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FPNTriangles implements curved PN (Point-Normal) Triangles (Curved PN Triangles, Vlachos, 2001). Each PN triangle replaces one original flat triangle by a curved shape that is retriangulated into a number of small subtriangles. The geometry of a PN triangle is defined as one cubic Bezier patch using control points. The patch matches the point and normal information at the vertices of the original flat triangle.
| Name | FPNTriangles |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/PNTriangles.h |
| Include Path | #include "Operations/PNTriangles.h" |
Syntax
class FPNTriangles
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPNTriangles
(
FDynamicMesh3* Mesh |
Operations/PNTriangles.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPNTriangles() |
Operations/PNTriangles.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRecalculateNormals | bool | If true and the mesh has the normal overlay then recalculate it. | Operations/PNTriangles.h | |
| Mesh | FDynamicMesh3 * | Input & Output The mesh that we are modifying. | Operations/PNTriangles.h | |
| Progress | FProgressCancel * | Input Set this to be able to cancel running operation. | Operations/PNTriangles.h | |
| TessellationLevel | int32 | How many times we are recursively subdividing triangles (loop style subdivision). | Operations/PNTriangles.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Compute() |
Generate PN Triangles geometry and optionally compute quadratically varying normals. | Operations/PNTriangles.h | |
virtual EOperationValidationResult Validate() |
Operations/PNTriangles.h |