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Generate a "priority ordering" for a point set
Either order by descending ImportanceWeight, or try to additionally un-clump the points such that if we only look at the first N points, they will cover the overall space as well as possible while still favoring higher ImportanceWeight points in each local region.
| Name | FPriorityOrderPoints |
| Type | struct |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/PriorityOrderPoints.h |
| Include Path | #include "Spatial/PriorityOrderPoints.h" |
Syntax
struct FPriorityOrderPoints
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPriorityOrderPoints
(
int32 SpatialLevels |
Spatial/PriorityOrderPoints.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Order | TArray< int32 > | Outputs. | Spatial/PriorityOrderPoints.h | |
| SpatialLevels | int32 | Inputs. | Spatial/PriorityOrderPoints.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ComputeDescendingImportance
(
TArrayView< const float > ImportanceWeights |
Compute an ordering that only sorts by descending ImportanceWeights, and does not attempt to spatially distribute the points | Spatial/PriorityOrderPoints.h | |
void ComputeUniformSpaced
(
TArrayView< const FVector3d > Points, |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped | Spatial/PriorityOrderPoints.h | |
void ComputeUniformSpaced
(
TArrayView< const FVector3f > Points, |
Spatial/PriorityOrderPoints.h | ||
void ComputeUniformSpaced
(
TArrayView< const FVector3d > Points, |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped | Spatial/PriorityOrderPoints.h | |
void ComputeUniformSpaced
(
TArrayView< const FVector3f > Points, |
Spatial/PriorityOrderPoints.h |