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Description
Interface for a mesh with only edges and vertices public: virtual const FVector3d& GetVertex(int) const = 0; virtual int VertexCount() const = 0; virtual int MaxVertexID() const = 0; virtual FRefCountVector::IndexEnumerable VertexIndicesItr() const = 0; virtual FSmallListSet::MappedValueEnumerable VtxVerticesItr(int VID) const = 0; virtual int GetVtxEdgeCount(int VID) const = 0; // Required for FVertexLinearization virtual bool IsBoundaryVertex(int VID) const = 0; Construct a Mesh Deformer object for the given generic mesh that uses Biharmonic Laplacian Mesh Deformation to solve for the deformed vertex positions.
Similar to ConstructConstrainedMeshDeformer() however a uniform-weighted Laplacian is always used. This allows for the solution of deformation problems on a more generic mesh type (triangles or faces are not required.)
| Name | UE::MeshDeformation::ConstructUniformConstrainedMeshDeformer |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Solvers/ConstrainedMeshDeformer.h |
| Include Path | #include "Solvers/ConstrainedMeshDeformer.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Solvers/ConstrainedMeshDeformer.cpp |
namespace UE
{
namespace MeshDeformation
{
TUniquePtr < UE::Solvers::IConstrainedMeshSolver > UE::MeshDeformation::ConstructUniformConstrainedMeshDeformer
(
const FDynamicGraph3d & Graph
)
}
}