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Description
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with edge SplitEdgeID that is connected to VertexID. VertexID must be a boundary-vertex of the mesh, otherwise one edge is not enough to "split" it. Bowtie vertices are not supported.
| Name | UE::Geometry::SplitBoundaryVertexTrianglesIntoSubsets |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/MeshIndexUtil.h |
| Include Path | #include "DynamicMesh/MeshIndexUtil.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMesh/MeshIndexUtil.cpp |
namespace UE
{
namespace Geometry
{
bool UE::Geometry::SplitBoundaryVertexTrianglesIntoSubsets
(
const FDynamicMesh3 * Mesh,
int32 VertexID,
int32 SplitEdgeID,
TArray < int32 > & TriangleSet0,
TArray < int32 > & TriangleSet1
)
}
}
false if the split failed, ie the inputs are invalid or one of the output sets is empty