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| Name | GeometryCore |
| Type | Runtime |
| Location | /Engine/Source/Runtime/GeometryCore/ |
| Module Build Rules | GeometryCore.Build.cs |
Classes
| Name | Remarks |
|---|---|
| ExpandEnumerable | Generic "enumerable" object that provides begin/end semantics for an ExpandIterator suitable for use with range-based for. |
| ExpandIterator | Wrapper around existing iterator that returns multiple values, of potentially different type, for each value that input iterator returns. |
| FAffineKelvinlet | Implement the "Locally affine regularized Kelvinlet" from "Regularized Kelvinlets: Sculpting Brushes based on Fundamental Solutions of Elasticity" - de Goes and James 2017 |
| FArrayIndexSetsDecomposition | FArrayIndexSetsDecomposition represents a decomposition of an integer index set into subsets, which are stored as arrays (ie this is just an array of arrays, where each sub-array has a unique integer identifier) |
| FArrowGenerator | Generate a 3D arrow |
| FBaseRevolveGenerator | FBaseRevolveGenerator is a base class for simple surface-of-revolution generators. |
| FBCSplineFilter | TODO The Unreal naming convention uses the T prefix for template functions. |
| FBiLaplacianPullKelvinlet | Note: this is independent of "a" the shear modulus term. |
| FBoxFilter | |
| FBoxSphereGenerator | Generate a sphere by pushing a boxes vertices onto a sphere often more useful |
| FCapsuleGenerator | Generate a Capsule mesh, with UVs wrapped cylindrically. |
| FColliderMesh | FColliderMesh is a minimal representation of an Indexed Triangle Mesh suitable to use with a TMeshAABBTree3. |
| FColliderMeshProjectionTarget | Projection target API wrapper for an FColliderMesh |
| FCompactMaps | Stores index remapping for vertices and triangles. |
| FConvexDecomposition3 | |
| FCurvedStairGenerator | Generate an oriented Curved Stair mesh. |
| FCylinderGenerator | Generate a cylinder with optional end caps |
| FDelaunay2 | |
| FDelaunay3 | |
| FDiscMeshGenerator | Generate planar disc (a circle polygon) |
| FDynamicFlagArray | Utility class that allows for get/set of a flag for each integer ID, where the flag set automatically grows to contain whatever integer ID is passed |
| FDynamicGraph | |
| FDynamicGraph2 | |
| FDynamicGraph3 | |
| FDynamicGraphN | Implementation of DGraph that has no dimensionality, ie no data stored for vertices besides indices. |
| FDynamicMesh3 | FDynamicMesh3 is a dynamic triangle mesh class. |
| FDynamicMeshAttributeChangeSet | FDynamicMeshAttributeChangeSet stores a set of UV and Normal changes for a FDynamicMesh3 |
| FDynamicMeshAttributeSet | FDynamicMeshAttributeSet manages a set of extended attributes for a FDynamicMesh3. |
| FDynamicMeshAttributeSetChangeTracker | FDynamicMeshAttributeSetChangeTracker constructs a well-formed set of TDynamicMeshAttributeChange objects (stored in a FDynamicMeshAttributeChangeSet). |
| FDynamicMeshChange | FDynamicMeshChange stores a "change" in a FDynamicMesh3, which in this context means the replacement of one set of triangles with a second set, that may have different vertices/attributes. |
| FDynamicMeshChangeTracker | FDynamicMeshChangeTracker tracks changes to a FDynamicMesh and returns a FDynamicMeshChange instance that represents this change and allows it to be reverted/reapplied. |
| FDynamicMeshEditor | FDynamicMeshEditor implements low-level mesh editing operations. |
| FDynamicMeshOctree3 | FDynamicMeshOctree3 is an extension of FSparseDynamicOctree3 for the triangles of a FDynamicMesh3 instance. |
| FDynamicMeshSculptLayers | Manages a dynamic mesh attribute set's sculpt layer data. |
| FDynamicMeshTangents | FDynamicMeshTangents is a helper object for accessing tangents stored in the AttributeSet of a FDynamicMesh3. |
| FDynamicMeshTriangleAttributeChange | |
| FEdgeLoop | Sequential lists of vertices/edges in a mesh that form a closed loop |
| FEdgeSpan | Sequential lists of vertices/edges in a mesh that is not closed. |
| FElementLinearization | FElementLinearization maps a potentially-sparse index list into a linear array. |
| FFlatTriangulationMeshGenerator | Generate planar triangulation of a Polygon. |
| FFloatingStairGenerator | Generate an oriented Floating Stair mesh. |
| FGeneralizedCylinderGenerator | Sweep a 2D Profile Polygon along a 3D Path. |
| FGeometryCoreModule | |
| FGeometrySet3 | FGeometrySet3 stores a set of 3D Points and Polyline curves, and supports spatial queries against these sets. |
| FGridBoxMeshGenerator | Generate a mesh of a box that has "gridded" faces, i.e. grid of triangulated quads, with EdgeVertices setting the number of verts along each edge in each dimension |
| FilteredIterator | Wrapper around an existing iterator that skips over values for which the filter_func returns false. |
| FImageAdapter | FImageAdapter is a wrapper around different types of TImageBuilder that provides a standard interface, which allows functions that don't need to know about the specific image type to operate on "any" image. |
| FImageDimensions | FImageDimensions provides various functions for working with size/indices/coordinates of a 2D image, as well as standard UV spaces |
| FImageOccupancyMap | ImageOccupancyMap calculates and stores coverage information for a 2D image/texture, for example coverage derived from UV islands of a mesh, 2D polygons, etc. |
| FImageTile | |
| FImageTiling | |
| FIndexFlagSet | This class provides optionally sparse or dense boolean flags for a set of integer indices |
| FIndexPriorityQueue | This is a min-heap priority queue class that does not use an object for each queue node. |
| FLaplacianPullKelvinlet | Note: this is independent of "a" the shear moduls term. |
| FLinearStairGenerator | Generate an oriented Linear Stair mesh. |
| FLocalPlanarSimplify | Class to support local planar simplification, to reduce excess edges created by plane cuts, edge loop insertions, and similar operations (Note a custom version of this logic also exists on the FMeshBoolean class) |
| FMarchingCubes | |
| FMergeCoincidentMeshEdges | FMergeCoincidentMeshEdges finds pairs of boundary edges of the mesh that are identical (ie have endpoint vertices at the same locations) and merges the pair into a single edge. |
| FMeshBones | FMeshBones is a utility class for manipulating mesh bone attributes |
| FMeshBoolean | MeshBoolean perform a boolean operation on two input meshes. |
| FMeshBoundaryLoops | |
| FMeshConnectedComponents | FMeshConnectedComponents calculates Connected Components of a Mesh, or sub-regions of a Mesh. |
| FMeshEdgeSelection | Currently a thin wrapper of a TSet |
| FMeshFaceSelection | |
| FMeshMeshCut | Cut a mesh where it crosses a second mesh resolving all intersections, but not deleting geometry. |
| FMeshNormals | FMeshNormals is a utility class that can calculate and store various types of normal vectors for a FDynamicMesh. |
| FMeshRegionBoundaryLoops | Extract FEdgeLoops on the boundary of a set of triangles of a mesh. |
| FMeshSelfCut | |
| FMeshSelfUnion | MeshSelfUnion perform a "Mesh Boolean" style union of a mesh on itself, resolving any self intersections and welding the new boundaries as needed |
| FMeshShapeGenerator | Base class for triangle mesh generators (eg like to generate sphere, cylinder, etc) Subclasses must implement Generate() |
| FMeshSurfacePath | Walk the surface of an FDynamicMesh to try find a planar path connecting two points. |
| FMeshSurfacePointSampling | FMeshSurfacePointSampling computes oriented point samples on the surface of a Mesh using various sampling strategies, with controls over sample spacing. |
| FMeshVertexSelection | |
| FMinimalBoxMeshGenerator | Generate an oriented Box mesh with the smallest number of triangles possible (6 vertices, 12 triangles) |
| FNonManifoldMappingSupport | The FNonManifoldMappingSupport is a light-weight class that exists to interpret and manage additional DynamicMesh data stored when the mesh was created from a potentially non-manifold source mesh. |
| FPinchKelvinlet | |
| FPlanarPolygonMeshGenerator | Generate planar triangulation of a Polygon. |
| FPointSetHashtable | FPointSetHashTable builds a spatial data structure that supports efficient range queries on a point set (in FPointSetAdapterd form). |
| FPolygonEdgeMeshGenerator | Mesh generator that generates a quad for each edge of a closed polygon |
| FProfileSweepGenerator | Much like FGeneralizedCylinderGenerator, but allows an arbitrary profile curve to be swept, and gives control over the frames of the sweep curve. |
