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Sequential lists of vertices/edges in a mesh that is not closed. If the list is closed it should be an FEdgeLoop
| Name | FEdgeSpan |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/EdgeSpan.h |
| Include Path | #include "EdgeSpan.h" |
Syntax
class FEdgeSpan
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEdgeSpan
(
const FDynamicMesh3* mesh, |
Initialize EdgeSpan with the given vertices and edges | EdgeSpan.h | |
FEdgeSpan
(
const FDynamicMesh3* mesh |
EdgeSpan.h | ||
FEdgeSpan () |
EdgeSpan.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBowtiesCalculated | bool | If true, then BowtieVertices list is valid | EdgeSpan.h | |
| BowtieVertices | TArray< int > | List of bowtie vertices. This list is only valid if bBowtiesCalculated = true. | EdgeSpan.h | |
| Edges | TArray< int > | Ordered list of edges forming the EdgeSpan | EdgeSpan.h | |
| Mesh | const FDynamicMesh3 * | The Mesh that contains this EdgeSpan | EdgeSpan.h | |
| Vertices | TArray< int > | Ordered list of vertices forming the EdgeSpan | EdgeSpan.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CalculateBowtieVertices() |
Populate the BowtieVertices member | EdgeSpan.h | |
bool CheckValidity
(
EValidityCheckFailMode FailMode |
Exhaustively check that verts and edges of this EdgeSpan are consistent. This is quite expensive. | EdgeSpan.h | |
int FindNearestVertexIndex
(
const FVector3d& QueryPoint |
EdgeSpan.h | ||
int FindVertexIndex
(
int VertexID |
EdgeSpan.h | ||
FAxisAlignedBox3d GetBounds() |
EdgeSpan.h | ||
int GetEdgeCount() |
EdgeSpan.h | ||
void GetPolyline
(
FPolyline3d& PolylineOut |
Extract Polyline from Mesh based on vertex list | EdgeSpan.h | |
void GetSubspansByAngle
(
double AngleThresholdDeg, |
Split a single EdgeSpan into multiple subspans based on an edge angle threshold. | EdgeSpan.h | |
FVector3d GetVertex
(
int SpanIndex |
EdgeSpan.h | ||
int GetVertexCount() |
EdgeSpan.h | ||
void Initialize
(
const FDynamicMesh3* mesh, |
Initialize the loop data | EdgeSpan.h | |
void InitializeFromEdges
(
const FDynamicMesh3* MeshIn, |
Construct an FEdgeSpan from a list of edges of the mesh | EdgeSpan.h | |
void InitializeFromEdges
(
const TArray< int >& EdgesIn |
Construct an FEdgeSpan from a list of edges of the mesh | EdgeSpan.h | |
bool InitializeFromVertices
(
const FDynamicMesh3* MeshIn, |
Construct EdgeSpan from list of vertices of mesh | EdgeSpan.h | |
bool InitializeFromVertices
(
const TArray< int >& VerticesIn, |
Construct EdgeSpan from list of vertices of mesh | EdgeSpan.h | |
bool IsBoundaryspan
(
const FDynamicMesh3* TestMesh |
EdgeSpan.h | ||
bool IsInternalspan() |
EdgeSpan.h | ||
void Reverse() |
Reverse order of vertices and edges in span | EdgeSpan.h | |
void SetBowtieVertices
(
const TArray< int >& Bowties |
Set the bowtie vertices | EdgeSpan.h | |
bool SetCorrectOrientation() |
If any edges if the span are on a mesh boundary, we can check that the span is oriented such that it corresponds with the boundary edges, and if not, reverse it. | EdgeSpan.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void VertexSpanToEdgeSpan
(
const FDynamicMesh3* Mesh, |
Utility function to convert a vertex span to an edge span | EdgeSpan.h |