This is directed relative to traversal of the first adjacent triangle (GetEdgeT().[0]), unless bReverse is true
Parameters
| Name | Remarks |
|---|---|
| CoalesceThreshold | in barycentric units [0,1], edge crossings with in this threshold are snapped to the nearest vertex. and any resulting repetitions of vertex surface points are replaced with a single vertex surface point. |
| bReverse | if true, trace edge direction is reversed |