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API > API/Plugins > API/Plugins/ModelingComponents > API/Plugins/ModelingComponents/Physics
References
| Module | ModelingComponents |
| Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Physics/ComponentCollisionUtil.h |
| Include | #include "Physics/ComponentCollisionUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Physics/ComponentCollisionUtil.cpp |
namespace UE
{
namespace Geometry
{
void UE&58;&58;Geometry&58;&58;ConvertSimpleCollisionToMeshes
&40;
const FKAggregateGeom & AggGeom,
UE::Geometry::FDynamicMesh3 & MeshOut,
const FTransformSequence3d & TransformSeqeuence,
int32 SphereResolution,
bool bSetToPerTriangleNormals,
bool bInitializeConvexUVs,
TFunction< void(int, const FDynamicMesh3 &)> PerElementMeshCallback
&41;
}
}
Remarks
Extract the simple collision geometry from AggGeom as meshes (ie spheres and capsules are tessellated) and accumulate into MeshOut. TransformSequence is applied to the meshes as they are accumulated.
Parameters
| Name | Description |
|---|---|
| bSetToPerTriangleNormals | if true and the mesh has a normals attribute overlay, the mesh is set to face normals, otherwise averaged vertex normals |
| bInitializeConvexUVs | if true convex hulls have their UVs initialized to per-face planar projections, otherwise no UVs are set |
| PerElementMeshCallback | if provided, called with each element mesh before transforming/appending to MeshOut. The int parameter is the shape type, 0=Sphere, 1=Box, 2=Capsule, 3=Convex |