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Classes
| Type | Name | Description | |
|---|---|---|---|
| FColliderMesh | FColliderMesh is a minimal representation of an Indexed Triangle Mesh suitable to use with a TMeshAABBTree3. | ||
| FColliderMeshProjectionTarget | Projection target API wrapper for an FColliderMesh | ||
| FComputeTangentsOptions | Options used by TMeshTangents for tangents computation | ||
| FDynamicMesh3 | FDynamicMesh3 is a dynamic triangle mesh class. | ||
| FDynamicMeshAttributeChangeSet | FDynamicMeshAttributeChangeSet stores a set of UV and Normal changes for a FDynamicMesh3 | ||
| FDynamicMeshAttributeSet | FDynamicMeshAttributeSet manages a set of extended attributes for a FDynamicMesh3. | ||
| FDynamicMeshAttributeSetChangeTracker | FDynamicMeshAttributeSetChangeTracker constructs a well-formed set of TDynamicMeshAttributeChange objects (stored in a FDynamicMeshAttributeChangeSet). | ||
| FDynamicMeshChange | FDynamicMeshChange stores a "change" in a FDynamicMesh3, which in this context means the replacement of one set of triangles with a second set, that may have different vertices/attributes. | ||
| FDynamicMeshChangeTracker | FDynamicMeshChangeTracker tracks changes to a FDynamicMesh and returns a FDynamicMeshChange instance that represents this change and allows it to be reverted/reapplied. | ||
| FDynamicMeshOctree3 | FDynamicMeshOctree3 is an extension of FSparseDynamicOctree3 for the triangles of a FDynamicMesh3 instance. | ||
| FDynamicMeshTangents | FDynamicMeshTangents is a helper object for accessing tangents stored in the AttributeSet of a FDynamicMesh3. | ||
| FDynamicMeshTriangleAttributeChange | |||
| FEdgeCollapseInfo | Information about mesh elements modified/removed by CollapseEdge() | ||
| FEdgeFlipInfo | Information about the mesh elements modified by a call to FlipEdge() | ||
| FEdgeSplitInfo | Information about the mesh elements created by a call to SplitEdge() | ||
| FMergeEdgesInfo | Information about mesh elements modified by MergeEdges() | ||
| FMergeVerticesInfo | Information about mesh elements modified by MergeVertices() | ||
| FMeshBones | FMeshBones is a utility class for manipulating mesh bone attributes | ||
| FMeshIndexMappings | FMeshIndexMappings stores a set of integer IndexMaps for a mesh This is a convenient object to have, to avoid passing around large numbers of separate maps. | ||
| FMeshNormals | FMeshNormals is a utility class that can calculate and store various types of normal vectors for a FDynamicMesh. | ||
| FMeshTriEdgeID | FMeshTriEdgeID identifies an edge in a triangle mesh based on the triangle ID/Index and the "edge index" 0/1/2 in the triangle. | ||
| FMeshTriOrderedEdgeID | FMeshTriOrderedEdgeID identifies an oriented edge in a triangle mesh based on indices into the triangle vertices. | ||
| FNonManifoldMappingSupport | The FNonManifoldMappingSupport is a light-weight class that exists to interpret and manage additional DynamicMesh data stored when the mesh was created from a potentially non-manifold source mesh. | ||
| FPokeTriangleInfo | Information about mesh elements modified/created by PokeTriangle() | ||
| FVertexInfo | FVertexInfo stores information about vertex attributes - position, normal, color, UV | ||
| FVertexSplitInfo | Information about mesh elements modified/created by SplitVertex() | ||
| TConstObjectSharedAccess | TConstObjectSharedAccess provides a way for the owner of some object (eg a Mesh) to share read-only access to that object with background threads. | ||
| TDynamicAttributeBase | Base class for attributes that live on a dynamic mesh (or similar dynamic object) | ||
