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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Chaos::GetTriangleEdgeVerticesAtPosition
(
const FVec3& Position, |
Chaos/Collision/ContactTriangles.h | ||
bool Chaos::GetTriangleEdgeVerticesAtPosition
(
const FVec3& Position, |
Given a point and a triangle, check if the point is on an edge or vertex and return vertex indices if so. | Chaos/Collision/ContactTriangles.h |
Chaos::GetTriangleEdgeVerticesAtPosition(const FVec3 &, const FVec3, int32 &, int32 &, const FReal)
| Name | Chaos::GetTriangleEdgeVerticesAtPosition |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/ContactTriangles.h |
| Include Path | #include "Chaos/Collision/ContactTriangles.h" |
namespace Chaos
{
bool Chaos::GetTriangleEdgeVerticesAtPosition
(
const FVec3 & Position,
const FVec3 Vertices,
int32 & OutEdgeVertexIndexA,
int32 & OutEdgeVertexIndexB,
const FReal BaryCentricTolerance
)
}
Chaos::GetTriangleEdgeVerticesAtPosition(const FVec3 &, const FVec3, const FVec3, const FVec3, int32 &, int32 &, const FReal)
Description
Given a point and a triangle, check if the point is on an edge or vertex and return vertex indices if so. If Position is at one of the vertices, OutEdgeVertexIndexA will an index into Vertices If Position is one one of the edges, both OutEdgeVertexIndexA and OutEdgeVertexIndexB will be an index into Vertices If both OutEdgeVertexIndexA and OutEdgeVertexIndexB are INDEX_NONE, Position is not on the triangle edges
| Name | Chaos::GetTriangleEdgeVerticesAtPosition |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/ContactTriangles.h |
| Include Path | #include "Chaos/Collision/ContactTriangles.h" |
namespace Chaos
{
bool Chaos::GetTriangleEdgeVerticesAtPosition
(
const FVec3 & Position,
const FVec3 VertexA,
const FVec3 VertexB,
const FVec3 VertexC,
int32 & OutEdgeVertexIndexA,
int32 & OutEdgeVertexIndexB,
const FReal BaryCentricTolerance
)
}