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TDynamicVertexAttribute provides per-vertex storage of an attribute value
| Name | TDynamicVertexAttribute |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/DynamicVertexAttribute.h |
| Include Path | #include "DynamicMesh/DynamicVertexAttribute.h" |
Syntax
template<typename AttribValueType, int AttribDimension, typename ParentType>
class TDynamicVertexAttribute : public UE::Geometry::TDynamicAttributeBase< ParentType >
Inheritance Hierarchy
- TDynamicAttributeBase → TDynamicVertexAttribute
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Create an empty overlay | DynamicMesh/DynamicVertexAttribute.h | ||
TDynamicVertexAttribute
(
ParentType* ParentIn, |
Create an attribute for the given parent | DynamicMesh/DynamicVertexAttribute.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~TDynamicVertexAttribute() |
DynamicMesh/DynamicVertexAttribute.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Super | TDynamicAttributeBase< ParentType > | DynamicMesh/DynamicVertexAttribute.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CompactCopy
(
const FCompactMaps& CompactMaps, |
DynamicMesh/DynamicVertexAttribute.h | ||
void Copy
(
const TDynamicVertexAttribute< AttribValueType, AttribDimension, ParentType >& Copy |
Set this overlay to contain the same arrays as the copy overlay | DynamicMesh/DynamicVertexAttribute.h | |
void CopyValue
(
int FromVertexID, |
Copy the attribute value at FromVertexID to ToVertexID | DynamicMesh/DynamicVertexAttribute.h | |
virtual AttribValueType GetDefaultAttributeValue() |
DynamicMesh/DynamicVertexAttribute.h | ||
ParentType * GetParent () |
DynamicMesh/DynamicVertexAttribute.h | ||
const ParentType * GetParent () |
DynamicMesh/DynamicVertexAttribute.h | ||
void GetValue
(
int VertexID, |
Get the element at a given index. | DynamicMesh/DynamicVertexAttribute.h | |
void GetValue
(
int VertexID, |
Get the element at a given index | DynamicMesh/DynamicVertexAttribute.h | |
void Initialize
(
AttribValueType InitialValue |
Initialize the attribute values with InitialValue, and resize to the parent mesh's max vertex ID | DynamicMesh/DynamicVertexAttribute.h | |
bool IsSameAs
(
const TDynamicVertexAttribute< AttribValueType, AttribDimension, ParentType >& Other, |
Returns true if this AttributeSet is the same as Other. | DynamicMesh/DynamicVertexAttribute.h | |
void ResizeAttribStoreIfNeeded
(
int VertexID |
DynamicMesh/DynamicVertexAttribute.h | ||
void Serialize
(
FArchive& Ar, |
Serialize to and from an archive. | DynamicMesh/DynamicVertexAttribute.h | |
void SetNewValue
(
int NewVertexID, |
DynamicMesh/DynamicVertexAttribute.h | ||
void SetScalarValue
(
int32 VertexID, |
Set the element at a given index with a scalar value (the same value for each dimension) | DynamicMesh/DynamicVertexAttribute.h | |
void SetValue
(
int VertexID, |
Set the element at a given index | DynamicMesh/DynamicVertexAttribute.h | |
void SetValue
(
int VertexID, |
Set the element at a given index | DynamicMesh/DynamicVertexAttribute.h |
Overridden from TDynamicAttributeBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Append
(
const TDynamicAttributeBase< ParentType >& Source, |
Add elements from the Source attribute, using the AppendInfo to determine the range to copy. | DynamicMesh/DynamicVertexAttribute.h | |
virtual void AppendDefaulted
(
const UE::Geometry::FDynamicMesh3::FAppendInfo& AppendInfo |
Add default-valued elements, using the AppendInfo to determine the range to add. | DynamicMesh/DynamicVertexAttribute.h | |
