Navigation
API > API/Plugins > API/Plugins/DynamicMesh
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 UE::Geometry::FlipToDelaunay
(
FSimpleIntrinsicEdgeFlipMesh& IntrinsicMesh, |
Perform edge flips on intrinsic mesh until either the MaxFlipCount is reached or the mesh is fully Delaunay | Operations/IntrinsicTriangulationMesh.h | |
int32 UE::Geometry::FlipToDelaunay
(
FIntrinsicEdgeFlipMesh& IntrinsicMesh, |
Operations/IntrinsicTriangulationMesh.h | ||
int32 UE::Geometry::FlipToDelaunay
(
FSimpleIntrinsicMesh& IntrinsicMesh, |
Operations/IntrinsicTriangulationMesh.h | ||
int32 UE::Geometry::FlipToDelaunay
(
FIntrinsicMesh& IntrinsicMesh, |
Operations/IntrinsicTriangulationMesh.h | ||
int32 UE::Geometry::FlipToDelaunay
(
FIntrinsicTriangulation& IntrinsicMesh, |
Operations/IntrinsicTriangulationMesh.h |
UE::Geometry::FlipToDelaunay(FSimpleIntrinsicEdgeFlipMesh &, TSet< int > &, const int32)
Description
Perform edge flips on intrinsic mesh until either the MaxFlipCount is reached or the mesh is fully Delaunay
| Name | UE::Geometry::FlipToDelaunay |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include Path | #include "Operations/IntrinsicTriangulationMesh.h" |
namespace UE
{
namespace Geometry
{
int32 UE::Geometry::FlipToDelaunay
(
FSimpleIntrinsicEdgeFlipMesh & IntrinsicMesh,
TSet< int > & Uncorrected,
const int32 MaxFlipCount
)
}
}
the number of flips.
Parameters
| Name | Remarks |
|---|---|
| IntrinsicMesh | The mesh to be operated on. |
| Uncorrected | contains on return, all the edges that could not be flipped (e.g. edge shared by non-convex pair of triangles) |
UE::Geometry::FlipToDelaunay(FIntrinsicEdgeFlipMesh &, TSet< int > &, const int32)
| Name | UE::Geometry::FlipToDelaunay |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include Path | #include "Operations/IntrinsicTriangulationMesh.h" |
namespace UE
{
namespace Geometry
{
int32 UE::Geometry::FlipToDelaunay
(
FIntrinsicEdgeFlipMesh & IntrinsicMesh,
TSet< int > & Uncorrected,
const int32 MaxFlipCount
)
}
}
UE::Geometry::FlipToDelaunay(FSimpleIntrinsicMesh &, TSet< int > &, const int32)
| Name | UE::Geometry::FlipToDelaunay |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include Path | #include "Operations/IntrinsicTriangulationMesh.h" |
namespace UE
{
namespace Geometry
{
int32 UE::Geometry::FlipToDelaunay
(
FSimpleIntrinsicMesh & IntrinsicMesh,
TSet< int > & Uncorrected,
const int32 MaxFlipCount
)
}
}
UE::Geometry::FlipToDelaunay(FIntrinsicMesh &, TSet< int > &, const int32)
| Name | UE::Geometry::FlipToDelaunay |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include Path | #include "Operations/IntrinsicTriangulationMesh.h" |
namespace UE
{
namespace Geometry
{
int32 UE::Geometry::FlipToDelaunay
(
FIntrinsicMesh & IntrinsicMesh,
TSet< int > & Uncorrected,
const int32 MaxFlipCount
)
}
}
UE::Geometry::FlipToDelaunay(FIntrinsicTriangulation &, TSet< int > &, const int32)
| Name | UE::Geometry::FlipToDelaunay |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h |
| Include Path | #include "Operations/IntrinsicTriangulationMesh.h" |
namespace UE
{
namespace Geometry
{
int32 UE::Geometry::FlipToDelaunay
(
FIntrinsicTriangulation & IntrinsicMesh,
TSet< int > & Uncorrected,
const int32 MaxFlipCount
)
}
}