Navigation
API > API/Runtime > API/Runtime/GeometryCore
Sequential lists of vertices/edges in a mesh that form a closed loop
| Name | FEdgeLoop |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/EdgeLoop.h |
| Include Path | #include "EdgeLoop.h" |
Syntax
class FEdgeLoop
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEdgeLoop
(
const FDynamicMesh3* mesh, |
Initialize EdgeLoop with the given vertices and edges | EdgeLoop.h | |
FEdgeLoop
(
const FDynamicMesh3* mesh |
EdgeLoop.h | ||
FEdgeLoop () |
EdgeLoop.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBowtiesCalculated | bool | If true, then BowtieVertices list is valid | EdgeLoop.h | |
| BowtieVertices | TArray< int > | List of bowtie vertices. This list is only valid if bBowtiesCalculated = true. | EdgeLoop.h | |
| Edges | TArray< int > | Ordered list of edges forming the EdgeLoop | EdgeLoop.h | |
| Mesh | const FDynamicMesh3 * | The Mesh that contains this EdgeLoop | EdgeLoop.h | |
| Vertices | TArray< int > | Ordered list of vertices forming the EdgeLoop | EdgeLoop.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CalculateBowtieVertices() |
Populate the BowtieVertices member | EdgeLoop.h | |
bool CheckValidity
(
EValidityCheckFailMode FailMode |
Exhaustively check that verts and edges of this EdgeLoop are consistent. This is quite expensive. | EdgeLoop.h | |
int FindNearestVertexIndex
(
const FVector3d& QueryPoint |
EdgeLoop.h | ||
int FindVertexIndex
(
int VertexID |
EdgeLoop.h | ||
FAxisAlignedBox3d GetBounds() |
EdgeLoop.h | ||
int GetEdgeCount() |
EdgeLoop.h | ||
FVector3d GetNextVertex
(
int32 LoopIndex |
EdgeLoop.h | ||
FVector3d GetPrevVertex
(
int32 LoopIndex |
EdgeLoop.h | ||
FVector3d GetVertex
(
int LoopIndex |
EdgeLoop.h | ||
int GetVertexCount() |
EdgeLoop.h | ||
void GetVertices
(
TArray< VecType >& VerticesOut |
Add the vertices of the loop to the Vertices array | EdgeLoop.h | |
void Initialize
(
const FDynamicMesh3* mesh, |
Initialize the loop data | EdgeLoop.h | |
void InitializeFromEdges
(
const FDynamicMesh3* MeshIn, |
Construct an FEdgeLoop from a list of edges of the mesh | EdgeLoop.h | |
void InitializeFromEdges
(
const TArray< int >& EdgesIn |
Construct an FEdgeLoop from a list of edges of the mesh | EdgeLoop.h | |
bool InitializeFromVertices
(
const FDynamicMesh3* MeshIn, |
Construct EdgeLoop from list of vertices of mesh | EdgeLoop.h | |
bool InitializeFromVertices
(
const TArray< int >& VerticesIn, |
Construct EdgeLoop from list of vertices of mesh | EdgeLoop.h | |
bool IsBoundaryLoop
(
const FDynamicMesh3* TestMesh |
EdgeLoop.h | ||
bool IsInternalLoop() |
EdgeLoop.h | ||
void Reverse() |
Reverse order of vertices and edges in loop | EdgeLoop.h | |
void SetBowtieVertices
(
const TArray< int >& Bowties |
Set the bowtie vertices | EdgeLoop.h | |
bool SetCorrectOrientation() |
If any edges if the loop are on a mesh boundary, we can check that the loop is oriented such that it corresponds with the boundary edges, and if not, reverse it. | EdgeLoop.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void VertexLoopToEdgeLoop
(
const FDynamicMesh3* Mesh, |
Utility function to convert a vertex loop to an edge loop | EdgeLoop.h |