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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 FZOrderCurvePoints
Remarks
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
Variables
| Type | Name | Description | |
|---|---|---|---|
| int32 | MaxTreeDepth | Inputs. | |
| TArray< int32 > | Order | Outputs. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FZOrderCurvePoints
(
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 Supports both 2D and 3D points. | |
| void | Compute
(
TArrayView< const FVector2f > 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. | |
| void | Compute
(
TArrayView< const FVector3d > 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. | |
| void | Compute
(
TArrayView< const FVector3f > 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. |