Navigation
Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/GeomTools.h |
Include | #include "GeomTools.h" |
Syntax
class FGeomTools2D
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
bool | ArePolygonsValid
(
const TArray< TArray< FVector2D >>& Polygons |
Checks that these polygons can be successfully triangulated. |
![]() ![]() |
void | CorrectPolygonWinding
(
TArray< FVector2D >& OutVertices, |
Corrects the polygon winding to match bNegativeWinding Ie. |
![]() ![]() |
void | GenerateConvexHullFromPoints
(
TArray< FVector2D >& OutConvexHull, |
Generate convex hull from points. |
![]() ![]() |
void | GenerateConvexPolygonsFromTriangles
(
TArray< TArray< FVector2D >>& OutPolygons, |
Generate convex shapes. |
![]() ![]() |
bool | IsPointInPolygon
(
const FVector2D& TestPoint, |
Returns true if TestPoint is inside the polygon defined by PolygonPoints. |
![]() ![]() |
bool | IsPolygonWindingCCW
(
const TArray< FVector2D >& Points |
Returns true if the points forming a polygon have CCW winding Returns true if the polygon isn't valid |
![]() ![]() |
bool | IsPolygonWindingCCW
(
const TArray< FIntPoint >& Points |
Returns true if the points forming a polygon have CCW winding Returns true if the polygon isn't valid |
![]() ![]() |
TArray< TArray< FVector2D > > | ReducePolygons
(
const TArray< TArray< FVector2D >>& Polygons, |
Merge additive and subtractive polygons, split them up into additive polygons Assumes all polygons and overlapping polygons are valid, and the windings match the setting on the polygon |
![]() ![]() |
void | RemoveRedundantTriangles
(
TArray< FVector2D >& OutTriangles, |
2D version of RemoveRedundantTriangles from GeomTools |
![]() ![]() |
bool | TriangulatePoly
(
TArray< FVector2D >& OutTris, |
Triangulate a polygon. Check notes in implementation. |