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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/Spatial
References
| Module | GeometryCore |
| Header | /Engine/Source/Runtime/GeometryCore/Public/Spatial/PriorityOrderPoints.h |
| Include | #include "Spatial/PriorityOrderPoints.h" |
Syntax
struct FPriorityOrderPoints
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< int32 > | Order | Outputs. | |
| int32 | SpatialLevels | Inputs. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FPriorityOrderPoints
(
int32 SpatialLevels |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ComputeDescendingImportance
(
TArrayView< const float > ImportanceWeights |
Compute an ordering that only sorts by descending ImportanceWeights, and does not attempt to spatially distribute the points | |
| void | ComputeUniformSpaced
(
TArrayView< const FVector3d > Points, |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped | |
| void | ComputeUniformSpaced
(
TArrayView< const FVector3f > Points, |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped | |
| void | ComputeUniformSpaced
(
TArrayView< const FVector3d > Points, |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped | |
| void | ComputeUniformSpaced
(
TArrayView< const FVector3f > Points, |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped |