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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript
Inheritance Hierarchy
- UBlueprintFunctionLibrary
- UGeometryScriptLibrary_MeshQueryFunctions
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshQueryFunctions.h |
| Include | #include "GeometryScript/MeshQueryFunctions.h" |
Syntax
UCLASS (Meta=(ScriptName="GeometryScript_MeshQueries"))
class UGeometryScriptLibrary_MeshQueryFunctions : public UBlueprintFunctionLibrary
Variables
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | GetHasTriangleIDGaps
(
UDynamicMesh* TargetMesh |
Returns true if there are gaps in the Triangle ID list, such that Get Num Triangle IDs is greater than Get Triangle Count. | |
| bool | GetHasVertexIDGaps
(
UDynamicMesh* TargetMesh |
Returns true if there are gaps in the Vertex ID list. | |
| bool | GetIsClosedMesh
(
UDynamicMesh* TargetMesh |
Returns true if the mesh is closed, such as no topological boundary edges. | |
| bool | GetIsDenseMesh
(
UDynamicMesh* TargetMesh |
Returns true if the mesh is dense. | |
| bool | GetMeshHasAttributeSet
(
UDynamicMesh* TargetMesh |
Returns true if the Target Mesh has attributes enabled. | |
| FString | GetMeshInfoString
(
UDynamicMesh* TargetMesh |
Returns information about the Target Mesh, such as the vertex and triangle count as well as some attribute information. | |
| void | GetMeshVolumeArea
(
UDynamicMesh* TargetMesh, |
Computes the volume and area of the mesh. | |
| void | GetMeshVolumeAreaCenter
(
UDynamicMesh* TargetMesh, |
Computes the volume, area and center-of-mass of the mesh. | |
| void | GetTrianglePositions
(
UDynamicMesh* TargetMesh, |
Returns the 3D positions (in the mesh local space) of the three vertices of the requested triangle. | |
| void | GetTriangleUVs
(
UDynamicMesh* TargetMesh, |
Returns the UV values associated with the three vertices of the triangle in the specified UV Channel. | |
| bool | IsValidTriangleID
(
UDynamicMesh* TargetMesh, |
Returns true if Triangle ID refers to a valid Triangle in the Target Mesh. | |
| bool | IsValidVertexID
(
UDynamicMesh* TargetMesh, |
Returns true if Vertex ID refers to a valid vertex in the Target Mesh. | |
| static | UPARAM
(
DisplayName |
Returns the number of UV islands in a given UV channel. | |
| static | UPARAM
(
DisplayName |
Normal queries | |
| static | UPARAM
(
DisplayName |
For the specified TriangleID of the Target Mesh, get the Normal vectors at each vertex of the Triangle. | |
| static | UPARAM
(
DisplayName |
Compute the interpolated Normal (A*Normal1 + B*Normal2 + C*Normal3), where (A,B,C)=BarycentricCoords and the Normals are taken from the specified TriangleID in the Normal layer of the TargetMesh. | |
| static | UPARAM
(
DisplayName |
For the specified Triangle ID of the TargetMesh, get the Normal and Tangent vectors at each vertex of the Triangle. | |
| static | UPARAM
(
DisplayName |
Compute the interpolated Normal and Tangents for the specified specified TriangleID in the Normal and Tangent attributes of the TargetMesh. | |
| static | UPARAM
(
DisplayName |
Vertex Color Queries | |
| static | UPARAM
(
DisplayName |
For the specified TriangleID of the TargetMesh, get the Vertex Colors at each vertex of the Triangle. | |
| static | UPARAM
(
DisplayName |
Compute the interpolated Vertex Color (A*Color1 + B*Color2 + C*Color3), where (A,B,C)=BarycentricCoords and the Colors are taken from the specified TriangleID in the Vertex Color layer of the TargetMesh. | |
| static | UPARAM
(
DisplayName |
Material Queries Returns true if the mesh has Material IDs available/enabled. | |
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
Returns the count of extended PolyGroup Layers. | |
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
Returns all edge element IDs that are UV seam edges for a given UV channel. | |
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
Polygroup Queries Returns true if the mesh has a standard PolyGroup Layer. | |
| static | UPARAM
(
DisplayName |
Compute the interpolated UV (A*UV1+ B*UV2+ C*UV3), where (A,B,C)=BarycentricCoords and the UV positions are taken from the specified TriangleID in the specified UVSet of the TargetMesh. | |
| static | UPARAM
(
DisplayName |
Return array of Triangle IDs connected to the given VertexID, ie the triangle one-ring | |
| static | UPARAM
(
DisplayName |
Gets the area of triangles in UV space for the given UV Channel. | |
| static | UPARAM
(
DisplayName |
Computes the bounding box of the mesh vertices in the local space of the mesh. | |
| static | UPARAM
(
DisplayName |
Returns the number of open border loops, such as "holes" in the mesh. | |
| static | UPARAM
(
DisplayName |
Returns the number of topological boundary edges in the mesh, i.e counts edges that only have one adjacent triangle. | |
| static | UPARAM
(
DisplayName |
Returns the number of separate connected components in the mesh, such as "triangle patches" internally connected by shared edges. | |
| static | UPARAM
(
DisplayName |
UDynamicMesh already has this function. | |
| static | UPARAM
(
DisplayName |
Returns an Index List of all Triangle IDs in a mesh. | |
| static | UPARAM
(
DisplayName |
Returns the Vertex ID triplet for the specified Triangle. | |
| static | UPARAM
(
DisplayName |
Returns a TriangleList of all Triangle Vertex ID triplets in a mesh. | |
| static | UPARAM
(
DisplayName |
Compute the interpolated Position (A*Vertex1 + B*Vertex2 + C*Vertex3), where (A,B,C)=BarycentricCoords and the Vertex positions are taken from the specified TriangleID of the TargetMesh. | |
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
Compute the barycentric coordinates (A,B,C) of the Point relative to the specified TriangleID of the TargetMesh. | |
| static | UPARAM
(
DisplayName |
Gets the number of vertices in the mesh. | |
| static | UPARAM
(
DisplayName |
Gets the number of Vertex IDs in the mesh, which may be larger than the Vertex Count, if the mesh is not dense (e.g. after deleting vertices). | |
| static | UPARAM
(
DisplayName |
Returns an IndexList of all Vertex IDs in mesh. | |
| static | UPARAM
(
DisplayName |
Gets the 3D position of a mesh vertex in the mesh local space, by Vertex ID. | |
| static | UPARAM
(
DisplayName |
Returns a Vector List of all the mesh vertex 3D positions (possibly large!). | |
| static | UPARAM
(
DisplayName |
Returns the vertex positions for each edge in the given index list. | |
| static | UPARAM
(
DisplayName |
||
| static | UPARAM
(
DisplayName |
Return array of Vertex IDs connected via a mesh edge to the given VertexID, ie the vertex one-ring | |
| static | UPARAM
(
DisplayName |
UV Queries Gets the number of UV Channels on the Target Mesh. | |
| static | UPARAM
(
DisplayName |
Gets the 2D bounding box of all UVs in the UV Channel. | |
| static | UPARAM
(
DisplayName |
Returns the unique UV element IDs and values associated with the mesh vertex, in the specified UV Channel. | |
| static | UPARAM
(
DisplayName |