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Generate a "Biased Randomized Insertion Order" (BRIO) ordering for a point set by randomly bucketing the points, then applying Z-Order-Curve sorting (above) to each bucket This gives an ordering with point locality but enough randomization to typically avoid worst case behavior if using the ordering for Delaunay meshing
| Name | FBRIOPoints |
| Type | struct |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/ZOrderCurvePoints.h |
| Include Path | #include "Spatial/ZOrderCurvePoints.h" |
Syntax
struct FBRIOPoints
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBRIOPoints
(
int32 MaxTreeDepth |
Spatial/ZOrderCurvePoints.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaxTreeDepth | int32 | Inputs. | Spatial/ZOrderCurvePoints.h | |
| Order | TArray< int32 > | Outputs. | Spatial/ZOrderCurvePoints.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Compute
(
TArrayView< const FVector2d > Points, |
Compute an ordering for the input points that attempts to order points so adjacent points are close together spatially, while still keeping the order sufficiently randomized to expect to avoid worst-case orderings for Delaunay triangulation Supports both 2D and 3D points. | Spatial/ZOrderCurvePoints.h | |
void Compute
(
TArrayView< const FVector2f > Points, |
Spatial/ZOrderCurvePoints.h | ||
void Compute
(
TArrayView< const FVector3d > Points, |
Spatial/ZOrderCurvePoints.h | ||
void Compute
(
TArrayView< const FVector3f > Points, |
Spatial/ZOrderCurvePoints.h |