Navigation
API > API/Runtime > API/Runtime/GeometryCore
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool UE::Geometry::ConvertLoopToTriOrderedEdgeLoop
(
const FDynamicMesh3& Mesh, |
Variant of ConvertLoopToTriOrderedEdgeLoop that always encodes using EdgeTriangles.A, ie suitable for encoding open border loops | EdgeLoop.h | |
bool UE::Geometry::ConvertLoopToTriOrderedEdgeLoop
(
const FDynamicMesh3& Mesh, |
Utility functions for converting/processing edge loops Convert the input Vertex/Edge loop into an edge loop representation that is independent of Vertex/Edge IDs. | EdgeLoop.h |
UE::Geometry::ConvertLoopToTriOrderedEdgeLoop(const FDynamicMesh3 &, const TArray< int32 > &, const TArray< int32 > &, TArray< FMeshTriOrderedEdgeID > &)
Description
Variant of ConvertLoopToTriOrderedEdgeLoop that always encodes using EdgeTriangles.A, ie suitable for encoding open border loops
| Name | UE::Geometry::ConvertLoopToTriOrderedEdgeLoop |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/EdgeLoop.h |
| Include Path | #include "EdgeLoop.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/EdgeLoop.cpp |
namespace UE
{
namespace Geometry
{
bool UE::Geometry::ConvertLoopToTriOrderedEdgeLoop
(
const FDynamicMesh3 & Mesh,
const TArray < int32 > & VertexLoop,
const TArray < int32 > & EdgeLoop,
TArray < FMeshTriOrderedEdgeID > & TriOrderedEdgesLoopOut
)
}
}
UE::Geometry::ConvertLoopToTriOrderedEdgeLoop(const FDynamicMesh3 &, const TArray< int32 > &, const TArray< int32 > &, TFunctionRef< int(int EdgeID, int TriangleA, int TriangleB)>, TArray< FMeshTriOrderedEdgeID > &)
Description
Utility functions for converting/processing edge loops Convert the input Vertex/Edge loop into an edge loop representation that is independent of Vertex/Edge IDs. See description of FMeshTriOrderedEdgeID for more information on how this works. But essentially the resulting TriOrderedEdgesLoopOut is stable across some topological changes, in particular if the vertices of the loop change but the triangle topology remains the same (eg if a bowtie vertex is disconnected, or if the mesh is disconnected along the edge loop), the encoded loop remains valid, while an explicit vertex or edge loop would not.
| Name | UE::Geometry::ConvertLoopToTriOrderedEdgeLoop |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/EdgeLoop.h |
| Include Path | #include "EdgeLoop.h" |
namespace UE
{
namespace Geometry
{
bool UE::Geometry::ConvertLoopToTriOrderedEdgeLoop
(
const FDynamicMesh3 & Mesh,
const TArray < int32 > & VertexLoop,
const TArray < int32 > & EdgeLoop,
TFunctionRef < int> SelectEdgeTriangleFunc,
TArray < FMeshTriOrderedEdgeID > & TriOrderedEdgesLoopOut
)
}
}
Parameters
| Name | Remarks |
|---|---|
| SelectEdgeTriangleFunc | This function is used to select which triangle to use for encoding at each edge |