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Given a mesh and a set of edges, walk connected edges to form a set of paths. We do not distinguish betweens spans and loops if the input set of edges forms a loop, it will create an FEdgeSpan with those edges. If the input edges do not form loops, then paths will begin/end at vertices incident on 1 or >2 of the given edges (e.g. "dead ends" or "intersections" of paths.)
| Name | FMeshPaths |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/MeshPaths.h |
| Include Path | #include "MeshPaths.h" |
Syntax
class FMeshPaths
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshPaths
(
const FDynamicMesh3* Mesh, |
MeshPaths.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Edges | const TSet< int > | MeshPaths.h | ||
| Mesh | const FDynamicMesh3 * | Inputs. | MeshPaths.h | |
| Spans | TArray< FEdgeSpan > | Outputs. | MeshPaths.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| UnvisitedEdges | TSet< int > | MeshPaths.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Compute() |
Find connected simple paths made up of edges in the input Edges structure. | MeshPaths.h |