Navigation
API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/Operations > API/Plugins/DynamicMesh/Operations/FSimpleIntrinsicMesh
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 |
EMeshResult SplitEdge
&40;
int32 EdgeAB,
FEdgeSplitInfo & SplitInfo,
double SplitParameterT
&41;
Remarks
Split an intrinsic edge of the mesh by inserting a vertex. This creates a new triangle on either side of the edge (ie a 2-4 split). If the original edge had vertices [a,b], with triangles t0=[a,b,c] and t1=[b,a,d], then the split inserts new vertex f. After the split t0=[a,f,c] and t1=[f,a,d], and we have t2=[f,b,c] and t3=[f,d,b] (it's best to draw it out on paper...) SplitInfo.OriginalTriangles = {t0, t1} and SplitInfo.NewTriangles = {t2, t3} Ok on success, or enum value indicates why operation cannot be applied. Mesh remains unmodified on error.
Parameters
| Name | Description |
|---|---|
| EdgeAB | index of the edge to be split |
| SplitInfo | returned information about new and modified mesh elements |
| SplitParameterT | defines the position along the edge that we split at, must be between 0 and 1, and is assumed to be based on the order of vertices in t0 |