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API > API/Runtime > API/Runtime/GeometryCore
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TOrientedBox3< RealType > UE::Geometry::ComputeOrientedBBox
(
const EDiTO DiTO_K, |
Heuristic-based computation of an object oriented bounding box that utilizes a small number of extremal vertices and an internal Di-Tetrahedron to generate the box orientation. | CompGeom/DiTOrientedBox.h | |
TOrientedBox3< RealType > UE::Geometry::ComputeOrientedBBox
(
const TArray< TVector< RealType > >& SampleDirections, |
Heuristic-based computation of an object oriented bounding box that utilizes a small number of extremal vertices and an internal Di-Tetrahedron to generate the box orientation. | CompGeom/DiTOrientedBox.h |
UE::Geometry::ComputeOrientedBBox(const EDiTO, const int32, TFunctionRef< UE::Math::TVector< RealType >(int32)>)
Description
Heuristic-based computation of an object oriented bounding box that utilizes a small number of extremal vertices and an internal Di-Tetrahedron to generate the box orientation. Based on "Fast Computation of Tight-Fitting Oriented Bounding Boxes" by Larson and Kallberg ( cf., Game Engine Gems 2)
| Name | UE::Geometry::ComputeOrientedBBox |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/CompGeom/DiTOrientedBox.h |
| Include Path | #include "CompGeom/DiTOrientedBox.h" |
namespace UE
{
namespace Geometry
{
template<typename RealType>
TOrientedBox3 < RealType > UE::Geometry::ComputeOrientedBBox
(
const EDiTO DiTO_K,
const int32 NumPoints,
TFunctionRef < UE::Math::TVector < RealType >> GetPointFunc
)
}
}
OrientedBox3 that contains the points provided by the given GetPointFunc
Parameters
| Name | Remarks |
|---|---|
| DiTO_K | selects the number of extremal vertices used by the method. More extremal vertices may produces a better result, but at a slightly higher cost |
| NumPoints | number points used in constructing the OrientedBox |
| GetPointFunc | returns a point for every index i = [0, NumPoints) |
UE::Geometry::ComputeOrientedBBox(const TArray< TVector< RealType > > &, const int32, TFunctionRef< UE::Math::TVector< RealType >(int32)>)
Description
Heuristic-based computation of an object oriented bounding box that utilizes a small number of extremal vertices and an internal Di-Tetrahedron to generate the box orientation. Based on "Fast Computation of Tight-Fitting Oriented Bounding Boxes" by Larson and Kallberg ( cf., Game Engine Gems 2)
The number of extreme vertices used by the method will be twice the number of sample directions.
| Name | UE::Geometry::ComputeOrientedBBox |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/CompGeom/DiTOrientedBox.h |
| Include Path | #include "CompGeom/DiTOrientedBox.h" |
namespace UE
{
namespace Geometry
{
template<typename RealType>
TOrientedBox3 < RealType > UE::Geometry::ComputeOrientedBBox
(
const TArray < TVector < RealType > > & SampleDirections,
const int32 NumPoints,
TFunctionRef < UE::Math::TVector < RealType >> GetPointFunc
)
}
}
OrientedBox3 that contains the points provided by the given GetPointFunc
Parameters
| Name | Remarks |
|---|---|
| SampleDirections | array of sample directions, ideally the direction vectors should be of the same length but no length checks are done internally. |
| NumPoints | number points used in constructing the OrientedBox |
| GetPointFunc | returns a point for every index i = [0, NumPoints) |