Navigation
API > API/Plugins > API/Plugins/DynamicMesh
Description
Compute base/detail mesh correspondence by raycast Find point on Detail mesh that corresponds to point on Base mesh. Strategy is: 1) cast a ray inwards along -Normal from BasePoint + Thickness*Normal 2) cast a ray outwards along Normal from BasePoint 3) cast a ray inwards along -Normal from BasePoint We take (1) preferentially, and then (2), and then (3)
If all of those fail, if bFailToNearestPoint is true we fall back to nearest-point,
If all the above fail, return nullptr
| Name | UE::Geometry::GetDetailMeshTrianglePoint_Raycast |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Sampling/MeshBakerCommon.h |
| Include Path | #include "Sampling/MeshBakerCommon.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Sampling/MeshBakerCommon.cpp |
namespace UE
{
namespace Geometry
{
const void * UE::Geometry::GetDetailMeshTrianglePoint_Raycast
(
const IMeshBakerDetailSampler * DetailSpatial,
const FVector3d & BasePoint,
const FVector3d & BaseNormal,
int32 & DetailTriangleOut,
FVector3d & DetailTriBaryCoords,
double Thickness,
bool bFailToNearestPoint
)
}
}
a pointer to the hit mesh, otherwise nullptr.