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API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/Operations > API/Plugins/DynamicMesh/Operations/FIntrinsicMesh
References
| Module | DynamicMesh |
| Header | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include | #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
Remarks
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. 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 | Description |
|---|---|
| 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 |