Navigation
API > API/Plugins > API/Plugins/DynamicMesh
Base bake detail sampler class.
This class defines the interface for all sample queries that FMeshBaseBaker supports including the spatial queries for base to detail correspondence sampling.
| Name | IMeshBakerDetailSampler |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Sampling/MeshBakerCommon.h |
| Include Path | #include "Sampling/MeshBakerCommon.h" |
Syntax
class IMeshBakerDetailSampler
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IMeshBakerDetailSampler() |
Sampling/MeshBakerCommon.h |
Enums
Public
| Name | Remarks |
|---|---|
| EBakeDetailNormalSpace |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FBakeDetailNormalTexture | TTuple< const TImageBuilder< FVector4f > *, int, EBakeDetailNormalSpace > | (Image, NormalSpace, UVLayer) tuple for detail normal textures | Sampling/MeshBakerCommon.h |
| FBakeDetailTexture | TTuple< const TImageBuilder< FVector4f > *, int > | (Image, UVLayer) pair for detail textures | Sampling/MeshBakerCommon.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void * ComputeCustomCorrespondence
(
const FMeshUVSampleInfo& SampleInfo, |
Sampling/MeshBakerCommon.h | ||
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 | ||
FAxisAlignedBox3d GetBounds() |
Sampling/MeshBakerCommon.h | ||
void GetCurvature
(
const void* Mesh, |
TODO: Rework the curvature interface to only compute the minimal set of work. | Sampling/MeshBakerCommon.h | |
int32 GetMaterialID
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
const FBakeDetailNormalTexture * GetNormalTextureMap
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
int32 GetPolyGroupID
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
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 | |
FIndex3i GetTriangle
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
int32 GetTriangleCount
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
FVector3d GetTriNormal
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
bool GetTriUVs
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
bool HasColors
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
bool HasNormals
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
bool HasTangents
(
const void* Mesh |
Sampling/MeshBakerCommon.h | ||
bool HasUVs
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
bool IsTriangle
(
const void* Mesh, |
Sampling/MeshBakerCommon.h | ||
virtual bool IsValidCorrespondence
(
const FMeshMapEvaluator::FCorrespondenceSample& Sample |
Sampling/MeshBakerCommon.h | ||
void ProcessMeshes
(
TFunctionRef< void(const void*)> ProcessFn |
Iterate over each mesh in the detail set. | Sampling/MeshBakerCommon.h | |
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 | |
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 SupportsCustomCorrespondence() |
Sampling/MeshBakerCommon.h | ||
bool SupportsIdentityCorrespondence() |
Sampling/MeshBakerCommon.h | ||
bool SupportsNearestPointCorrespondence() |
Sampling/MeshBakerCommon.h | ||
bool SupportsRaycastCorrespondence() |
Sampling/MeshBakerCommon.h | ||
virtual bool TestAnyHitTriangle
(
const FRay3d& Ray, |
Return true if any triangles hit by the given ray | Sampling/MeshBakerCommon.h | |
bool TriBaryInterpolateColor
(
const void* Mesh, |
Compute interpolated vertex color value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
bool TriBaryInterpolateNormal
(
const void* Mesh, |
Compute interpolated Normal value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
FVector3d TriBaryInterpolatePoint
(
const void* Mesh, |
Compute interpolated Position value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
bool TriBaryInterpolateTangents
(
const void* Mesh, |
Compute interpolated tangent values inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h | |
bool TriBaryInterpolateUV
(
const void* Mesh, |
Compute interpolated UV value inside triangle using barycentric coordinates | Sampling/MeshBakerCommon.h |