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API > API/Plugins > API/Plugins/MeshModelingTools
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3* Mesh, |
Recalculate either overlay normals or vertex normals for the given Indices | Sculpting/MeshSculptUtil.h | |
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3* Mesh, |
Recalculate either overlay normals or vertex normals for the given indices that are true in ROIFlags | Sculpting/MeshSculptUtil.h | |
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3* Mesh, |
Recompute normals for either the normals overlay or vertex normals of the mesh that belong to all the ModifiedTris IndexSetTemp will be populated with either the recomputed overlay element IDs or vertex IDs | Sculpting/MeshSculptUtil.h | |
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3* Mesh, |
Recompute normals for either the normals overlay or vertex normals of the mesh that belong to all the ModifiedTris TempSetBuffer and NormalsBuffer will be populated with either the recomputed overlay element IDs or vertex IDs | Sculpting/MeshSculptUtil.h |
UE::SculptUtil::RecalculateROINormals(FDynamicMesh3 *, const TArray< int32 > &, bool)
Description
Recalculate either overlay normals or vertex normals for the given Indices
| Name | UE::SculptUtil::RecalculateROINormals |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/Sculpting/MeshSculptUtil.h |
| Include Path | #include "Sculpting/MeshSculptUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Private/Sculpting/MeshSculptUtil.cpp |
namespace UE
{
namespace SculptUtil
{
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3 * Mesh,
const TArray < int32 > & Indices,
bool bIsOverlayElements
)
}
}
Parameters
| Name | Remarks |
|---|---|
| bIsOverlayElements | if true, Indices is interpreted as overlay element IDs, otherwise as vertex IDs |
UE::SculptUtil::RecalculateROINormals(FDynamicMesh3 *, TArray< std::atomic< bool > > &, bool)
Description
Recalculate either overlay normals or vertex normals for the given indices that are true in ROIFlags
| Name | UE::SculptUtil::RecalculateROINormals |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/Sculpting/MeshSculptUtil.h |
| Include Path | #include "Sculpting/MeshSculptUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Private/Sculpting/MeshSculptUtil.cpp |
namespace UE
{
namespace SculptUtil
{
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3 * Mesh,
TArray < std::atomic< bool > > & ROIFlags,
bool bIsOverlayElements
)
}
}
Parameters
| Name | Remarks |
|---|---|
| bIsOverlayElements | if true, ROIFlags is interpreted as overlay element ID flags, otherwise as vertex IDs |
UE::SculptUtil::RecalculateROINormals(FDynamicMesh3 *, const TSet< int32 > &, FUniqueIndexSet &, bool)
Description
Recompute normals for either the normals overlay or vertex normals of the mesh that belong to all the ModifiedTris IndexSetTemp will be populated with either the recomputed overlay element IDs or vertex IDs
| Name | UE::SculptUtil::RecalculateROINormals |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/Sculpting/MeshSculptUtil.h |
| Include Path | #include "Sculpting/MeshSculptUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Private/Sculpting/MeshSculptUtil.cpp |
namespace UE
{
namespace SculptUtil
{
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3 * Mesh,
const TSet< int32 > & TriangleROI,
FUniqueIndexSet & IndexSetTemp,
bool bForceVertex
)
}
}
UE::SculptUtil::RecalculateROINormals(FDynamicMesh3 *, const TSet< int32 > &, TSet< int32 > &, TArray< int32 > &, bool)
Description
Recompute normals for either the normals overlay or vertex normals of the mesh that belong to all the ModifiedTris TempSetBuffer and NormalsBuffer will be populated with either the recomputed overlay element IDs or vertex IDs
| Name | UE::SculptUtil::RecalculateROINormals |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/Sculpting/MeshSculptUtil.h |
| Include Path | #include "Sculpting/MeshSculptUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Private/Sculpting/MeshSculptUtil.cpp |
namespace UE
{
namespace SculptUtil
{
void UE::SculptUtil::RecalculateROINormals
(
FDynamicMesh3 * Mesh,
const TSet< int32 > & TriangleROI,
TSet< int32 > & TempSetBuffer,
TArray < int32 > & NormalsBuffer,
bool bForceVertex
)
}
}