| FProgressCancel | FProgressCancel is intended to be passed to long-running computes to do two things: 1) provide progress info back to caller 2) allow caller to cancel the computation |
| FPullKelvinlet | Note: this is independent of "a" the shear moduls term. |
| FPuncturedDiscMeshGenerator | Generate planar disc with a hole |
| FRectangleMeshGenerator | Generate planar rectangular mesh with variable number of subdivisions along width and height. |
| FRefCountVector | FRefCountVector is used to keep track of which indices in a linear Index list are in use/referenced. |
| FRevolvePlanarPathGenerator | Revolve a planar polyline (in the XY plane) around the +Z axis along a circular path (+X, +Y) in the 2D polyline is mapped to (+X, 0, +Z) |
| FRevolvePlanarPolygonGenerator | Revolve a planar polygon (in the XY plane) around the +Z axis along a circular path (+X, +Y) in the 2D polygon is mapped to (+X, 0, +Z) |
| FRoundedRectangleMeshGenerator | Adds rounded corners to the rectangle mesh |
| FScaleKelvinlet | Note: this one doesn't care about a, b since we have scaled the divergence. |
| FSegmentTree3 | FSegmentTree3 is a spatial data structure for a set of 3D line segments. |
| FSharpBiLaplacianPullKelvinlet | |
| FSharpLaplacianPullKelvinlet | Note: this is independent of "a" the shear modulus term. |
| FSmallListSet | FSmallListSet stores a set of short integer-valued variable-size lists. |
| FSparseDynamicOctree3 | FSparseDynamicOctree3 sorts objects with axis-aligned bounding boxes into a dynamic sparse octree of axis-aligned uniform grid cells. |
| FSparseDynamicPointOctree3 | FSparseDynamicPointOctree3 sorts Points with axis-aligned bounding boxes into a dynamic sparse octree of axis-aligned uniform grid cells. |
| FSphereCovering | Define a volume with a set of spheres. |
| FSphereGenerator | Generate a sphere mesh, with UVs wrapped cylindrically |
| FSpiralRevolvePlanarPolygonGenerator | Revolve a planar polygon (in the XY plane) around the +Z axis along a spiral path. |
| FSpiralStairGenerator | Generate an oriented Curved Stair mesh. |
| FSplitAttributeWelder | FSplitAttributeWelder can be used to weld split-attributes that share the same vertex in the parent mesh (e.g. split normals) |
| FStairGenerator | Base Stair mesh generator class. |
| FSweepGeneratorBase | |
| FTwistKelvinlet | Independent of shear modulus and is volume preserving. |
| FUniqueIndexSet | FUniqueIndexSet is used to construct a list of unique elements of integers in range [0, MaxValue]. |
| FUVPacker | FUVPacker implements various strategies for packing UV islands in a generic mesh class. |
| FVertexConnectedComponents | Vertex-based connected components class can work with any mesh that has vertex IDs Also supports linking spatially-close vertices in the same component |
| FVerticalCylinderGeneratorBase | Generate a cylinder with optional end caps |
| FWindingNumberBasedSolidify | Use marching cubes to remesh an arbitrary function that provides a winding-number like scalar value to a solid surface |
| MappedIterator | Wrapper around an object of type IteratorT that provides STL iterator-like semantics, that converts from the iteration type (FromType) to a new type (ToType). |
| TAttrBasedQuadricError | Quadric Error type for use in volume memory-less simplification with volume preservation constraints. |
| TBaseKelvinlet | |
| TBasicBlockedDenseGrid3 | TBasicBlockedDenseGrid3 represents a 3D blocked uniform grid. |
| TBlendPairedKelvinlet | |
| TBlockData3 | Block Data Buffer, holds linear array of typed data. |
| TBlockedDenseGrid3 | TBlockedDenseGrid adds thread-safe access functions to the 3D blocked uniform grid, TBasicBlockedDenseGrid3. |
| TBlockedGrid3 | TBlockedGrid3 represents a 3D uniform grid. |
| TBlockedGrid3Layout | Spatial decomposition of a region of 3d ijk space into 3d cubes of size BlockSize (per side). |
| TCachingMeshSDF | This is variant of TSweepingMeshSDF that does lazy evaluation of actual Distances, using mesh spatial data structure. |
| TConstObjectSharedAccess | TConstObjectSharedAccess provides a way for the owner of some object (eg a Mesh) to share read-only access to that object with background threads. |
| TConvexHull2 | |
| TConvexHull3 | Calculate the Convex Hull of a 3D point set as a Triangle Mesh |
| TDenseGrid2 | 2D dense grid of scalar values. |
| TDenseGrid3 | 3D dense grid of floating-point scalar values. |
| TDiscreteKernel2 | 2D Discretized Kernel (ie 2D grid/matrix of values) |
| TDistLine2AxisAlignedBox2 | Compute unsigned distance between 2D line and 2D axis aligned box |
| TDistLine3Line3 | Compute distance between two 3D lines |
| TDistLine3Ray3 | Compute distance between 3D line and 3D ray |
| TDistLine3Segment3 | Compute unsigned distance between 3D line and 3D segment |
| TDistLine3Triangle3 | Compute unsigned distance between 3D line and 3D triangle |
| TDistPoint3Triangle3 | Compute unsigned distance between 3D Point and 3D Triangle |
| TDistRay3Segment3 | Compute distance between 3D ray and 3D segment |
| TDistSegment2AxisAlignedBox2 | Compute unsigned distance between 2D segment and 2D axis aligned box |
| TDistSegment3Triangle3 | Compute unsigned distance between 3D segment and 3D triangle |
| TDistTriangle3Triangle3 | Compute unsigned distance between 3D segment and 3D triangle |
| TDynamicAttributeBase | Base class for attributes that live on a dynamic mesh (or similar dynamic object) |
| TDynamicAttributeChangeBase | Generic base class for change tracking of an attribute layer |
| TDynamicAttributeSetBase | Generic base class for managing a set of registered attributes that must all be kept up to date |
| TDynamicBoneAttributeBase | TDynamicAttributeBase is a base class for storing per-bone data. |
| TDynamicMeshAttributeChange | TDynamicMeshAttributeChange represents a change to an attribute overlay of a FDynamicMesh3. |
| TDynamicMeshOverlay | TDynamicMeshOverlay is an add-on to a FDynamicMesh3 that allows for per-triangle storage of an "element" (eg like a per-triangle UV or normal). |
| TDynamicMeshScalarTriangleAttribute | TDynamicMeshScalarTriangleAttribute is an extension of TDynamicMeshTriangleAttribute for scalar-valued attributes. |
| TDynamicMeshTriangleAttribute | TDynamicMeshTriangleAttribute is an add-on to a FDynamicMesh3 that allows for per-triangle storage of an attribute value. |
| TDynamicMeshVectorOverlay | TDynamicMeshVectorOverlay is an convenient extension of TDynamicMeshOverlay that adds a specific N-element Vector type to the template, and adds accessor functions that convert between that N-element vector type and the N-element arrays used by TDynamicMeshOverlay. |
| TDynamicPointSet3 | TDynamicPointSet3 implements a dynamic 3D point set, templated on real-value type (float or double). |
| TDynamicVector | Blocked array with fixed, power-of-two sized blocks. |
| TDynamicVectorN | |
| TDynamicVertexAttribute | TDynamicVertexAttribute provides per-vertex storage of an attribute value |
| TDynamicVertexAttributeChange | |
| TDynamicVertexSkinWeightsAttribute | Forward declarations |
| TDynamicVertexSkinWeightsAttributeChange | |
| TDynamicVerticesOctree3 | TDynamicVerticesOctree3 is an extension of FSparseDynamicPointOctree3 for the vertices of a FDynamicXYZ3 instance (eg FDynamicMesh3, TDynamicPointSet3, FDynamicGraph, etc) This extension does several things: 1) provides a simplified API based on vertex IDs to various Octree functions 2) tracks ModifiedBounds box of modified areasThe template expansion requires that FDynamicXYZ3 has the following API: 1) a function int MaxVertexID() that returns the maximum vertex ID/index 2) a function bool IsVertex(int) that returns true if the index is valid 3) a function FVector3d GetVertex(int index) that returns the position of a vertex 4) a function FAxisAlignedBox3d GetBounds() that returns a bounding-box of the point set |
| TExactIntrTriangle3Triangle3 | An exact-math version of TIntrTriangle3Triangle3, with less persistent state results are returned per-function rather than kept on the struct. |
| TFastWindingTree | Forward declare fast winding tree for negative space sampling. |
| TFibonacciLattice | A 2D point set based on the Fibonacci sequence where the i'th point of an N point set can be directly computed. |
| TGaussian1 | 1D Gaussian |
| TGaussian2 | 2D Gaussian |
| TGaussian3 | 3D Gaussian |
| TGeneralPolygon2 | TGeneralPolygon2 is a 2D polygon with holes |
| TGridSampler | Given a linear index into a square grid of given size, gives back the [0,1) XY coordinate of the grid cell center (assuming linear index increases first in X and then in Y). |
