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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/FTriangleMeshImplicitObject
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 FindMostOpposingFace
(
const FVec3& Position, |
Returns the most opposing face. | Chaos/TriangleMeshImplicitObject.h | |
int32 FindMostOpposingFace
(
const TArray< TVec3< IdxType > >& Elements, |
Chaos/TriangleMeshImplicitObject.h |
FindMostOpposingFace(const FVec3 &, const FVec3 &, int32, FReal)
Description
Returns the most opposing face.
| Name | FindMostOpposingFace |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/TriangleMeshImplicitObject.h |
| Include Path | #include "Chaos/TriangleMeshImplicitObject.h" |
| Source | /Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/TriangleMeshImplicitObject.cpp |
virtual int32 FindMostOpposingFace
(
const FVec3 & Position,
const FVec3 & UnitDir,
int32 HintFaceIndex,
FReal SearchDist
) const
Index of the most opposing face
Parameters
| Name | Remarks |
|---|---|
| Position | local position to search around (for example an edge of a convex hull) |
| UnitDir | the direction we want to oppose (for example a ray moving into the edge of a convex hull would get the face with the most negative dot(FaceNormal, UnitDir) |
| HintFaceIndex | for certain geometry we can use this to accelerate the search. |
FindMostOpposingFace(const TArray< TVec3< IdxType > > &, const FVec3 &, const FVec3 &, int32, FReal, const FVec3 &)
| Name | FindMostOpposingFace |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/TriangleMeshImplicitObject.h |
| Include Path | #include "Chaos/TriangleMeshImplicitObject.h" |
| Source | /Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/TriangleMeshImplicitObject.cpp |
template<typename IdxType>
int32 FindMostOpposingFace
(
const TArray < TVec3< IdxType > > & Elements,
const FVec3 & Position,
const FVec3 & UnitDir,
int32 HintFaceIndex,
FReal SearchDist,
const FVec3 & Scale
) const