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