| THemisphericalFibonacci | A hemisphere point set generated using a Fibonacci lattice where the i'th point of an N point set can be computed directly. |
| TImageBuilder | TImageBuilder is used to create and populate a 2D image with a templated "pixel" type. |
| TImplicitBlend | |
| TImplicitMorphology | |
| TImplicitSolidify | Use marching cubes to remesh a triangle mesh to a solid surface Uses fast winding number to decide what is inside vs outside |
| TIncrementalMeshDijkstra | TIncrementalMeshDijkstra computes graph distances on a mesh from seed point(s) using Dijkstra's algorithm. |
| TIndexedWeightMap | FIndexedWeightMap stores an array of values, the intention is that these are "weights" on indices, for example per-vertex weights. |
| TIntersector1 | TIntersector1 computes the intersection of one-dimensional intervals [u0,u1] and [v0,v1]. |
| TIntrLine2Line2 | Compute intersection between two 2D lines |
| TIntrLine2Triangle2 | Compute intersection between 2D Line and 2D Triangle |
| TIntrRay3AxisAlignedBox3 | Compute intersection between 3D ray and 3D axis-aligned box |
| TIntrRay3OrientedBox3 | Compute intersection between 3D ray and 3D oriented box |
| TIntrRay3Triangle3 | Compute intersection between 3D ray and 3D triangle |
| TIntrSegment2Segment2 | Ported from WildMagic5 |
| TIntrSegment2Triangle2 | Compute intersection between 2D segment and 2D triangle. |
| TIntrTriangle2AxisAlignedBox2 | Compute intersection between a 2D triangle and a 2D axis-aligned box |
| TIntrTriangle2Triangle2 | Compute intersection between 2D triangles |
| TIntrTriangle3Triangle3 | Compute intersection between 3D triangles use Test() for fast boolean query, does not compute intersection info use Find() to compute full information By default fully-contained co-planar triangles are not reported as intersecting. |
| TKelvinletIntegrator | |
| TMarchingPixelInfill | TMarchingPixelInfill implements a very basic infilling strategy where the missing pixel with the most "known" neighbours is set to the average value of those neighbours, and this is iterated until all missing pixels are known. |
| TMathUtil | |
| TMeshAABBTree3 | |
| TMeshDijkstra | TMeshDijkstra computes graph distances on a mesh from seed point(s) using Dijkstra's algorithm. |
| TMeshLocalParam | TMeshLocalParam computes a local UV parameterization of a set of connected PointsWithNormals, where "local" means "in a geodesic disc around a starting point". |
| TMeshQueries | |
| TMeshSpatialSort | Sorts a list meshes into a list of "Nests" where each Nest has an outer shell mesh and a list of contained-inside meshes |
| TMeshTangents | TMeshTangents is a utility class that can calculate and store various types of tangent vectors for a FDynamicMesh. |
| TMeshUniformSurfaceSampling | Class to help draw uniform-random surface samples from a (possibly non-compact) triangle mesh. |
| TMeshWindingNumberGrid | Sample mesh winding number (MWN) on a discrete grid. |
| TNormalHistogram | TNormalHistogram calculates/represents a histogram on a 3D sphere. |
| TPairExpandEnumerable | Generic "enumerable" object that provides begin/end semantics for an TPairExpandIterator suitable for use with range-based for. |
| TPairExpandIterator | Wrapper around existing integer iterator that returns either 0, 1, or 2 integers for each value that the original iterator returns. |
| TPointHashGrid2 | Hash Grid for values associated with 2D points. |
| TPointHashGrid3 | Hash Grid for values associated with 3D points. |
| TPolygon2 | TPolygon2 is a 2D polygon represented as a list of Vertices. |
| TPolyline | TPolyline represents a dimensional independent polyline stored as a list of Vertices. |
| TPolylinePolicy | TPolylinePolicy represents a collection of needed support classes for TPolyline depending on the required dimension |
| TSampledScalarField2 | TSampledScalarField2 implements a generic 2D grid of values that can be interpolated in various ways. |
| TSparseGrid2 | Dynamic sparse 2D grid. |
| TSparseGrid3 | Dynamic sparse 3D grid. |
| TSparseMatrixAssembler | Generic adapter for building a Sparse Matrix. |
| TSparseNarrowBandMeshSDF | Compute discretely-sampled (ie gridded) signed distance field for a mesh within a specified narrow band. |
| TSpatialPhotoSet | TSpatialPhotoSet is a set of TSpatialPhotos. |
| TSphericalFibonacci | A Spherical Fibonacci (SF) Point Set is a set of points that are roughly evenly distributed on a sphere. |
| TSweepingMeshSDF | Compute discretely-sampled (ie gridded) signed distance field for a mesh The basic approach is, first compute exact Distances in a narrow band, and then extend out to rest of Grid using fast "sweeping" (ie like a distance transform). |
| TTransformSequence3 | TTransformSequence3 represents a sequence of 3D transforms. |
| TTransformSRT3 | TTransformSRT3 is a variant of the standard UE FTransform/TTransform that uses the UE::Geometry::TQuaternion instead of the UE::Math::TQuat. |
| TTriLinearGridInterpolant | Tri-linear interpolant for a 3D dense Grid. |
| TVector2Arrays | Structure-of-Array (SoA) storage for a list of 2-vectors |
| TVector3Arrays | Structure-of-Array (SoA) storage for a list of 3-vectors |
| TVectorSetAnalysis3 | TVectorSetAnalysis3 computes various analyses of a set of input Vectors (currently mainly clustering. |
| TVolPresQuadricError | Quadric Error type for use in memory-less simplification with volume preservation constraints. |
| TWeightedSamplingAliasTable | Class for efficiently drawing weighted samples (when you need to draw more than a very small amount of them) note this is a more flexible version of the algorithm in Engine/WeightedRandomSampler.h, with support for cases where some IDs cannot be sampled (e.g. when sampling triangles of non-compact meshes) |
Structs
| Name | Remarks |
|---|---|
| FAxisAlignedBox2i | |
| FAxisAlignedBox3i | |
| FBRIOPoints | Generate a "Biased Randomized Insertion Order" (BRIO) ordering for a point set by randomly bucketing the points, then applying Z-Order-Curve sorting (above) to each bucket This gives an ordering with point locality but enough randomization to typically avoid worst case behavior if using the ordering for Delaunay meshing |
| FClusterKMeans | |
| FClusterOptions | |
| FComputeTangentsOptions | Options used by TMeshTangents for tangents computation |
| FDynamicMeshEditResult | FDynamicMeshEditResult is used to return information about new mesh elements created by mesh changes, primarily in FDynamicMeshEditor |
| FDynamicSubmesh3 | |
| FEdgeCollapseInfo | Information about mesh elements modified/removed by CollapseEdge() |
| FEdgeFlipInfo | Information about the mesh elements modified by a call to FlipEdge() |
| FEdgeSplitInfo | Information about the mesh elements created by a call to SplitEdge() |
| FForceGeometryNamespaceToExist | |
| FGeometryError | FGeometryError represents an error code/message emitted by a geometry operation. |
| FGeometryResult | FGeometryResult represents a combined "success/failure/etc" state for a geometry operation along with a set of Error and Warning codes/messages. |
| FGeometryWarning | FGeometryWarning represents a warning code/message emitted by a geometry operation. |
| FHitIntersectionResult | |
| FIndex2i | 2-index tuple. |
| FIndex3i | 3-index tuple. |
| FIndex4i | 4-index tuple. |
| FIntersectionsQueryResult | |
| FInterval1i | |
| FLinearIntersection | FLinearIntersection contains intersection information returned by linear/primitive intersection functions |
| FMergeEdgesInfo | Information about mesh elements modified by MergeEdges() |
| FMergeVerticesInfo | Information about mesh elements modified by MergeVertices() |
| FMeshIndexMappings | FMeshIndexMappings stores a set of integer IndexMaps for a mesh This is a convenient object to have, to avoid passing around large numbers of separate maps. |
| FMeshSurfacePoint | |
| FMeshTriEdgeID | FMeshTriEdgeID identifies an edge in a triangle mesh based on the triangle ID/Index and the "edge index" 0/1/2 in the triangle. |
| FMeshTriInfoCache | Basic cache of per-triangle information for a mesh |
| FMeshTriOrderedEdgeID | FMeshTriOrderedEdgeID identifies an oriented edge in a triangle mesh based on indices into the triangle vertices. |
| FModuloIteration | FModuloIteration is used to iterate over a range of indices [0,N) using modulo-arithmetic. |
| FNegativeSpaceSampleSettings | |
| FOccupancyGrid3 | Sample mesh occupancy in a voxel grid by using the mesh's winding number, on voxel corners, to determine whether the voxel is fully contained within the interior of the mesh, touches the mesh's boundary, or is fully contained on the exterior of the mesh. |
