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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FDynamicSubmesh3
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Compute
(
const TArrayView< const int >& SubTriangles, |
Computes the Submesh object, index mappings corresponding sub to base mesh, and boundary between sub and base mesh | DynamicSubmesh3.h | |
void Compute
(
FDynamicMesh3* Base, |
Computes submesh object, setting a new BaseMesh first | DynamicSubmesh3.h |
Compute(const TArrayView< const int > &, int, bool)
Description
Computes the Submesh object, index mappings corresponding sub to base mesh, and boundary between sub and base mesh
| Name | Compute |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicSubmesh3.h |
| Include Path | #include "DynamicSubmesh3.h" |
void Compute
(
const TArrayView < const int > & SubTriangles,
int WantComponents,
bool bAttributes
)
Parameters
| Name | Remarks |
|---|---|
| SubTriangles | ArrayView of triangle IDs to include in the submesh |
| WantComponents | Bit flag of desired mesh components; will only enable if flag is set AND the components are enabled in the BaseMesh |
| bAttributes | Flag indicating if attributes are needed for submesh; will only enable attributes if flag is set AND attributes are enabled in the BaseMesh |
Compute(FDynamicMesh3 *, const TArrayView< const int > &, int, bool)
Description
Computes submesh object, setting a new BaseMesh first
| Name | Compute |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicSubmesh3.h |
| Include Path | #include "DynamicSubmesh3.h" |
void Compute
(
FDynamicMesh3 * Base,
const TArrayView < const int > & Triangles,
int WantComponents,
bool bAttributes
)