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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FDynamicMesh3
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EMeshResult GetVtxContiguousTriangles
(
int VertexID, |
Get triangles connected to vertex in contiguous order, with multiple groups if vertex is a bowtie. | DynamicMesh/DynamicMesh3.h | |
EMeshResult GetVtxContiguousTriangles
(
int VertexID, |
GetVtxContiguousTriangles(int, IntArrayType &, IntArrayType &, BoolArrayType &)
Description
Get triangles connected to vertex in contiguous order, with multiple groups if vertex is a bowtie.
| Name | GetVtxContiguousTriangles |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/DynamicMesh3.h |
| Include Path | #include "DynamicMesh/DynamicMesh3.h" |
template<typename IntArrayType, typename BoolArrayType>
EMeshResult GetVtxContiguousTriangles
(
int VertexID,
IntArrayType & TrianglesOut,
IntArrayType & ContiguousGroupLengths,
BoolArrayType & GroupIsLoop
) const
Parameters
| Name | Remarks |
|---|---|
| VertexID | Vertex ID to search around |
| TrianglesOut | All triangles connected to the vertex, in contiguous order; if there are multiple contiguous groups they are packed one after another |
| ContiguousGroupLengths | Lengths of contiguous groups packed into TrianglesOut (if not a bowtie, this will just be a length-one array w/ {TrianglesOut.Num()}) |
| GroupIsLoop | Indicates whether each contiguous group is a loop (first triangle connected to last) or not Note: ArrayTypes must by TArray |
GetVtxContiguousTriangles(int, IntArray &, IntArray &, BoolArray &)
| Name | GetVtxContiguousTriangles |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Private/DynamicMesh/DynamicMesh3_Queries.cpp |
| Include Path | #include "DynamicMesh/DynamicMesh3_Queries.cpp" |
template<typename IntArray, typename BoolArray>
EMeshResult GetVtxContiguousTriangles
(
int VertexID,
IntArray & TrianglesOut,
IntArray & SpanLengths,
BoolArray & IsLoop
) const