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DynamicMesh bake detail sampler for baking 1 detail mesh to 1 target mesh.
| Name | FMeshBakerDynamicMeshSampler |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Sampling/MeshBakerCommon.h |
| Include Path | #include "Sampling/MeshBakerCommon.h" |
Syntax
class FMeshBakerDynamicMeshSampler : public UE::Geometry::IMeshBakerDetailSampler
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshBakerDynamicMeshSampler
(
const FDynamicMesh3* Mesh, |
Sampling/MeshBakerCommon.h | ||
| Sampling/MeshBakerCommon.h | |||
| Sampling/MeshBakerCommon.h |
Functions
Public
Overridden from IMeshBakerDetailSampler
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const void * FindNearestHitTriangle
(
const FRay3d& Ray, |
Find nearest triangle from the given ray | Sampling/MeshBakerCommon.h | |
virtual const void * FindNearestTriangle
(
const FVector3d& Point, |
Sampling/MeshBakerCommon.h | ||
virtual FAxisAlignedBox3d GetBounds() |
Sampling/MeshBakerCommon.h | ||
virtual void GetCurvature
(
const void* Mesh, |
TODO: Rework the curvature interface to only compute the minimal set of work. | Sampling/MeshBakerCommon.h | |
virtual int32 GetMaterialID
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual const FBakeDetailNormalTexture * GetNormalTextureMap
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
virtual int32 GetPolyGroupID
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual const FBakeDetailTexture * GetTextureMap
(
const void* Mesh |
Retrieve a texture map and UV layer index from a given mesh in the detail set | Sampling/MeshBakerCommon.h | |
virtual FIndex3i GetTriangle
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual int32 GetTriangleCount
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
virtual FVector3d GetTriNormal
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual bool GetTriUVs
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual bool HasColors
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
virtual bool HasNormals
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
virtual bool HasTangents
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
virtual bool HasUVs
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual bool IsTriangle
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual void ProcessMeshes
(
TFunctionRef< void(const void*)> ProcessFn |
Iterate over each mesh in the detail set. | Sampling/MeshBakerCommon.h | |
virtual void SetNormalTextureMap
(
const void* Mesh, |
Associate a normal map and UV layer index for a given mesh in the detail set | Sampling/MeshBakerCommon.h | |
virtual void SetTangents
(
const void* Mesh, |
Set the tangents for a given mesh | Sampling/MeshBakerCommon.h | |
virtual void SetTextureMap
(
const void* Mesh, |
Associate a texture map and UV layer index for a given mesh in the detail set | Sampling/MeshBakerCommon.h | |
virtual bool SupportsIdentityCorrespondence() |
Sampling/MeshBakerCommon.h | ||
virtual bool SupportsNearestPointCorrespondence() |
Sampling/MeshBakerCommon.h | ||
virtual bool SupportsRaycastCorrespondence() |
Sampling/MeshBakerCommon.h | ||
virtual bool TestAnyHitTriangle
(
const FRay3d& Ray, |
Return true if any triangles hit by the given ray | Sampling/MeshBakerCommon.h | |
virtual bool TriBaryInterpolateColor
(
const void* Mesh, |
Compute interpolated vertex color value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
virtual bool TriBaryInterpolateNormal
(
const void* Mesh, |
Compute interpolated Normal value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
virtual FVector3d TriBaryInterpolatePoint
(
const void* Mesh, |
Compute interpolated Position value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
virtual bool TriBaryInterpolateTangents
(
const void* Mesh, |
Compute interpolated tangent values inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
virtual bool TriBaryInterpolateUV
(
const void* Mesh, |
Compute interpolated UV value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Sampling/MeshBakerCommon.h | |||
| Sampling/MeshBakerCommon.h |