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Unreal Engine C++ API Reference > Runtime > Chaos > GeometryCollection
Inheritance Hierarchy
- FTransformCollection
- FGeometryCollectionConvexPropertiesInterface
- FGeometryCollectionProximityPropertiesInterface
- FGeometryCollection
- FTetrahedralCollection
- FFleshCollection
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/GeometryCollection.h |
Include | #include "GeometryCollection/GeometryCollection.h" |
Syntax
class FGeometryCollection :
public FTransformCollection,
public FGeometryCollectionConvexPropertiesInterface,
public FGeometryCollectionProximityPropertiesInterface
Remarks
FGeometryCollection (FTransformCollection)
Variables
Type | Name | Description | |
---|---|---|---|
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TManagedArray< int32 > | BoneMap | |
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TManagedArray< FBox > | BoundingBox | |
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TManagedArray< FLinearColor > | Color | |
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TManagedArray< int32 > | ExemplarIndex | |
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TManagedArray< int32 > | FaceCount | |
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TManagedArray< int32 > | FaceStart | |
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TManagedArray< FIntVector > | Indices | Faces Group. |
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TManagedArray< int32 > | InitialDynamicState | |
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TManagedArray< float > | InnerRadius | |
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TManagedArray< bool > | Internal | |
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TManagedArray< int32 > | MaterialID | |
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TManagedArray< int32 > | MaterialIndex | |
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TManagedArray< FVector3f > | Normal | |
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TManagedArray< float > | OuterRadius | |
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TManagedArray< FGeometryCollectionSection > | Sections | Material Group. |
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TManagedArray< int32 > | SimulationType | |
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TManagedArray< int32 > | StatusFlags | |
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TManagedArray< FVector3f > | TangentU | |
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TManagedArray< FVector3f > | TangentV | |
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TManagedArray< int32 > | TransformIndex | Geometry Group. |
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TManagedArray< int32 > | TransformToGeometryIndex | Transform Group. |
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TManagedArray< FVector3f > | Vertex | Vertices Group. |
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TManagedArray< int32 > | VertexCount | |
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TManagedArray< int32 > | VertexStart | |
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TManagedArray< bool > | Visible |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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bool | AppendEmbeddedInstance
(
int32 InExemplarIndex, |
Append single embedded geometry. Returns true if the operation succeeds. |
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int32 | AppendGeometry
(
const FGeometryCollection& GeometryCollection, |
Append a single geometric object to a FGeometryCollection |
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bool | ||
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bool | BuildFaceToGeometryMapping
(
bool InSaved |
Update Face Attributes based on changes in the group. |
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TArray< FGeometryCollectionSection > | BuildMeshSections
(
const TArray< FIntVector >& Indices, |
Builds mesh sections for a given index buffer that could be a subset. |
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bool | BuildVertexToGeometryMapping
(
bool InSaved |
Build and Update Vertex Attributes based on changes in the group. |
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void | ClearFlags
(
int32 Element, |
|
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TArray< TArray< int32 > > | Connection of leaf geometry | |
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void | Construct () |
|
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void | ||
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void | Empty () |
Empty each managed array in each group in order to reset the collection to an initial (empty) state. |
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TManagedArray< FVector2f > * | FindUVLayer
(
int32 UVLayer |
|
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const TManagedArray< FVector2f > * | FindUVLayer
(
int32 UVLayer |
|
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FBoxSphereBounds | GetBoundingBox | |
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constexpr int32 | ||
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const FVector2f & | GetUV
(
int32 VertexIndex, |
|
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bool | Returns true if the faces are contiguous | |
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bool | Returns true if the render faces are contiguous | |
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bool | Returns true if the vertices are contiguous | |
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bool | HasFlags
(
int32 Element, |
|
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bool | Returns true if there is anything to render | |
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void | Init
(
FGeometryCollection* Collection, |
|
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void | Initialize any interfaces on the geometry collection (i.e., the FGeometryCollectionConvexPropertiesInterface) | |
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bool | IsClustered
(
int32 Element |
|
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bool | IsGeometry
(
int32 Element |
|
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bool | IsRigid
(
int32 Element |
|
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bool | IsTransform
(
int32 Element |
|
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bool | IsVisible
(
int32 Element |
Return true if the Element contains any visible faces. |
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FVector2f & | ModifyUV
(
int32 VertexIndex, |
Note: UVs have been reworked, and unfortunately there is not a safe path to provide the original UVs managed array as a deprecated accessor. |
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FGeometryCollection * | NewGeometryCollection
(
const TArray< float >& RawVertexArray, |
Create a GeometryCollection from Vertex, Indices, BoneMap, Transform, BoneHierarchy arrays |
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FGeometryCollection * | NewGeometryCollection
(
const TArray< float >& RawVertexArray, |
Create a GeometryCollection from Vertex and Indices arrays |
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int32 | NumUVLayers () |
Returns number of UV layers represented by UV array. |
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void | ReindexExemplarIndices
(
TArray< int32 >& SortedRemovedIndices |
Reindex exemplar indices to reflect removed exemplars. |
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void | Reindex sections to keep polys with same materials together to reduce the number of draw calls | |
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void | Reindex sections to keep polys with same materials together to reduce the number of draw calls | |
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void | RemoveGeometryElements
(
const TArray< int32 >& SortedGeometryIndicesToDelete |
Remove Geometry elements i.e. verts, faces, etc, leaving the transform nodes intact |
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void | ReorderGeometryElements
(
const TArray< int32 >& NewOrder |
Reorder geometry elements. |
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void | ReorderTransformElements
(
const TArray< int32 >& NewOrder |
Reorder geometry elements based on the new transform order. |
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void | SetFlags
(
int32 Element, |
|
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bool | SetNumUVLayers
(
int32 NumLayers |
Update a geometry collection to have the target number of UV layers (must be in the range [1, MAX_UV_LAYERS)) |
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FName | StaticType () |
|
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void | Update bounding box entries for the geometry | |
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void | UpdateBoundingBox
(
FManagedArrayCollection&, |
Update bounding box entries for the geometry |
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void | ||
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void | UpdateGeometryVisibility
(
const TArray< int32 >& NodeList, |
Update the visibility of specified geometry nodes |
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void | Backwards compatibility | |
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void | ||
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void | WriteDataToHeaderFile
(
const FString& Name, |
|
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void | WriteDataToOBJFile
(
const FString& Name, |
Overridden from FManagedArrayCollection
Type | Name | Description | |
---|---|---|---|
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bool | ||
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void | MatchOptionalDefaultAttributes
(
const FManagedArrayCollection& InCollection |
Virtual helper function called by CopyMatchingAttributesFrom; adds attributes 'default, but optional' attributes that are present in InCollection This is used by FGeometryCollection to make sure all UV layers are copied over by CopyMatchingAttributesFrom() |
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void | RemoveElements
(
const FName& Group, |
Remove Geometry and update dependent elements |
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void | ReorderElements
(
FName Group, |
Reorders elements in a group. NewOrder must be the same length as the group. |
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void | Reset () |
Reset internal state |
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void | Serialize
(
Chaos::FChaosArchive& Ar |
Serialize |
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void | SetDefaults
(
FName Group, |
Operators
Type | Name | Description | |
---|---|---|---|
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FGeometryCollection & | operator=
(
FGeometryCollection&& |
|
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FGeometryCollection & | operator=
(
const FGeometryCollection& |
Enums
Type | Name | Description | |
---|---|---|---|
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ENodeFlags | ||
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ESimulationTypes |
Typedefs
Name | Description |
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Super |