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| Name | FMeshSelfCut |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Operations/MeshMeshCut.h |
| Include Path | #include "Operations/MeshMeshCut.h" |
Syntax
class FMeshSelfCut
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshSelfCut
(
FDynamicMesh3* Mesh |
Operations/MeshMeshCut.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCutCoplanar | bool | If true, detect coplanar faces and re-triangulate so that the triangulations match 1:1 (TODO: not implemented!) | Operations/MeshMeshCut.h | |
| bTrackInsertedVertices | bool | If true, record vertex insertions | Operations/MeshMeshCut.h | |
| Mesh | FDynamicMesh3 * | Inputs Mesh to cut note that FMeshSelfCut::Cut is destructive, so this are an output | Operations/MeshMeshCut.h | |
| SnapTolerance | double | Tolerance distance for considering a point to be on a vertex, edge or plane | Operations/MeshMeshCut.h | |
| VertexChains | TArray< int > | Outputs Packed chains of vertex IDs, representing the vertices for each segment in the mesh Packed as the number of vertices in that chain, followed by that many vertex ids, per segment NOT 1:1 w/ segments; some segments may have failed to insert | Operations/MeshMeshCut.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Cut
(
const MeshIntersection::FIntersectionsQueryResult& Intersections |
Split mesh along the provided intersections | Operations/MeshMeshCut.h | |
void ResetOutputs() |
Operations/MeshMeshCut.h | ||
EOperationValidationResult Validate() |
Operations/MeshMeshCut.h |