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API > API/Runtime > API/Runtime/GeometryCore
Classes
| Type | Name | Description | |
|---|---|---|---|
| FConvexDecomposition3 | |||
| FDelaunay2 | |||
| FDelaunay3 | |||
| FNegativeSpaceSampleSettings | |||
| FSphereCovering | Define a volume with a set of spheres. | ||
| TConvexHull2 | |||
| TConvexHull3 | Calculate the Convex Hull of a 3D point set as a Triangle Mesh | ||
| TExtremePoints3 | Helper class to find the dimensions spanned by a point cloud and (if it spans 3 dimensions) the indices of four 'extreme' points forming a (non-degenerate, volume > 0) tetrahedron | ||
| TFastWindingTree | Forward declare fast winding tree for negative space sampling. | ||
| TGeneralPolygon2 | TGeneralPolygon2 is a 2D polygon with holes |
Typedefs
| Name | Description |
|---|---|
| FConvexHull2d | |
| FConvexHull2f | |
| FConvexHull3d | |
| FConvexHull3f | |
| FExtremePoints3d | |
| FExtremePoints3f |
Enums
| Type | Name | Description | |
|---|---|---|---|
| UE::Geometry::EBox2FitCriteria | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Geometry::EBox3FitCriteria | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Geometry::EConvexErrorMethod | TODO: To support meshes where volume is not well defined (e.g., open boundaries or many self-intersecting parts), we'll need alternative error metrics. | ||
| UE::Geometry::EDiTO | Selects the number of extremal vertices and directional vector family for the DiTO - K algorithm, with implementations for K = {12, 14, 20, 26} |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | PolygonTriangulation::ComputePolygonPlane
(
const TArray< TVector< RealType >>& VertexPositions, |
||
| void | PolygonTriangulation::TriangulateSimplePolygon
(
const TArray< TVector2< RealType >>& VertexPositions, |
Compute triangulation of simple 2D polygon using ear-clipping | |
| void | PolygonTriangulation::TriangulateSimplePolygon
(
const TArray< TVector< RealType >>& VertexPositions, |
Compute triangulation of 3D simple polygon using ear-clipping | |
| TOrientedBox3< RealType > | UE::Geometry::ComputeOrientedBBox
(
const TArray< TVector< RealType >>& SampleDirections, |
Heuristic-based computation of an object oriented bounding box that utilizes a small number of extremal vertices and an internal Di-Tetrahedron to generate the box orientation. | |
| TOrientedBox3< RealType > | UE::Geometry::ComputeOrientedBBox
(
const EDiTO DiTO_K, |
Heuristic-based computation of an object oriented bounding box that utilizes a small number of extremal vertices and an internal Di-Tetrahedron to generate the box orientation. | |
| RealType | UE::Geometry::ExactPredicates::Facing2
(
const TVector2< RealType >& A, |
||
| RealType | UE::Geometry::ExactPredicates::Facing3
(
const TVector< RealType >& A, |
TVector-only version that can run in float or double | |
| RealType | UE::Geometry::ExactPredicates::InCircle2
(
const TVector2< RealType >& A, |
TVector2-only version that can run in float or double | |
| RealType | TVector-only version that can run in float or double | ||
| RealType | UE::Geometry::ExactPredicates::Orient2
(
const TVector2< RealType >& A, |
TVector2-only version that can run in float or double | |
| double | UE::Geometry::ExactPredicates::Orient2D
(
const FVector2f& A, |
Use Orient2 |
|
| float *they have been expanded out the vector types they were used with *double | UE::Geometry::ExactPredicates::Orient2D
(
const FVector2d& A, |
Use Orient2 |
|
| RealType | UE::Geometry::ExactPredicates::Orient3
(
const TVector< RealType >& A, |
TVector-only version that can run in float or double | |
| double | UE::Geometry::ExactPredicates::Orient3D
(
const FVector3f& A, |
Use Orient3 |
|
| double | UE::Geometry::ExactPredicates::Orient3D
(
const FVector3d& A, |
Use Orient3 |
|
| TOrientedBox2< RealType > | UE::Geometry::FitOrientedBox2ConvexHull
(
int32 NumPts, |
Use the rotating calipers algorithm to find a best-fit oriented bounding box of a convex hull. | |
| TOrientedBox2< RealType > | UE::Geometry::FitOrientedBox2Points
(
TArrayView< const TVector2< RealType >> Points, |
Use the rotating calipers algorithm to find a best-fit oriented bounding box of a point set. | |
| TOrientedBox2< RealType > | UE::Geometry::FitOrientedBox2SimplePolygon
(
TArrayView< const TVector2< RealType >> Polygon, |
Use the rotating calipers algorithm to find a best-fit oriented bounding box of a simple polygon. | |
| TOrientedBox3< RealType > | UE::Geometry::FitOrientedBox3Points
(
TArrayView< const TVector< RealType >> Points, |
Compute a close-fitting oriented bounding box to the given points. |
Variables
| Type | Name | Description | |
|---|---|---|---|
| float * | versions | Note: The below Orient2D/Orient3D functions have been deprecated in favor of the above c-array version or the further-below templated versions Note: These were previously templated on VectorType, but to deprecate them and to fix ambiguity with the above double |