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Description
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with two edges SplitEdgeID0 and SplitEdgeID1 that are both connected to VertexID. VertexID must be an "interior" vertex of the mesh (ie not on boundary). Bowtie vertices are not supported.
| Name | UE::Geometry::SplitInteriorVertexTrianglesIntoSubsets |
| 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::SplitInteriorVertexTrianglesIntoSubsets
(
const FDynamicMesh3 * Mesh,
int32 VertexID,
int32 SplitEdgeID0,
int32 SplitEdgeID1,
TArray < int32 > & TriangleSet0,
TArray < int32 > & TriangleSet1
)
}
}
false if the split failed, ie the inputs are invalid or one of the output sets is empty