| FOptionallySparseIndexMap | Index map that supports dense or sparse storage, or a simple formula-based map (e.g. constant, identity, shift) For dense and sparse, the formula can be used to set default values. |
| FPointIntersection | Intersection query result types for triangle mesh intersections |
| FPokeTriangleInfo | Information about mesh elements modified/created by PokeTriangle() |
| FPolygonIntersection | |
| FPositionConstraint | Basic position constraint |
| FPriorityOrderPoints | Generate a "priority ordering" for a point set |
| FSegmentIntersection | |
| FSizedDisjointSet | Disjoint set with additional storage to track the size of each set. |
| FSparseOctreeCell | FSparseOctreeCell is a Node in a SparseDynamicOctree3. |
| FSparsePointOctreeCell | FSparsePointOctreeCell is a Node in a SparseDynamicOctree3. |
| FSpatialPhotoParams | |
| FUVConstraint | Basic UV constraint |
| FVector2i | 2D 32-bit integer Vector |
| FVector3i | 3D 32-bit integer Vector |
| FVertexInfo | FVertexInfo stores information about vertex attributes - position, normal, color, UV |
| FVertexSplitInfo | Information about mesh elements modified/created by SplitVertex() |
| FZOrderCurvePoints | Generate a "z-order curve" ordering for a point set by distributing the points to a quad- or octree and then reading the points indices back in tree traversal order This is useful for giving the points spatial locality so points that are close together in the ordering tend to be close together spatially, also |
| TAxisAlignedBox2 | |
| TAxisAlignedBox3 | |
| TBlockData3Layout | Consistent translation between a linear array of size BlockSize to a 3d layout. |
| TBoundedImplicitFunction3 | |
| TBoundsGridIndexer3 | |
| TCapsule3 | 3D Capsule stored as Line Segment and Radius |
| TCircle2 | |
| TCircle3 | |
| TClusterCenterArray | Abstract array of positions for running the KMeans algorithm in serial or parallel. |
| TConvexHullSimplificationSettings | |
| TDistanceFieldToSkeletalField | This class converts the interval [-falloff,falloff] to [0,1], Then applies Wyvill falloff function (1-t^2)^3. |
| TExtremePoints3 | Helper class to find the dimensions spanned by a point cloud and (if it spans 3 dimensions) the indices of four 'extreme' points forming a (non-degenerate, volume > 0) tetrahedron |
| TFrame3 | TFrame3 is an object that represents an oriented 3D coordinate frame, ie orthogonal X/Y/Z axes at a point in space. |
| THalfspace3 | 3D Halfspace stored as parameters to Plane Equation (Normal, Normal.Dot(PointOnPlane)) The Normal points "into" the halfspace, ie X is inside if (Normal.Dot(X) - Constant) >= 0 |
| TImplicitFunction3 | |
| TImplicitLine3 | Implicit Distance-Field Line Object/Primitive, surface shape at isovalue=0 (defined by Distance-Radius) is a capsule |
| TImplicitPoint3 | Implicit Distance-Field Point Object/Primitive, surface shape at isovalue=0 (defined by Distance-Radius) is a sphere |
| TIndexMap | TIndexMap stores mappings between indices, which are assumed to be an integer type. |
| TIndexMeshArrayAdapter | Faster adapter specifically for the common index mesh case |
| TIndexVectorMeshArrayAdapter | Second version of the above faster adapter for the case where triangle indices are packed into an integer vector type instead of flat |
| TInterval1 | |
| TLine2 | TLine2 is a two-dimensional infinite line. |
| TLine3 | TLine3 is a three-dimensional infinite line. |
| TMathUtilConstants | Math constants and utility functions, templated on float/double type |
| TMatrix2 | |
| TMatrix3 | |
| TMeshWrapperAdapterd | TMeshWrapperAdapterd |
| TOrientedBox2 | |
| TOrientedBox3 | TOrientedBox3 is a non-axis-aligned 3D box defined by a 3D frame and extents along the axes of that frame The frame is at the center of the box. |
| TPlanarComplex | |
| TPlane3 | |
| TPointSetAdapter | TPointSetAdapter provides a very generic interface to an indexable list of points. |
| TQuadricError | QuadricError represents a quadratic function that evaluates distance to plane. |
| TQuaternion | |
| TSampleSetStatisticBuilder | Helper class for reducing the amount of boilerplace code when building a set of TSampleSetStatistics values. |
| TSampleSetStatistics | TSampleSetStatistics stores and calculates statistics for a scalar sample set, such as the range of values, mean, variance, etc. |
| TScaleGridIndexer2 | Convert between integer grid coordinates and scaled real-valued coordinates (ie assumes integer grid origin == real origin) |
| TScaleGridIndexer3 | Convert between integer grid coordinates and scaled real-valued coordinates (ie assumes integer grid origin == real origin) |
| TSegment2 | 2D Line Segment stored as Center point, normalized Direction vector, and scalar Extent |
| TSegment3 | 3D Line Segment stored as Center point, normalized Direction vector, and scalar Extent |
| TShiftGridIndexer2 | Convert between integer grid coordinates and scaled+translated real-valued coordinates |
| TShiftGridIndexer3 | Convert between integer grid coordinates and scaled+translated real-valued coordinates |
| TSkeletalImplicitLine3 | Skeletal implicit line primitive. |
| TSkeletalRicciNaryBlend3 | Boolean Union of N implicit functions (F_1 or F_2 or ... or F_N) Or if bSubtract=true, Subtraction: (F_1 - (F_2 or F_3 or ... or F_N)) We expect this to be used with "Skeletal Field" inputs (e.g. TDistanceFieldToSkeletalField, TSkeletalImplicitLine3, etc) where values are in the range [0,1] and the isosurface is ~ in the middle of that range |
| TSparseListSet | TSparseListSet stores a sparse set of indexed variable-size lists. |
| TSpatialPhoto | TSpatialPhoto represents a 2D image located in 3D space, ie the image plus camera parameters, which is essentially a "Photograph" of some 3D scene (hence the name) |
| TSphere3 | 3D Sphere stored as Center point and Radius |
| TTetrahedron3 | |
| TTriangle2 | |
| TTriangle3 | |
| TTriangleMeshAdapter | Most generic / lazy example of a triangle mesh adapter; possibly useful for prototyping / building on top of (but slower than making a more specific-case adapter) |
| TWatertightRay3 | Ray representation with additional data to support 'watertight' raycasts, i.e. raycasts that cannot slip between adjacent triangles w/ floating point error. |
Interfaces
| Name | Remarks |
|---|---|
| IIntersectionTarget | IIntersectionTarget is an object that can be intersected with a ray |
| IMeshSpatial | IMeshSpatial is an extension of ISpatial specifically for meshes |
| IOrientedProjectionTarget | IOrientedProjectionTarget is a projection target that can return a normal in addition to the projected point |
| IProjectionTarget | IProjectionTarget is an object that supports projecting a 3D point onto it |
| ISpatial | ISpatial is a base interface for spatial queries |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FAttrBasedQuadricErrord | TAttrBasedQuadricError< double > | QuadricError.h | |
| FAttrBasedQuadricErrorf | TAttrBasedQuadricError< float > | QuadricError.h | |
| FAxisAlignedBox2d | TAxisAlignedBox2< double > | BoxTypes.h | |
| FAxisAlignedBox2f | TAxisAlignedBox2< float > | BoxTypes.h | |
| FAxisAlignedBox3d | TAxisAlignedBox3< double > | BoxTypes.h | |
| FAxisAlignedBox3f | TAxisAlignedBox3< float > | BoxTypes.h | |
| FBiLaplacianTwistPullKelvinlet | TBlendPairedKelvinlet< FTwistKelvinlet, FBiLaplacianPullKelvinlet > | Deformers/Kelvinlets.h | |
| FBlendPullKelvinlet | TBlendPairedKelvinlet< FBiLaplacianPullKelvinlet, FLaplacianPullKelvinlet > | Deformers/Kelvinlets.h | |
| FBlendPullSharpKelvinlet | TBlendPairedKelvinlet< FSharpBiLaplacianPullKelvinlet, FSharpLaplacianPullKelvinlet > | Deformers/Kelvinlets.h | |
| FBlockedDenseGrid3d | TBlockedDenseGrid3< double > | Spatial/BlockedDenseGrid3.h | |
| FBlockedDenseGrid3f | TBlockedDenseGrid3< float > | Spatial/BlockedDenseGrid3.h | |
| FBlockedDenseGrid3i | TBlockedDenseGrid3< int > | Spatial/BlockedDenseGrid3.h | |
| FBlockedGrid3b | TBlockedGrid3< bool, 8 > | Note the bool grid uses a bitfield specialization | Spatial/BlockedDenseGrid3.h |
| FBlockedGrid3d | TBlockedGrid3< double, 8 > | Spatial/BlockedDenseGrid3.h | |
| FBlockedGrid3f | TBlockedGrid3< float, 8 > | Note on the block size: 8 seems to be the sweet spot with vastly better performance in SDF generation perhaps because a float block can fit in the L1 cache with room to spare. | Spatial/BlockedDenseGrid3.h |
| FBlockedGrid3i | TBlockedGrid3< int, 8 > | Spatial/BlockedDenseGrid3.h | |
