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API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/Operations
Inheritance Hierarchy
- FSimpleIntrinsicEdgeFlipMesh
- FSimpleIntrinsicMesh
- FIntrinsicTriangulation
References
| Module | DynamicMesh |
| Header | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include | #include "Operations/IntrinsicTriangulationMesh.h" |
Syntax
class FIntrinsicTriangulation : public UE::Geometry::FSimpleIntrinsicMesh
Remarks
Class that manages the intrinsic triangulation of a given FDynamicMesh.
This supports mesh operations that: SplitEdge, PokeTriangle, FlipEdge.
Both SplitEdge and PokeTriangle will generate new vertices and triangles in the intrinsic triangulation. These vertices will live on the surface of the original mesh and their location (in R3 and relative to the original surface ) is computed by tracing a path on the original mesh.
NB: The lifetime of this structure should not exceed that of the original FDynamicMesh as this class holds a pointer to that mesh to reference locations on its surface. Also, this class isn't currently expected to work with surface meshes that have bow-ties.
Note: This assumes but does not check that the FDynamicMesh3 "Surface Mesh" has consistent orientation of all triangles.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FSignpost | SignpostData |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FIntrinsicTriangulation
(
const FDynamicMesh3& SrcMesh |
FIntrinsicTriangulation Methods | ||
FIntrinsicTriangulation
(
const FIntrinsicTriangulation& |
Functions
| Type | Name | Description | |
|---|---|---|---|
| EMeshResult | FlipEdge
(
int32 EID, |
Flip a single edge in the Intrinsic Mesh. | |
| const FDynamicMesh3 * | |||
| FVector3d | GetVertexPosition
(
int32 VID |
||
| const FIntrinsicTriangulation::FSurfacePoint & | GetVertexSurfacePoint
(
int32 VID |
||
| EMeshResult | PokeTriangle
(
int32 TID, |
Insert a new vertex inside an intrinsic triangle, ie do a 1 to 3 triangle split | |
| EMeshResult | SplitEdge
(
int32 EdgeAB, |
Split an intrinsic edge of the mesh by inserting a vertex. | |
| TArray< FIntrinsicTriangulation::FSurfacePoint > | |||
| double | UpdateVertexByEdgeTrace
(
const int32 UpdateVID, |
Given edge EID connects UpdateVID and StartVID, this update the SurfacePosition of the vertex UpdateVID by tracing the edge EID a distance TraceDistance from StartVID. |
Typedefs
| Name | Description |
|---|---|
| FEdgeFlipInfo | |
| FEdgeSplitInfo | |
| FPokeTriangleInfo | |
| FSignpost | |
| FSurfacePoint | |
| MyBase |