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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/Spatial
References
| Module | GeometryCore |
| Header | /Engine/Source/Runtime/GeometryCore/Public/Spatial/ZOrderCurvePoints.h |
| Include | #include "Spatial/ZOrderCurvePoints.h" |
Syntax
struct FBRIOPoints
Remarks
Generate a "Biased Randomized Insertion Order" (BRIO) ordering for a point set by randomly bucketing the points, then applying Z-Order-Curve sorting (above) to each bucket This gives an ordering with point locality but enough randomization to typically avoid worst case behavior if using the ordering for Delaunay meshing
Variables
| Type | Name | Description | |
|---|---|---|---|
| int32 | MaxTreeDepth | Inputs. | |
| TArray< int32 > | Order | Outputs. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FBRIOPoints
(
int32 MaxTreeDepth |
Functions
| Type | Name | Description | |
|---|---|---|---|
| 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, while still keeping the order sufficiently randomized to expect to avoid worst-case orderings for Delaunay triangulation Supports both 2D and 3D points. | |
| void | Compute
(
TArrayView< const FVector2f > Points, |
Implements a thread-safe SRand based RNG. | |
| void | Compute
(
TArrayView< const FVector3d > Points, |
Implements a thread-safe SRand based RNG. | |
| void | Compute
(
TArrayView< const FVector3f > Points, |
Implements a thread-safe SRand based RNG. |