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Abstract interface to a spatial data structure for a mesh
| Name | IMeshSpatialWrapper |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Scene/MeshSceneAdapter.h |
| Include Path | #include "Scene/MeshSceneAdapter.h" |
Syntax
class IMeshSpatialWrapper
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IMeshSpatialWrapper() |
Scene/MeshSceneAdapter.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SourceContainer | FMeshTypeContainer | Scene/MeshSceneAdapter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AppendMesh
(
FDynamicMesh3& AppendTo, |
Append the geometry represented by this wrapper to the accumulated AppendTo mesh, under the given world transform | Scene/MeshSceneAdapter.h | |
bool Build
(
const FMeshSceneAdapterBuildOptions& BuildOptions |
If possible, spatial data structure should defer construction until this function, which will be called off the game thread (in ParallelFor) | Scene/MeshSceneAdapter.h | |
void CollectSeedPoints
(
TArray< FVector3d >& WorldPoints, |
Collect a set of seed points from this Mesh, mapped through LocalToWorldFunc to world space. | Scene/MeshSceneAdapter.h | |
double FastWindingNumber
(
const FVector3d& P, |
Calculate the mesh winding number at the given Position. | Scene/MeshSceneAdapter.h | |
FIndex3i GetTriangle
(
int32 TriId |
Scene/MeshSceneAdapter.h | ||
int32 GetTriangleCount() |
Scene/MeshSceneAdapter.h | ||
FAxisAlignedBox3d GetWorldBounds
(
TFunctionRef< FVector3d(const FVector3d&)> LocalToWorldFunc |
Calculate bounding box for this Mesh | Scene/MeshSceneAdapter.h | |
bool HasNormals() |
Scene/MeshSceneAdapter.h | ||
bool HasUVs
(
int UVLayer |
Scene/MeshSceneAdapter.h | ||
bool IsTriangle
(
int32 TriId |
Scene/MeshSceneAdapter.h | ||
bool ProcessVerticesInWorld
(
TFunctionRef< bool(const FVector3d&)> ProcessFunc, |
Apply ProcessFunc to each vertex in world space. | Scene/MeshSceneAdapter.h | |
bool RayIntersection
(
const FRay3d& WorldRay, |
Find the nearest ray-intersection with the mesh. Must be callable in parallel from any thread. | Scene/MeshSceneAdapter.h | |
bool TriBaryInterpolateNormal
(
int32 TriId, |
Compute the barycentric interpolated normal for the given tri | Scene/MeshSceneAdapter.h | |
FVector3d TriBaryInterpolatePoint
(
int32 TriId, |
Compute the barycentric interpolated normal for the given tri | Scene/MeshSceneAdapter.h | |
bool TriBaryInterpolateUV
(
int32 TriId, |
Compute the barycentric interpolated UV for the given tri | Scene/MeshSceneAdapter.h |