virtual bool CheckValidity
(
bool bAllowNonmanifold, |
Check validity of attribute | DynamicMesh/DynamicVertexAttribute.h | |
virtual void CompactInPlace
(
const FCompactMaps& CompactMaps |
Compact the attribute in place | DynamicMesh/DynamicVertexAttribute.h | |
virtual bool CopyIn
(
int RawID, |
Generic function to copy data in to an attribute; it's up to the derived class to map RawID to chunks of attribute data | DynamicMesh/DynamicVertexAttribute.h | |
virtual bool CopyOut
(
int RawID, |
Generic function to copy data out of an attribute; it's up to the derived class to map RawID to chunks of attribute data | DynamicMesh/DynamicVertexAttribute.h | |
virtual bool CopyThroughMapping
(
const TDynamicAttributeBase< ParentType >* Source, |
Accessors/Queries | DynamicMesh/DynamicVertexAttribute.h | |
virtual SIZE_T GetByteCount() |
DynamicMesh/DynamicVertexAttribute.h | ||
virtual TDynamicAttributeBase< ParentType > * MakeCompactCopy
(
const FCompactMaps& CompactMaps, |
Allocate a new compact copy of the attribute layer, optionally with a different parent. | DynamicMesh/DynamicVertexAttribute.h | |
virtual TDynamicAttributeBase< ParentType > * MakeCopy
(
ParentType* ParentIn |
Allocate a new copy of the attribute layer, optionally with a different parent | DynamicMesh/DynamicVertexAttribute.h | |
virtual TDynamicAttributeBase< ParentType > * MakeNew
(
ParentType* ParentIn |
Allocate a new empty instance of the same type of attribute layer | DynamicMesh/DynamicVertexAttribute.h | |
virtual TUniquePtr< TDynamicAttributeChangeBase< ParentType > > NewBlankChange() |
DynamicMesh/DynamicVertexAttribute.h | ||
virtual void OnCollapseEdge
(
const FDynamicMesh3::FEdgeCollapseInfo& CollapseInfo |
Update the overlay to reflect an edge collapse in the parent | DynamicMesh/DynamicVertexAttribute.h | |
virtual void OnFlipEdge
(
const FDynamicMesh3::FEdgeFlipInfo& FlipInfo |
Update the overlay to reflect an edge flip in the parent | DynamicMesh/DynamicVertexAttribute.h | |
virtual void OnMergeEdges
(
const FDynamicMesh3::FMergeEdgesInfo& MergeInfo |
Update the overlay to reflect an edge merge in the parent | DynamicMesh/DynamicVertexAttribute.h | |
virtual void OnMergeVertices
(
const FDynamicMesh3::FMergeVerticesInfo& MergeInfo |
Update to reflect a vertex merge that does not resolve as a collapse or edge merge (i.e. a vertex merge that resolves as bowtie creation). | DynamicMesh/DynamicVertexAttribute.h | |
virtual void OnNewVertex
(
int VertexID, |
DynamicMesh/DynamicVertexAttribute.h | ||
virtual void OnPokeTriangle
(
const FDynamicMesh3::FPokeTriangleInfo& PokeInfo |
Update the overlay to reflect a face poke in the parent | DynamicMesh/DynamicVertexAttribute.h | |
virtual void OnSplitEdge
(
const FDynamicMesh3::FEdgeSplitInfo& SplitInfo |
Update the overlay to reflect an edge split in the parent | DynamicMesh/DynamicVertexAttribute.h | |
virtual void OnSplitVertex
(
const FDynamicMesh3::FVertexSplitInfo& SplitInfo, |
Update the overlay to reflect a vertex split in the parent | DynamicMesh/DynamicVertexAttribute.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SetAttributeFromBary
(
int SetAttribute, |
Set the value at an Attribute to be a barycentric interpolation of three other Attributes | DynamicMesh/DynamicVertexAttribute.h | |
virtual void SetAttributeFromLerp
(
int SetAttribute, |
Set the value at an Attribute to be a linear interpolation of two other Attributes | DynamicMesh/DynamicVertexAttribute.h |