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Generate a "z-order curve" ordering for a point set by distributing the points to a quad- or octree and then reading the points indices back in tree traversal order This is useful for giving the points spatial locality so points that are close together in the ordering tend to be close together spatially, also
| Name | FZOrderCurvePoints |
| Type | struct |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/ZOrderCurvePoints.h |
| Include Path | #include "Spatial/ZOrderCurvePoints.h" |
Syntax
struct FZOrderCurvePoints
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FZOrderCurvePoints
(
int32 MaxTreeDepth |
Spatial/ZOrderCurvePoints.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaxTreeDepth | int32 | Inputs. | Spatial/ZOrderCurvePoints.h | |
| Order | TArray< int32 > | Outputs. | Spatial/ZOrderCurvePoints.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Compute
(
TArrayView< const FVector2d > Points, |
Compute an ordering for the input points that attempts to order points so adjacent points are close together spatially Supports both 2D and 3D points. | Spatial/ZOrderCurvePoints.h | |
void Compute
(
TArrayView< const FVector2f > Points, |
Spatial/ZOrderCurvePoints.h | ||
void Compute
(
TArrayView< const FVector3d > Points, |
Spatial/ZOrderCurvePoints.h | ||
void Compute
(
TArrayView< const FVector3f > Points, |
Spatial/ZOrderCurvePoints.h |