| TDynamicAttributeChangeBase | Generic base class for change tracking of an attribute layer | ||
| TDynamicAttributeSetBase | Generic base class for managing a set of registered attributes that must all be kept up to date | ||
| TDynamicBoneAttributeBase | TDynamicAttributeBase is a base class for storing per-bone data. | ||
| TDynamicMeshAttributeChange | TDynamicMeshAttributeChange represents a change to an attribute overlay of a FDynamicMesh3. | ||
| TDynamicMeshOverlay | TDynamicMeshOverlay is an add-on to a FDynamicMesh3 that allows for per-triangle storage of an "element" (eg like a per-triangle UV or normal). | ||
| TDynamicMeshScalarTriangleAttribute | TDynamicMeshScalarTriangleAttribute is an extension of TDynamicMeshTriangleAttribute for scalar-valued attributes. | ||
| TDynamicMeshTriangleAttribute | TDynamicMeshTriangleAttribute is an add-on to a FDynamicMesh3 that allows for per-triangle storage of an attribute value. | ||
| TDynamicMeshVectorOverlay | TDynamicMeshVectorOverlay is an convenient extension of TDynamicMeshOverlay that adds a specific N-element Vector type to the template, and adds accessor functions that convert between that N-element vector type and the N-element arrays used by TDynamicMeshOverlay. | ||
| TDynamicPointSet3 | TDynamicPointSet3 implements a dynamic 3D point set, templated on real-value type (float or double). | ||
| TDynamicVertexAttribute | TDynamicVertexAttribute provides per-vertex storage of an attribute value | ||
| TDynamicVertexAttributeChange | |||
| TDynamicVertexSkinWeightsAttribute | Forward declarations | ||
| TDynamicVertexSkinWeightsAttributeChange | |||
| TDynamicVerticesOctree3 | TDynamicVerticesOctree3 is an extension of FSparseDynamicPointOctree3 for the vertices of a FDynamicXYZ3 instance (eg FDynamicMesh3, TDynamicPointSet3, FDynamicGraph, etc) This extension does several things: 1) provides a simplified API based on vertex IDs to various Octree functions 2) tracks ModifiedBounds box of modified areasThe template expansion requires that FDynamicXYZ3 has the following API: 1) a function int MaxVertexID() that returns the maximum vertex ID/index 2) a function bool IsVertex(int) that returns true if the index is valid 3) a function FVector3d GetVertex(int index) that returns the position of a vertex 4) a function FAxisAlignedBox3d GetBounds() that returns a bounding-box of the point set | ||
| TMeshTangents | TMeshTangents is a utility class that can calculate and store various types of tangent vectors for a FDynamicMesh. |
Typedefs
Enums
| Type | Name | Description | |
|---|---|---|---|
| UE::Geometry::EMeshComponents | Copyright Epic Games, Inc. All Rights Reserved. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | MeshTransforms::ApplyTransform
(
FDynamicMesh3& Mesh, |
Apply given Transform to a Mesh. | |
| void | MeshTransforms::ApplyTransform
(
FDynamicMesh3& Mesh, |
Apply given Transform to a Mesh. | |
| void | MeshTransforms::ApplyTransform
(
FDynamicMesh3& Mesh, |
Apply given Transform to a Mesh. | |
| void | MeshTransforms::ApplyTransformInverse
(
FDynamicMesh3& Mesh, |
Apply inverse of given Transform to a Mesh. | |
| void | MeshTransforms::FrameCoordsToWorld
(
FDynamicMesh3& Mesh, |
Transform Mesh out of local coordinates of Frame | |
| void | MeshTransforms::ReverseOrientationIfNeeded
(
FDynamicMesh3& Mesh, |
If applying Transform would invert Mesh w/ a negative scale, then invert Mesh's triangle orientations. | |
| void | MeshTransforms::Rotate
(
FDynamicMesh3& Mesh, |
Apply Rotation to the vertex positions, relative to the given RotationOrigin. | |
