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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Compute barycentric coordinates/weights of vPoint inside 3D triangle (V0,V1,V2). | VectorUtil.h | ||
| Compute barycentric coordinates/weights of vPoint inside 2D triangle (V0,V1,V2). | VectorUtil.h |
UE::Geometry::VectorUtil::BarycentricCoords(const TVector< RealType > &, const TVector< RealType > &, const TVector< RealType > &, const TVector< RealType > &)
Description
Compute barycentric coordinates/weights of vPoint inside 3D triangle (V0,V1,V2). If point is in triangle plane and inside triangle, coords will be positive and sum to 1. ie if result is a, then vPoint = a.x*V0 + a.y*V1 + a.z*V2. TODO: make robust to degenerate triangles?
| Name | UE::Geometry::VectorUtil::BarycentricCoords |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/VectorUtil.h |
| Include Path | #include "VectorUtil.h" |
namespace UE
{
namespace Geometry
{
namespace VectorUtil
{
template<typename RealType>
TVector < RealType > UE::Geometry::VectorUtil::BarycentricCoords
(
const TVector < RealType > & Point,
const TVector < RealType > & V0,
const TVector < RealType > & V1,
const TVector < RealType > & V2
)
}
}
}
UE::Geometry::VectorUtil::BarycentricCoords(const TVector2< RealType > &, const TVector2< RealType > &, const TVector2< RealType > &, const TVector2< RealType > &)
Description
Compute barycentric coordinates/weights of vPoint inside 2D triangle (V0,V1,V2). If point is inside triangle, coords will be positive and sum to 1. ie if result is a, then vPoint = a.x*V0 + a.y*V1 + a.z*V2. TODO: make robust to degenerate triangles?
| Name | UE::Geometry::VectorUtil::BarycentricCoords |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/VectorUtil.h |
| Include Path | #include "VectorUtil.h" |
namespace UE
{
namespace Geometry
{
namespace VectorUtil
{
template<typename RealType>
TVector < RealType > UE::Geometry::VectorUtil::BarycentricCoords
(
const TVector2 < RealType > & Point,
const TVector2 < RealType > & V0,
const TVector2 < RealType > & V1,
const TVector2 < RealType > & V2
)
}
}
}