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This is a version of FDelaunay (which can also do Constrained Delaunay triangulation), but with added support for:
Explicit "Hole" edges that must be cut out of the result (FDelaunay relies only on winding rules to create holes)
Option to duplicate vertices to split any 'bowtie' vertices If you do not need either of these features, FDelaunay may be the faster option.
| Name | TConstrainedDelaunay2 |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/ConstrainedDelaunay2.h |
| Include Path | #include "ConstrainedDelaunay2.h" |
Syntax
template<typename RealType>
struct TConstrainedDelaunay2
Enums
Public
| Name | Remarks |
|---|---|
| EFillRule |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AddedVerticesStartIndex | int | If vertices were added to output (e.g. to split bowties), this is set to the index of the first added vertex | ConstrainedDelaunay2.h | |
| bOrientedEdges | bool | TODO: also support FeatureEdges? TArray |
ConstrainedDelaunay2.h | |
| bOutputCCW | bool | ConstrainedDelaunay2.h | ||
| bSplitBowties | bool | ConstrainedDelaunay2.h | ||
| Edges | TArray< FIndex2i > | Edges and HoleEdges must not be intersecting; use Arrangment2D to pre-process any input w/ intersecting edges. | ConstrainedDelaunay2.h | |
| FillRule | EFillRule | ConstrainedDelaunay2.h | ||
| HoleEdges | TArray< FIndex2i > | ConstrainedDelaunay2.h | ||
| Triangles | TArray< FIndex3i > | Outputs | ConstrainedDelaunay2.h | |
| Vertices | TArray< TVector2< RealType > > | Inputs | ConstrainedDelaunay2.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Add
(
const FDynamicGraph2< InputRealType >& Graph |
ConstrainedDelaunay2.h | ||
void Add
(
const TGeneralPolygon2< InputRealType >& GPolygon |
ConstrainedDelaunay2.h | ||
| ConstrainedDelaunay2.h | |||
bool AddWithIntersectionResolution
(
const TPolygon2< RealType >& Polygon |
Add Polygon with self-intersections resolved. Returns false if resolving self-intersections failed. | ConstrainedDelaunay2.h | |
bool AddWithIntersectionResolution
(
const TGeneralPolygon2< RealType >& GeneralPolygon |
Add General Polygon with self-intersections resolved. Returns false if resolving self-intersections failed. | ConstrainedDelaunay2.h | |
bool ClassifyFromRule
(
int Winding |
ConstrainedDelaunay2.h | ||
bool Triangulate () |
Populate Triangles | ConstrainedDelaunay2.h | |
bool Triangulate
(
TFunctionRef< bool(const TArray< TVector2< RealType > >&, const FIndex3i&)> KeepTriangle |
Populate Triangles with override function to determine which triangles are in or out. | ConstrainedDelaunay2.h |