| void | MeshTransforms::Scale
(
FDynamicMesh3& Mesh, |
Apply Scale to vertex positions of Mesh, relative to given Origin. | |
| void | MeshTransforms::Translate
(
FDynamicMesh3& Mesh, |
Apply Translation to vertex positions of Mesh. Does not modify any other attributes. | |
| void | MeshTransforms::WorldToFrameCoords
(
FDynamicMesh3& Mesh, |
Transform Mesh into local coordinates of Frame | |
| void | UE::Geometry::CollectVertexPositions
(
const FDynamicMesh3& Mesh, |
Call SetType.Add(VertexPosition) for all valid vertex indices in for_each(Enumeration) | |
| bool | UE::Geometry::CompactAttributeValues
(
const FDynamicMesh3& Mesh, |
Compact the values of an integer Triangle Attribute, ie so that the attribute values are dense in range 0..N. | |
| bool | UE::Geometry::CopyVertexNormalsToOverlay
(
const FDynamicMesh3& Mesh, |
Copies vertex normals to a given overlay (clearing it before use if it has any elements). | |
| bool | UE::Geometry::CopyVertexUVsToOverlay
(
const FDynamicMesh3& Mesh, |
Copies vertex UVs to a given overlay (clearing it before use if it has any elements). | |
| void | Discard all debug meshes stored in the global Debug Meshes map | ||
| bool | UE::Geometry::Debug::FetchDebugMesh
(
FString DebugMeshName, |
If a mesh was previously stored via StashDebugMesh with the given DebugMeshName, copy it to MeshOut, and optionally remove it from the Debug Meshes map | |
| void | UE::Geometry::Debug::StashDebugMesh
(
const FDynamicMesh3& Mesh, |
Store a copy of Mesh in a global Debug Meshes TMap |
|
| FIndex3i | UE::Geometry::FindNextAdjacentTriangleAroundVtx
(
const FDynamicMesh3* Mesh, |
Walk around VertexID from FromTriangleID to next connected triangle if it exists, walking "away" from PrevTriangleID. | |
| int32 | UE::Geometry::FindSharedEdgeInTriangles
(
const FDynamicMesh3& Mesh, |
||
| FIndex2i | UE::Geometry::FindVertexEdgesInTriangle
(
const FDynamicMesh3& Mesh, |
Find the two edges in a Triangle that are connected to a given Vertex of the triangle | |
| FPointSetAdapterd | UE::Geometry::MakeBoundaryEdgeMidpointsAdapter
(
const FDynamicMesh3* Mesh |
||
| FTriangleMeshAdapterd | UE::Geometry::MakeDynamicMeshAdapter
(
const FDynamicMesh3* Mesh |
||
| FPointSetAdapterd | UE::Geometry::MakeEdgeMidpointsAdapter
(
const FDynamicMesh3* Mesh |
||
| FPointSetAdapterd | UE::Geometry::MakePointsAdapter
(
const FDynamicPointSet3d* PointSet |
||
| FTriangleMeshAdapterd | UE::Geometry::MakeTransformedDynamicMeshAdapter
(
const FDynamicMesh3* Mesh, |
||
| FPointSetAdapterd | UE::Geometry::MakeTriCentroidsAdapter
(
const FDynamicMesh3* Mesh |
||
| FPointSetAdapterd | UE::Geometry::MakeVerticesAdapter
(
const FDynamicMesh3* Mesh |
||
| bool | UE::Geometry::SplitBoundaryVertexTrianglesIntoSubsets
(
const FDynamicMesh3* Mesh, |
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with edge SplitEdgeID that is connected to VertexID. | |
| bool | UE::Geometry::SplitInteriorVertexTrianglesIntoSubsets
(
const FDynamicMesh3* Mesh, |
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with two edges SplitEdgeID0 and SplitEdgeID1 that are both connected to VertexID. | |
| void | UE::Geometry::TrianglesToOverlayElements
(
const OverlayType* Overlay, |
For a given list/enumeration of Triangles, and an Overlay, find all the Elements in all the Triangles. | |
| void | UE::Geometry::TriangleToVertexIDs
(
const FDynamicMesh3* Mesh, |
Find list of unique vertices that are contained in one or more triangles | |
| void | UE::Geometry::VertexToTriangleOneRing
(
const FDynamicMesh3* Mesh, |
Find all the triangles in all the one rings of a set of vertices |