| FBoundsGridIndexer3d | TBoundsGridIndexer3< double > | Util/GridIndexing3.h | |
| FBoundsGridIndexer3f | TBoundsGridIndexer3< float > | Util/GridIndexing3.h | |
| FBSplineFilter | FBCSplineFilter< EBCSplineType::BSpline, false > | Image/BCSplineFilter.h | |
| FCapsule3d | TCapsule3< double > | CapsuleTypes.h | |
| FCapsule3f | TCapsule3< float > | CapsuleTypes.h | |
| FCatmullRomFilter | FBCSplineFilter< EBCSplineType::CatmullRom, false > | Image/BCSplineFilter.h | |
| FCircle2d | TCircle2< double > | CircleTypes.h | |
| FCircle2f | TCircle2< float > | CircleTypes.h | |
| FCircle3d | TCircle3< double > | CircleTypes.h | |
| FCircle3f | TCircle3< float > | CircleTypes.h | |
| FConvexHull2d | TConvexHull2< double > | CompGeom/ConvexHull2.h | |
| FConvexHull2f | TConvexHull2< float > | CompGeom/ConvexHull2.h | |
| FConvexHull3d | TConvexHull3< double > | CompGeom/ConvexHull3.h | |
| FConvexHull3f | TConvexHull3< float > | CompGeom/ConvexHull3.h | |
| FDenseGrid2d | TDenseGrid2< double > | Spatial/DenseGrid2.h | |
| FDenseGrid2f | TDenseGrid2< float > | Spatial/DenseGrid2.h | |
| FDenseGrid2i | TDenseGrid2< int32 > | Spatial/DenseGrid2.h | |
| FDenseGrid3d | TDenseGrid3< double > | Spatial/DenseGrid3.h | |
| FDenseGrid3f | TDenseGrid3< float > | Spatial/DenseGrid3.h | |
| FDenseGrid3i | TDenseGrid3< int > | Spatial/DenseGrid3.h | |
| FDistLine2AxisAlignedBox2d | TDistLine2AxisAlignedBox2< double > | Distance/DistLine2AxisAlignedBox2.h | |
| FDistLine2AxisAlignedBox2f | TDistLine2AxisAlignedBox2< float > | Distance/DistLine2AxisAlignedBox2.h | |
| FDistLine3Line3d | TDistLine3Line3< double > | Distance/DistLine3Line3.h | |
| FDistLine3Line3f | TDistLine3Line3< float > | Distance/DistLine3Line3.h | |
| FDistLine3Ray3d | TDistLine3Ray3< double > | Distance/DistLine3Ray3.h | |
| FDistLine3Ray3f | TDistLine3Ray3< float > | Distance/DistLine3Ray3.h | |
| FDistLine3Segment3d | TDistLine3Segment3< double > | Distance/DistLine3Segment3.h | |
| FDistLine3Segment3f | TDistLine3Segment3< float > | Distance/DistLine3Segment3.h | |
| FDistLine3Triangle3d | TDistLine3Triangle3< double > | Distance/DistLine3Triangle3.h | |
| FDistLine3Triangle3f | TDistLine3Triangle3< float > | Distance/DistLine3Triangle3.h | |
| FDistPoint3Triangle3d | TDistPoint3Triangle3< double > | Distance/DistPoint3Triangle3.h | |
| FDistPoint3Triangle3f | TDistPoint3Triangle3< float > | Distance/DistPoint3Triangle3.h | |
| FDistRay3Segment3d | TDistRay3Segment3< double > | Distance/DistRay3Segment3.h | |
| FDistRay3Segment3f | TDistRay3Segment3< float > | Distance/DistRay3Segment3.h | |
| FDistSegment2AxisAlignedBox2d | TDistSegment2AxisAlignedBox2< double > | Distance/DistSegment2AxisAlignedBox2.h | |
| FDistSegment2AxisAlignedBox2f | TDistSegment2AxisAlignedBox2< float > | Distance/DistSegment2AxisAlignedBox2.h | |
| FDistSegment3Triangle3d | TDistSegment3Triangle3< double > | Distance/DistSegment3Triangle3.h | |
| FDistSegment3Triangle3f | TDistSegment3Triangle3< float > | Distance/DistSegment3Triangle3.h | |
| FDistTriangle3Triangle3d | TDistTriangle3Triangle3< double > | Distance/DistTriangle3Triangle3.h | |
| FDistTriangle3Triangle3f | TDistTriangle3Triangle3< float > | Distance/DistTriangle3Triangle3.h | |
| FDynamicGraph2d | FDynamicGraph2< double > | Curve/DynamicGraph2.h | |
| FDynamicGraph3d | FDynamicGraph3< double > | Curve/DynamicGraph3.h | |
| FDynamicMeshAABBTree3 | TMeshAABBTree3< FDynamicMesh3 > | DynamicMesh/DynamicMeshAABBTree3.h | |
| FDynamicMeshAttributeBase | TDynamicAttributeBase< FDynamicMesh3 > | DynamicMesh/DynamicAttribute.h | |
| FDynamicMeshAttributeChangeBase | TDynamicAttributeChangeBase< FDynamicMesh3 > | DynamicMesh/DynamicAttribute.h | |
| FDynamicMeshAttributeSetBase | TDynamicAttributeSetBase< FDynamicMesh3 > | DynamicMesh/DynamicAttribute.h | |
| FDynamicMeshBoneColorAttribute | TDynamicBoneAttributeBase< FDynamicMesh3, FVector4f > | DynamicMesh/DynamicBoneAttribute.h | |
| FDynamicMeshBoneNameAttribute | TDynamicBoneAttributeBase< FDynamicMesh3, FName > | DynamicMesh/DynamicBoneAttribute.h | |
| FDynamicMeshBoneParentIndexAttribute | TDynamicBoneAttributeBase< FDynamicMesh3, int32 > | DynamicMesh/DynamicBoneAttribute.h | |
| FDynamicMeshBonePoseAttribute | TDynamicBoneAttributeBase< FDynamicMesh3, FTransform > | DynamicMesh/DynamicBoneAttribute.h | |
| FDynamicMeshColorChange | TDynamicMeshAttributeChange< float, 4 > | Standard Color overlay change type - 4-element float | DynamicMesh/DynamicMeshChangeTracker.h |
| FDynamicMeshColorOverlay | TDynamicMeshVectorOverlay< float, 4, FVector4f > | Standard Color overlay type - 4-element float (rbga) | DynamicMesh/DynamicMeshAttributeSet.h |
| FDynamicMeshMaterialAttribute | TDynamicMeshScalarTriangleAttribute< int32 > | Standard per-triangle integer material ID | DynamicMesh/DynamicMeshAttributeSet.h |
| FDynamicMeshNormalChange | TDynamicMeshAttributeChange< float, 3 > | Standard Normal overlay change type - 3-element float | DynamicMesh/DynamicMeshChangeTracker.h |
| FDynamicMeshNormalOverlay | TDynamicMeshVectorOverlay< float, 3, FVector3f > | Standard Normal overlay type - 3-element float | DynamicMesh/DynamicMeshAttributeSet.h |
| FDynamicMeshPolygroupAttribute | TDynamicMeshScalarTriangleAttribute< int32 > | Per-triangle integer polygroup ID | DynamicMesh/DynamicMeshAttributeSet.h |
| FDynamicMeshSculptLayerAttribute | TDynamicMeshVertexAttribute< double, 3 > | Per-vertex position offsets | DynamicMesh/DynamicMeshSculptLayers.h |
| FDynamicMeshTriGroupChange | FDynamicMeshTriangleAttributeChange< int32, 1 > | Standard per-triangle integer attribute change type | DynamicMesh/DynamicMeshChangeTracker.h |
| FDynamicMeshUVChange | TDynamicMeshAttributeChange< float, 2 > | Standard UV overlay change type - 2-element float | DynamicMesh/DynamicMeshChangeTracker.h |
| FDynamicMeshUVOverlay | TDynamicMeshVectorOverlay< float, 2, FVector2f > | Standard UV overlay type - 2-element float | DynamicMesh/DynamicMeshAttributeSet.h |
| FDynamicMeshVertexSkinWeightsAttribute | TDynamicVertexSkinWeightsAttribute< FDynamicMesh3 > | DynamicMesh/DynamicMeshAttributeSet.h | |
| FDynamicMeshWeightAttribute | TDynamicMeshVertexAttribute< float, 1 > | Per-vertex scalar float weight | DynamicMesh/DynamicMeshAttributeSet.h |
| FDynamicMeshWeightChange | TDynamicMeshAttributeChange< float, 1 > | Standard weight map change type - 1-element float | DynamicMesh/DynamicMeshChangeTracker.h |
| FDynamicPointSet3d | TDynamicPointSet3< double > | DynamicMesh/DynamicPointSet3.h | |
| FDynamicPointSet3f | TDynamicPointSet3< float > | DynamicMesh/DynamicPointSet3.h | |
| FExactIntrTriangle3Triangle3d | TExactIntrTriangle3Triangle3< double > | Intersection/ExactIntrTriangle3Triangle3.h | |
| FExactIntrTriangle3Triangle3f | TExactIntrTriangle3Triangle3< float > | Intersection/ExactIntrTriangle3Triangle3.h | |
| FExtremePoints3d | TExtremePoints3< double > | CompGeom/ConvexHull3.h | |
| FExtremePoints3f | TExtremePoints3< float > | CompGeom/ConvexHull3.h | |
| FFrame3d | UE::Geometry::FFrame3d | MeshAdapterTransforms.h | |
| FFrame3d | TFrame3< double > | FrameTypes.h | |
| FFrame3f | TFrame3< float > | FrameTypes.h | |
| FGeneralPolygon2d | TGeneralPolygon2< double > | Curve/GeneralPolygon2.h | |
| FGeneralPolygon2f | TGeneralPolygon2< float > | Curve/GeneralPolygon2.h | |
| FHalfspace3d | THalfspace3< double > | HalfspaceTypes.h | |
| FHalfspace3f | THalfspace3< float > | HalfspaceTypes.h | |
| FImplicitLine3d | TImplicitLine3< double > | Implicit/ImplicitFunctions.h | |
| FImplicitLine3f | TImplicitLine3< float > | Implicit/ImplicitFunctions.h | |
| FImplicitPoint3d | TImplicitPoint3< double > | Implicit/ImplicitFunctions.h | |
| FImplicitPoint3f | TImplicitPoint3< float > | Implicit/ImplicitFunctions.h | |
| FIndexedWeightMap | TIndexedWeightMap< float > | WeightMapTypes.h | |
| FIndexedWeightMap1d | TIndexedWeightMap< double > | WeightMapTypes.h | |
| FIndexedWeightMap1f | TIndexedWeightMap< float > | WeightMapTypes.h | |
| FIndexMapi | TIndexMap< int > | GeometryTypes.h | |
| FIndexMeshArrayAdapterd | TIndexMeshArrayAdapter< uint32, double > | MeshAdapter.h | |
| FIntersector1d | TIntersector1< double > | Intersection/Intersector1.h | |
| FIntersector1f | TIntersector1< float > | Intersection/Intersector1.h | |
| FInterval1d | TInterval1< double > | BoxTypes.h | |
| FInterval1f | TInterval1< float > | BoxTypes.h | |
| FIntrLine2Line2d | TIntrLine2Line2< double > | Intersection/IntrLine2Line2.h | |
| FIntrLine2Line2f | TIntrLine2Line2< float > | Intersection/IntrLine2Line2.h | |
| FIntrLine2Triangle2d | TIntrLine2Triangle2< double > | Intersection/IntrLine2Triangle2.h | |
