Navigation
Unreal Engine C++ API Reference > Runtime > Chaos > GeometryCollection
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/GeometryCollectionClusteringUtility.h |
Include | #include "GeometryCollection/GeometryCollectionClusteringUtility.h" |
Syntax
class FGeometryCollectionClusteringUtility
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | ClusterAllBonesUnderNewRoot
(
FGeometryCollection* GeometryCollection |
Cluster all existing bones under a new root node, so there is now only one root node and a completely flat hierarchy underneath it |
![]() ![]() |
void | ClusterBonesByContext
(
FGeometryCollection* GeometryCollection, |
Clusters using one of ClusterBonesUnderNewNode or ClusterBonesUnderExistingNode based on the context of what is being clustered |
![]() ![]() |
void | ClusterBonesUnderExistingNode
(
FGeometryCollection* GeometryCollection, |
Cluster all source bones under an existing node, existing node is specifiedas MergeNode |
![]() ![]() |
void | ClusterBonesUnderExistingNode
(
FGeometryCollection* GeometryCollection, |
Cluster all source bones under an existing node, algorithm chooses best node to add to 'closest to root' |
![]() ![]() |
void | ClusterBonesUnderExistingRoot
(
FGeometryCollection* GeometryCollection, |
Reparent source bones under root bone |
![]() ![]() |
int32 | ClusterBonesUnderNewNode
(
FGeometryCollection* GeometryCollection, |
Creates a cluster in the node hierarchy by re-parenting the Selected Bones off a new node in the hierarchy It makes more sense to think that the Selected Bones are all at the same level in the hierarchy however it will re-parent multiple levels at the InsertAtIndex location bone |
![]() ![]() |
int32 | ClusterBonesUnderNewNodeWithParent
(
FGeometryCollection* GeometryCollection, |
Same as ClusterBonesUnderNewNode, but specify the parent of the new node instead of a sibling. |
![]() ![]() |
void | CollapseHierarchyOneLevel
(
FGeometryCollection* GeometryCollection, |
Moved the selected bones closer to the root |
![]() ![]() |
void | CollapseLevelHierarchy
(
int8 Level, |
Collapse hierarchy at specified level |
![]() ![]() |
void | CollapseSelectedHierarchy
(
int8 Level, |
Collapse hierarchy of selected bones at specified level |
![]() ![]() |
bool | ContainsMultipleRootBones
(
FGeometryCollection* GeometryCollection |
Returns true if bone hierarchy contains more than one root node |
![]() ![]() |
int32 | FindLowestCommonAncestor
(
const FManagedArrayCollection* GeometryCollection, |
Find the lowest common ancestor index of currently selected nodes. |
![]() ![]() |
void | GetBonesToLevel
(
const FGeometryCollection* GeometryCollection, |
Get list of all bones above the specified hierarchy level |
![]() ![]() |
void | GetChildBonesAtLevel
(
const FGeometryCollection* GeometryCollection, |
Get list of child bones down from the source bone at the specified hierarchy level |
![]() ![]() |
void | GetChildBonesFromLevel
(
const FGeometryCollection* GeometryCollection, |
Get list of child bones down from the source bone below the specified hierarchy level |
![]() ![]() |
void | GetClusteredBonesWithCommonParent
(
const FGeometryCollection* GeometryCollection, |
Finds all Bones in same cluster as the one specified |
![]() ![]() |
void | GetLeafBones
(
const FManagedArrayCollection* GeometryCollection, |
Return an array of all child leaf nodes below the specified node. |
![]() ![]() |
int32 | GetParentOfBoneAtSpecifiedLevel
(
const FGeometryCollection* GeometryCollection, |
Search hierarchy for the parent of the specified bone, where the parent exists at the given level in the hierarchy. |
![]() ![]() |
void | GetRootBones
(
const FGeometryCollection* GeometryCollection, |
Finds the root bone in the hierarchy, the one with an invalid parent bone index |
![]() ![]() |
bool | IsARootBone
(
const FGeometryCollection* GeometryCollection, |
Return true if the specified bone is a root bone |
![]() ![]() |
void | MoveUpOneHierarchyLevel
(
FGeometryCollection* GeometryCollection, |
Move the selected node up a level in direction of root |
![]() ![]() |
bool | NodeExistsOnThisBranch
(
const FGeometryCollection* GeometryCollection, |
Return true of Test Node exists on tree branch specified by TreeElement Node |
![]() ![]() |
int32 | PickBestNodeToMergeTo
(
const FManagedArrayCollection* Collection, |
|
![]() ![]() |
void | RecursiveAddAllChildren
(
const TManagedArray< TSet< int32 >>& Children, |
Recursively Add all children to output bone list from source bone down to the leaf nodes |
![]() ![]() |
void | RecursivelyUpdateChildBoneNames
(
int32 BoneIndex, |
Maintains the bone naming convention of Root "Name" Level 1 "Name_001", "Name_0002", ... |
![]() ![]() |
bool | RemoveClustersOfOnlyOneChild
(
FGeometryCollection* GeometryCollection |
Simplify the geometry collection by removing cluster nodes w/ a parent and only one child, re-parenting the child to its grand-parent. |
![]() ![]() |
bool | RemoveDanglingClusters
(
FGeometryCollection* GeometryCollection |
Delete any cluster nodes discovered to have no children. Returns true if any nodes were removed. |
![]() ![]() |
void | RenameBone
(
FGeometryCollection* GeometryCollection, |
Rename a bone node, will automatically update all child node names if requested (current default) |
![]() ![]() |
void | UpdateHierarchyLevelOfChildren
(
FGeometryCollection* GeometryCollection, |
Recursively update the hierarchy level of all the children below this bone |
![]() ![]() |
void | UpdateHierarchyLevelOfChildren
(
FManagedArrayCollection& InCollection, |
Recursively update the hierarchy level of all the children below this bone |
![]() ![]() |
void | ValidateResults
(
FGeometryCollection* GeometryCollection |