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API > API/Runtime > API/Runtime/Chaos > API/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, |
||
| void | ValidateResults
(
FGeometryCollection* GeometryCollection |