| FIntrLine2Triangle2f | TIntrLine2Triangle2< float > | Intersection/IntrLine2Triangle2.h | |
| FIntrRay3AxisAlignedBox3d | TIntrRay3AxisAlignedBox3< double > | Intersection/IntrRay3AxisAlignedBox3.h | |
| FIntrRay3AxisAlignedBox3f | TIntrRay3AxisAlignedBox3< float > | Intersection/IntrRay3AxisAlignedBox3.h | |
| FIntrRay3OrientedBox3d | TIntrRay3OrientedBox3< double > | Intersection/IntrRay3OrientedBox3.h | |
| FIntrRay3OrientedBox3f | TIntrRay3OrientedBox3< float > | Intersection/IntrRay3OrientedBox3.h | |
| FIntrRay3Triangle3d | TIntrRay3Triangle3< double > | Intersection/IntrRay3Triangle3.h | |
| FIntrRay3Triangle3f | TIntrRay3Triangle3< float > | Intersection/IntrRay3Triangle3.h | |
| FIntrSegment2Segment2d | TIntrSegment2Segment2< double > | Intersection/IntrSegment2Segment2.h | |
| FIntrSegment2Segment2f | TIntrSegment2Segment2< float > | Intersection/IntrSegment2Segment2.h | |
| FIntrSegment2Triangle2d | TIntrSegment2Triangle2< double > | Intersection/IntrSegment2Triangle2.h | |
| FIntrSegment2Triangle2f | TIntrSegment2Triangle2< float > | Intersection/IntrSegment2Triangle2.h | |
| FIntrTriangle2AxisAlignedBox2d | TIntrTriangle2AxisAlignedBox2< double > | Intersection/IntrTriangle2AxisAlignedBox2.h | |
| FIntrTriangle2AxisAlignedBox2f | TIntrTriangle2AxisAlignedBox2< float > | Intersection/IntrTriangle2AxisAlignedBox2.h | |
| FIntrTriangle2Triangle2d | TIntrTriangle2Triangle2< double > | Intersection/IntrTriangle2Triangle2.h | |
| FIntrTriangle2Triangle2f | TIntrTriangle2Triangle2< float > | Intersection/IntrTriangle2Triangle2.h | |
| FIntrTriangle3Triangle3d | TIntrTriangle3Triangle3< double > | Intersection/IntrTriangle3Triangle3.h | |
| FIntrTriangle3Triangle3f | TIntrTriangle3Triangle3< float > | Intersection/IntrTriangle3Triangle3.h | |
| FLaplacianTwistPullKelvinlet | TBlendPairedKelvinlet< FTwistKelvinlet, FLaplacianPullKelvinlet > | Deformers/Kelvinlets.h | |
| FLine2d | TLine2< double > | LineTypes.h | |
| FLine2f | TLine2< float > | LineTypes.h | |
| FLine3d | TLine3< double > | LineTypes.h | |
| FLine3f | TLine3< float > | LineTypes.h | |
| FMathd | TMathUtil< double > | MathUtil.h | |
| FMathf | TMathUtil< float > | MathUtil.h | |
| FMatrix2d | TMatrix2< double > | MatrixTypes.h | |
| FMatrix2f | TMatrix2< float > | MatrixTypes.h | |
| FMatrix3d | UE::Geometry::FMatrix3d | Spatial/FastWinding.h | |
| FMatrix3d | TMatrix3< double > | MatrixTypes.h | |
| FMatrix3f | TMatrix3< float > | MatrixTypes.h | |
| FMeshTangentsd | TMeshTangents< double > | DynamicMesh/MeshTangents.h | |
| FMeshTangentsf | TMeshTangents< float > | DynamicMesh/MeshTangents.h | |
| FMeshUniformSurfaceSampling | TMeshUniformSurfaceSampling< FDynamicMesh3, double > | Sampling/MeshSurfacePointSampling.h | |
| FMitchellNetravaliFilter | FBCSplineFilter< EBCSplineType::MitchellNetravali, false > | Image/BCSplineFilter.h | |
| FOrientedBox2d | TOrientedBox2< double > | OrientedBoxTypes.h | |
| FOrientedBox2f | TOrientedBox2< float > | OrientedBoxTypes.h | |
| FOrientedBox3d | TOrientedBox3< double > | OrientedBoxTypes.h | |
| FOrientedBox3f | TOrientedBox3< float > | OrientedBoxTypes.h | |
| FPlanarComplexd | TPlanarComplex< double > | Curve/PlanarComplex.h | |
| FPlanarComplexf | TPlanarComplex< float > | Curve/PlanarComplex.h | |
| FPlane3d | TPlane3< double > | PlaneTypes.h | |
| FPlane3f | TPlane3< float > | PlaneTypes.h | |
| FPointSetAdapterd | TPointSetAdapter< double > | PointSetAdapter.h | |
| FPointSetAdapterf | TPointSetAdapter< float > | PointSetAdapter.h | |
| FPolygon2d | TPolygon2< double > | Polygon2.h | |
| FPolygon2f | TPolygon2< float > | Polygon2.h | |
| FPolyline2d | TPolyline2< double > | Polyline2.h | |
| FPolyline2f | TPolyline2< float > | Polyline2.h | |
| FPolyline3d | TPolyline3< double > | Polyline3.h | |
| FPolyline3f | TPolyline3< float > | Polyline3.h | |
| FQuadricErrord | TQuadricError< double > | QuadricError.h | |
| FQuadricErrorf | TQuadricError< float > | QuadricError.h | |
| FQuaterniond | TQuaternion< double > | Quaternion.h | |
| FQuaternionf | TQuaternion< float > | Quaternion.h | |
| FSampledScalarField2d | TSampledScalarField2< double, double > | Spatial/SampledScalarField2.h | |
| FSampledScalarField2f | TSampledScalarField2< float, float > | Spatial/SampledScalarField2.h | |
| FSampleSetStatisticsd | TSampleSetStatistics< double > | Sampling/SampleSetStatistics.h | |
| FSampleSetStatisticsf | TSampleSetStatistics< float > | Sampling/SampleSetStatistics.h | |
| FScaleGridIndexer2d | TScaleGridIndexer2< double > | Util/GridIndexing2.h | |
| FScaleGridIndexer2f | TScaleGridIndexer2< float > | Util/GridIndexing2.h | |
| FScaleGridIndexer3d | TScaleGridIndexer3< double > | Util/GridIndexing3.h | |
| FScaleGridIndexer3f | TScaleGridIndexer3< float > | Util/GridIndexing3.h | |
| FSegment2d | TSegment2< double > | SegmentTypes.h | |
| FSegment2f | TSegment2< float > | SegmentTypes.h | |
| FSegment3d | TSegment3< double > | SegmentTypes.h | |
| FSegment3f | TSegment3< float > | SegmentTypes.h | |
| FSharedConstDynamicMesh3 | TConstObjectSharedAccess< FDynamicMesh3 > | DynamicMesh/MeshSharingUtil.h | |
| FShiftGridIndexer2d | TShiftGridIndexer2< double > | Util/GridIndexing2.h | |
| FShiftGridIndexer2f | TShiftGridIndexer2< float > | Util/GridIndexing2.h | |
| FShiftGridIndexer3d | TShiftGridIndexer3< double > | Util/GridIndexing3.h | |
| FShiftGridIndexer3f | TShiftGridIndexer3< float > | Util/GridIndexing3.h | |
| FSkeletalImplicitLine3d | TSkeletalImplicitLine3< double > | Implicit/ImplicitFunctions.h | |
| FSkeletalImplicitLine3f | TSkeletalImplicitLine3< float > | Implicit/ImplicitFunctions.h | |
| FSparseMatrixAssemblerd | TSparseMatrixAssembler< double > | Solvers/MatrixInterfaces.h | |
| FSparseMatrixAssemblerf | TSparseMatrixAssembler< float > | Solvers/MatrixInterfaces.h | |
| FSpatialPhoto1f | TSpatialPhoto< float > | Image/SpatialPhotoSet.h | |
| FSpatialPhoto3f | TSpatialPhoto< FVector3f > | Image/SpatialPhotoSet.h | |
| FSpatialPhoto4f | TSpatialPhoto< FVector4f > | Image/SpatialPhotoSet.h | |
| FSpatialPhotoSet1f | TSpatialPhotoSet< float, float > | Image/SpatialPhotoSet.h | |
| FSpatialPhotoSet3f | TSpatialPhotoSet< FVector3f, float > | Image/SpatialPhotoSet.h | |
| FSpatialPhotoSet4f | TSpatialPhotoSet< FVector4f, float > | Image/SpatialPhotoSet.h | |
| FSphere3d | TSphere3< double > | SphereTypes.h | |
| FSphere3f | TSphere3< float > | SphereTypes.h | |
| FTetrahedron3d | TTetrahedron3< double > | TriangleTypes.h | |
| FTetrahedron3f | TTetrahedron3< float > | TriangleTypes.h | |
| FTransformSequence3d | TTransformSequence3< double > | TransformSequence.h | |
| FTransformSequence3f | TTransformSequence3< float > | TransformSequence.h | |
| FTransformSRT3d | TTransformSRT3< double > | TransformTypes.h | |
| FTransformSRT3f | TTransformSRT3< float > | TransformTypes.h | |
| FTriangle2d | TTriangle2< double > | TriangleTypes.h | |
| FTriangle2f | TTriangle2< float > | TriangleTypes.h | |
| FTriangle3d | UE::Geometry::FTriangle3d | Spatial/FastWinding.h | |
| FTriangle3d | TTriangle3< double > | TriangleTypes.h | |
| FTriangle3f | TTriangle3< float > | TriangleTypes.h | |
| FTriangle3i | TTriangle3< int > | TriangleTypes.h | |
| FTriangleMeshAdapterd | TTriangleMeshAdapter< double > | MeshAdapter.h | |
| FTriangleMeshAdapterf | TTriangleMeshAdapter< float > | MeshAdapter.h | |
| FVectorSetAnalysis3d | TVectorSetAnalysis3< double > | Sampling/VectorSetAnalysis.h | |
| FVectorSetAnalysis3f | TVectorSetAnalysis3< float > | Sampling/VectorSetAnalysis.h | |
| FVolPresQuadricErrord | TVolPresQuadricError< double > | QuadricError.h | |
| FVolPresQuadricErrorf | TVolPresQuadricError< float > | QuadricError.h | |
| FWatertightRay3d | TWatertightRay3< double > | Intersection/IntrRay3Triangle3.h | |
| FWatertightRay3f | TWatertightRay3< float > | Intersection/IntrRay3Triangle3.h | |
| FWeightedSamplingAliasTabled | TWeightedSamplingAliasTable< double > | Sampling/MeshSurfacePointSampling.h | |
| FWeightedSamplingAliasTablef | TWeightedSamplingAliasTable< float > | Sampling/MeshSurfacePointSampling.h | |
| TDiscreteKernel2d | TDiscreteKernel2< double > | Sampling/Gaussians.h | |
| TDiscreteKernel2f | TDiscreteKernel2< float > | Sampling/Gaussians.h | |
| TDynamicMeshVertexAttribute | TDynamicVertexAttribute< AttribValueType, AttribDimension, FDynamicMesh3 > | DynamicMesh/DynamicVertexAttribute.h | |
| TDynamicVector2d | TDynamicVectorN< double, 2 > | Util/DynamicVector.h | |
| TDynamicVector2f | TDynamicVectorN< float, 2 > | Util/DynamicVector.h | |
