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Mesh structure of connected particles via edges.
| Name | FSegmentMesh |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/SegmentMesh.h |
| Include Path | #include "Chaos/SegmentMesh.h" |
Syntax
class FSegmentMesh
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSegmentMesh () |
Chaos/SegmentMesh.h | ||
FSegmentMesh
(
TArray< TVec2< int32 > >&& Elements |
Chaos/SegmentMesh.h | ||
FSegmentMesh
(
const FSegmentMesh& Other |
Chaos/SegmentMesh.h | ||
FSegmentMesh
(
FSegmentMesh&& Other |
Chaos/SegmentMesh.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSegmentMesh() |
Chaos/SegmentMesh.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MElements | TArray< TVec2< int32 > > | We use TVector rather than FEdge to represent connectivity because sizeof(TVec2 |
Chaos/SegmentMesh.h | |
| MPointToEdgeMap | TMap< int32, TArray< int32 > > | Members are mutable so they can be generated on demand by const API. | Chaos/SegmentMesh.h | |
| MPointToNeighborsMap | TMap< int32, TSet< int32 > > | Chaos/SegmentMesh.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< FReal > GetEdgeLengths
(
const TParticles< FReal, 3 >& InParticles, |
@ret Lengths (or lengths squared) of all edges. | Chaos/SegmentMesh.h | |
const TArray< TVec2< int32 > > & GetElements() |
Chaos/SegmentMesh.h | ||
const TSet< int32 > * GetNeighbors
(
const int32 index |
@ret The set of neighbor nodes, or nullptr if `index_ is not found. | Chaos/SegmentMesh.h | |
int32 GetNumElements() |
Chaos/SegmentMesh.h | ||
| @ret A map of each point index to the list of connected edges. | Chaos/SegmentMesh.h | ||
const TMap< int32, TSet< int32 > > & GetPointToNeighborsMap() |
@ret A map of each point index to the list of connected points. | Chaos/SegmentMesh.h | |
| Chaos/SegmentMesh.h | |||
| Chaos/SegmentMesh.h |