| TDynamicVector2i | TDynamicVectorN< int, 2 > | Util/DynamicVector.h | |
| TDynamicVector3d | TDynamicVectorN< double, 3 > | Util/DynamicVector.h | |
| TDynamicVector3f | TDynamicVectorN< float, 3 > | Util/DynamicVector.h | |
| TDynamicVector3i | TDynamicVectorN< int, 3 > | Util/DynamicVector.h | |
| TGaussian1d | TGaussian1< double > | Sampling/Gaussians.h | |
| TGaussian1f | TGaussian1< float > | Sampling/Gaussians.h | |
| TGaussian2d | TGaussian2< double > | Sampling/Gaussians.h | |
| TGaussian2f | TGaussian2< float > | Sampling/Gaussians.h | |
| TGaussian3d | TGaussian3< double > | Sampling/Gaussians.h | |
| TGaussian3f | TGaussian3< float > | Sampling/Gaussians.h | |
| TPointHashGrid2d | TPointHashGrid2< PointDataType, double > | Spatial/PointHashGrid2.h | |
| TPointHashGrid2f | TPointHashGrid2< PointDataType, float > | Spatial/PointHashGrid2.h | |
| TPointHashGrid3d | TPointHashGrid3< PointDataType, double > | Spatial/PointHashGrid3.h | |
| TPointHashGrid3f | TPointHashGrid3< PointDataType, float > | Spatial/PointHashGrid3.h | |
| TPolyline2 | TPolyline< T, 2 > | Polyline2.h | |
| TPolyline3 | TPolyline< T, 3 > | Polyline3.h |
Enums
Public
| Name | Remarks |
|---|---|
| EIntersectionResult | |
| EIntersectionType | |
| MeshTransforms::ETransformAttributes | Enum to control which attributes are transformed |
| UE::Geometry::EBCSplineType | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::EBox2FitCriteria | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::EBox3FitCriteria | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::ECapType | ECapType indicates the type of cap to use on a sweep |
| UE::Geometry::EConvexErrorMethod | TODO: To support meshes where volume is not well defined (e.g., open boundaries or many self-intersecting parts), we'll need alternative error metrics. |
| UE::Geometry::EDiTO | Selects the number of extremal vertices and directional vector family for the DiTO - K algorithm, with implementations for K = {12, 14, 20, 26} |
| UE::Geometry::EFBMMode | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::EGeometryResultType | EGeometryResultType is a generic result-code for use by geometry operations. |
| UE::Geometry::EImageTilingMethod | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::ELocalParamTypes | Type of local parameterization |
| UE::Geometry::EMeshComponents | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::EMeshResult | EMeshResult is returned by various mesh/graph operations to either indicate success, or communicate which type of error ocurred (some errors are recoverable, and some not). |
| UE::Geometry::EOperationValidationResult | EOperationValidationResult is meant to be returned by Validate() functions of Operation classes (eg like ExtrudeMesh, etc) to indicate whether the operation can be successfully applied. |
| UE::Geometry::EProfileSweepPolygonGrouping | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::EProfileSweepQuadSplit | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::ERootfindingModes | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::ERoundedRectangleCorner | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::ESurfacePointType | Copyright Epic Games, Inc. All Rights Reserved. |
| UE::Geometry::EValidityCheckFailMode | EValidityCheckFailMode is passed to CheckValidity() functions of various classes to specify how validity checks should fail. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoxFaceNormals | const int | Box Face Normal Axes associated with BoxFaces. | Util/IndexUtil.h | |
| BoxFaces | const int | Corner vertices of box faces - see FOrientedBox3.GetCorner for points associated w/ indexing | Util/IndexUtil.h | |
| BoxFacesUV | const FVector2i | Corner unit-UV ordering of box faces - {0,0}, {1,0}, {1,1}, {0,1} | Util/IndexUtil.h | |
| GridOffsets26 | const FVector3i | All permutations of (+-1, +-1, +-1), can be used to iterate over connected face/edge/corner neighbours of a grid cell | Util/IndexUtil.h | |
| GridOffsets4 | const FVector2i | Integer indices offsets in x/y directions | Util/IndexUtil.h | |
| GridOffsets6 | const FVector3i | Integer indices offsets in x/y/z directions, corresponds w/ BoxFaces directions | Util/IndexUtil.h | |
| GridOffsets8 | const FVector2i | Integer indices offsets in x/y directions and diagonals | Util/IndexUtil.h | |
| InvalidID | int | IndexTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BufferUtil::AppendElements
(
TArray< T >& AppendTo, |
Append enumerable elements to an array | Util/BufferUtil.h | |
| Count number of elements in array (or within requested range) that pass Predicate test | Util/BufferUtil.h | ||
int BufferUtil::FilterInPlace
(
TArray< T >& Data, |
Removes elements of array (or within requested range) that do not pass Predicate, by shifting forward. | Util/BufferUtil.h | |
void FastTriWinding::ComputeCoeffs
(
const TriangleMeshType& Mesh, |
Precompute constant coefficients of triangle winding number approximation (evaluated in parallel for large sets of triangles) P: 'Center' of expansion for Triangles (area-weighted centroid avg) R: max distance from P to Triangles Order1: first-order vector coeff Order2: second-order matrix coeff TriCache: precomputed triangle centroid/normal/area | Spatial/FastWinding.h | |
void FastTriWinding::ComputeCoeffsSerial
(
const TriangleMeshType& Mesh, |
Precompute constant coefficients of triangle winding number approximation (serial implementation) P: 'Center' of expansion for Triangles (area-weighted centroid avg) R: max distance from P to Triangles Order1: first-order vector coeff Order2: second-order matrix coeff TriCache: precomputed triangle centroid/normal/area | Spatial/FastWinding.h | |
double FastTriWinding::EvaluateOrder1Approx
(
const FVector3d& Center, |
Evaluate first-order FWN approximation at point Q, relative to Center c | Spatial/FastWinding.h | |
double FastTriWinding::EvaluateOrder2Approx
(
const FVector3d& Center, |
Evaluate second-order FWN approximation at point Q, relative to Center c | Spatial/FastWinding.h | |
double FastTriWinding::Order1Approx
(
const FTriangle3d& T, |
Triangle-winding-number first-order approximation. | Spatial/FastWinding.h | |
double FastTriWinding::Order2Approx
(
const FTriangle3d& T, |
Triangle-winding-number second-order approximation T is triangle, P is 'Center' of cluster of dipoles, Q is evaluation point (This is really just for testing) | Spatial/FastWinding.h | |
void IndexUtil::ApplyMap
(
FIndex3i& Val, |
Replace Val with MapFunc[Val] using index operator | Util/IndexUtil.h | |
void IndexUtil::ApplyMap
(
UE::Math::TVector< T >& Val, |
Replace Val with MapFunc[Val] using index operator | Util/IndexUtil.h | |
FIndex3i IndexUtil::ApplyMap
(
const FIndex3i& Val, |
Util/IndexUtil.h | ||
UE::Math::TVector< T > IndexUtil::ApplyMap
(
const UE::Math::TVector< T >& Val, |
Util/IndexUtil.h | ||
bool IndexUtil::ArrayCheck
(
const TArray< T >& ToCheck, |
Util/IndexUtil.h | ||
int IndexUtil::FindEdgeIndexInTri
(
T VertexID1, |
Find unordered edge [VertexID1,VertexID2] in TriangleVerts | Util/IndexUtil.h | |
int IndexUtil::FindEdgeOtherVertex
(
const FIndex2i& EdgeVerts, |
Util/IndexUtil.h | ||
| Util/IndexUtil.h | |||
int IndexUtil::FindTriIndex
(
T VertexID, |
Util/IndexUtil.h | ||
int IndexUtil::FindTriOrderedEdge
(
T VertexID1, |
Find ordered edge [VertexID1,VertexID2] in TriangleVerts | Util/IndexUtil.h | |
int IndexUtil::FindTriOtherIndex
(
T VertexID1, |
Find ordered edge [VertexID1,VertexID2] in TriangleVerts and then return the index of the remaining third vertex | Util/IndexUtil.h | |
int IndexUtil::FindTriOtherVtx
(
T VertexID1, |
Find ordered edge [VertexID1,VertexID2] in TriangleVerts and then return the remaining third vertex | Util/IndexUtil.h | |
int IndexUtil::FindTriOtherVtx
(
int VertexID1, |
Find ordered edge [VertexID1,VertexID2] in a triangle that is in an array of triangles, and return remaining third vertex | Util/IndexUtil.h | |
int IndexUtil::FindTriOtherVtxUnsafe
(
T VertexID1, |
Find third vertex of triangle that is not VertexID1 or VertexID2. | Util/IndexUtil.h | |
int IndexUtil::GetOtherTriIndex
(
int i0, |
If i0 and i1 are unordered indices into a triangle, each in range 0-2, return the third index | Util/IndexUtil.h | |
bool IndexUtil::OrientTriEdge
(
T& Vertex1, |
Assuming [Vertex1,Vertex2] is an unordered edge in TriangleVerts, return Vertex1 and Vertex2 in the correct order (ie the same as TriangleVerts) | Util/IndexUtil.h | |
int IndexUtil::OrientTriEdgeAndFindOtherVtx
(
T& Vertex1, |
Assuming [Vertex1,Vertex2] is an unordered edge in TriangleVerts, return Vertex1 and Vertex2 in the correct order (ie the same as TriangleVerts), and returns the vertex ID of the other vertex | Util/IndexUtil.h | |
bool IndexUtil::SamePairUnordered
(
T a0, |
Util/IndexUtil.h | ||
FLinearIntersection IntersectionUtil::LineSphereIntersection
(
const TVector< RealType >& LineOrigin, |
Intersection/IntersectionUtil.h | ||
bool IntersectionUtil::LineSphereIntersection
(
const TVector< RealType >& LineOrigin, |
Intersect line with sphere and return intersection info (# hits, ray parameters) | Intersection/IntersectionUtil.h | |
| Test if line intersects sphere | Intersection/IntersectionUtil.h | ||
bool IntersectionUtil::RayCircleIntersection
(
const TVector< RealType >& RayOrigin, |
Intersect ray with circle and return intersection info (# hits, ray parameters) | Intersection/IntersectionUtil.h | |
FLinearIntersection IntersectionUtil::RaySphereIntersection
(
const TVector< RealType >& RayOrigin, |
Intersection/IntersectionUtil.h | ||
bool IntersectionUtil::RaySphereIntersection
(
const TVector< RealType >& RayOrigin, |
Intersect ray with sphere and return intersection info (# hits, ray parameters) | Intersection/IntersectionUtil.h | |
| Intersection/IntersectionUtil.h | |||
| Intersection/IntersectionUtil.h | |||
void MeshAdapterTransforms::ApplyTransform
(
TriangleMeshType& Mesh, |
Apply given Transform to a Mesh. | MeshAdapterTransforms.h | |
void MeshAdapterTransforms::ApplyTransform
(
TriangleMeshType& Mesh, |
Apply given Transform to a Mesh. | MeshAdapterTransforms.h | |
void MeshAdapterTransforms::ApplyTransformInverse
(
TriangleMeshType& Mesh, |
Apply inverse of given Transform to a Mesh. | MeshAdapterTransforms.h | |
void MeshAdapterTransforms::FrameCoordsToWorld
(
TriangleMeshType& Mesh, |
Transform Mesh out of local coordinates of Frame | MeshAdapterTransforms.h | |
void MeshAdapterTransforms::Translate
(
TriangleMeshType& Mesh, |
Apply Translation to vertex positions of Mesh. Does not modify any other attributes. | MeshAdapterTransforms.h | |
void MeshAdapterTransforms::WorldToFrameCoords
(
TriangleMeshType& Mesh, |
Transform Mesh into local coordinates of Frame | MeshAdapterTransforms.h | |
void MeshTransforms::ApplyTransform
(
FDynamicMesh3& Mesh, |
Apply given Transform to a Mesh. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::ApplyTransform
(
FDynamicMesh3& Mesh, |
Apply given Transform to a Mesh. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::ApplyTransform
(
FDynamicMesh3& Mesh, |
Apply given Transform to a Mesh. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::ApplyTransformInverse
(
FDynamicMesh3& Mesh, |
Apply inverse of given Transform to a Mesh. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::FrameCoordsToWorld
(
FDynamicMesh3& Mesh, |
Transform Mesh out of local coordinates of Frame | DynamicMesh/MeshTransforms.h | |
bool MeshTransforms::operator!
(
ETransformAttributes E |
DynamicMesh/MeshTransforms.h | ||
ETransformAttributes MeshTransforms::operator&
(
ETransformAttributes Lhs, |
DynamicMesh/MeshTransforms.h | ||
ETransformAttributes & MeshTransforms::operator&=
(
ETransformAttributes& Lhs, |
DynamicMesh/MeshTransforms.h | ||
ETransformAttributes MeshTransforms::operator^
(
ETransformAttributes Lhs, |
DynamicMesh/MeshTransforms.h | ||
ETransformAttributes & MeshTransforms::operator^=
(
ETransformAttributes& Lhs, |
DynamicMesh/MeshTransforms.h | ||
ETransformAttributes MeshTransforms::operator|
(
ETransformAttributes Lhs, |
DynamicMesh/MeshTransforms.h | ||
ETransformAttributes & MeshTransforms::operator|=
(
ETransformAttributes& Lhs, |
DynamicMesh/MeshTransforms.h | ||
ETransformAttributes MeshTransforms::operator~
(
ETransformAttributes E |
DynamicMesh/MeshTransforms.h | ||
void MeshTransforms::ReverseOrientationIfNeeded
(
FDynamicMesh3& Mesh, |
If applying Transform would invert Mesh w/ a negative scale, then invert Mesh's triangle orientations. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::Rotate
(
FDynamicMesh3& Mesh, |
Apply Rotation to the Mesh, relative to the given RotationOrigin. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::Scale
(
FDynamicMesh3& Mesh, |
Apply Scale to Mesh, relative to given Origin. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::Scale
(
FDynamicMesh3& Mesh, |
Apply Scale to Mesh, relative to given Origin. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::Translate
(
FDynamicMesh3& Mesh, |
Apply Translation to the Mesh. | DynamicMesh/MeshTransforms.h | |
void MeshTransforms::WorldToFrameCoords
(
FDynamicMesh3& Mesh, |
Transform Mesh into local coordinates of Frame | DynamicMesh/MeshTransforms.h | |
| CompGeom/PolygonTriangulation.h | |||
void PolygonTriangulation::TriangulateSimplePolygon
(
const TArray< TVector2< RealType > >& VertexPositions, |
Compute triangulation of simple 2D polygon using ear-clipping | CompGeom/PolygonTriangulation.h | |
void PolygonTriangulation::TriangulateSimplePolygon
(
const TArray< TVector< RealType > >& VertexPositions, |
Compute triangulation of 3D simple polygon using ear-clipping | CompGeom/PolygonTriangulation.h | |
GEOMETRYCORE_API void RevolveUtil::GenerateSweepCurve
(
const FVector3d& RevolutionAxisOrigin, |
Generates a sweep curve with the initial frame at the origin and the rest rotated around the given axis. | Util/RevolveUtil.h | |
GEOMETRYCORE_API void RevolveUtil::MakeProfileCurveMidpointOfFirstStep
(
TArray< FVector3d >& ProfileCurve, |
Shifts the profile curve in such a way that it becomes the midpoint of the first rotation step (i.e., rotates it back half a step while projecting it outward onto the plane passing through the profile). | Util/RevolveUtil.h | |
GEOMETRYCORE_API bool RevolveUtil::ProfileIsCCWRelativeRevolve
(
TArray< FVector3d >& ProfileCurve, |
Returns true if the profile curve is counterclockwise relative to the rotation direction. | Util/RevolveUtil.h | |
GEOMETRYCORE_API void RevolveUtil::WeldPointsOnAxis
(
TArray< FVector3d >& ProfileCurve, |
Checks the profile curve for points that lie within a particular tolerance of the revolution axis. | Util/RevolveUtil.h | |
IterT UE::Geometry::AdvanceIterator
(
IterT Start, |
TODO: Specialize this for random-access iterators. | Async/ParallelTransformReduce.h | |
TIndexedContainerIterator< ContainerType, ElementType, SizeType > UE::Geometry::AdvanceIterator
(
TIndexedContainerIterator< ContainerType, ElementType, SizeType > Begin, |
Async/ParallelTransformReduce.h | ||
T UE::Geometry::AngleD
(
const UE::Math::TVector2< T >& V1, |
Angle in Degrees. | VectorTypes.h | |
T UE::Geometry::AngleD
(
const UE::Math::TVector< T >& V1, |
Computes the Angle between V1 and V2, assuming they are already normalized | VectorTypes.h | |
T UE::Geometry::AngleR
(
const UE::Math::TVector2< T >& V1, |
Angle in Radians. | VectorTypes.h | |
T UE::Geometry::AngleR
(
const UE::Math::TVector< T >& V1, |
Computes the Angle between V1 and V2, assuming they are already normalized | VectorTypes.h | |
UE::Math::TVector< T > UE::Geometry::Blend3
(
const UE::Math::TVector< T >& A, |
VectorTypes.h | ||
void UE::Geometry::CollectVertexPositions
(
const FDynamicMesh3& Mesh, |
Call SetType.Add(VertexPosition) for all valid vertex indices in for_each(Enumeration) | DynamicMesh/MeshIndexUtil.h | |
bool UE::Geometry::CompactAttributeValues
(
const FDynamicMesh3& Mesh, |
Compact the values of an integer Triangle Attribute, ie so that the attribute values are dense in range 0..N. | DynamicMesh/MeshAttributeUtil.h | |
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 | |
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 | |
bool UE::Geometry::ConvertTriOrderedEdgeLoopToLoop
(
const FDynamicMesh3& Mesh, |
Recover the current Vertex and Edge loops given an encoded loop of FMeshTriOrderedEdgeID. | EdgeLoop.h | |
bool UE::Geometry::CopyVertexNormalsToOverlay
(
const FDynamicMesh3& Mesh, |
Copies vertex normals to a given overlay (clearing it before use if it has any elements). | DynamicMesh/MeshAttributeUtil.h | |
bool UE::Geometry::CopyVertexUVsToOverlay
(
const FDynamicMesh3& Mesh, |
Copies vertex UVs to a given overlay (clearing it before use if it has any elements). | DynamicMesh/MeshAttributeUtil.h | |
TQuadricError< RealType > UE::Geometry::CreateSeamQuadric
(
const TVector< RealType >& p0, |
A "Seam Quadric" is a quadric defined with respect to the plane passing through the edge p1-p0, but perpendicular to the adjacent face. | QuadricError.h | |
UE::Math::TVector< T > UE::Geometry::Cross
(
const UE::Math::TVector< T >& V1, |
VectorTypes.h | ||
bool UE::Geometry::CurveUtil::Contains2
(
const TArrayView< const VectorType >& Vertices, |
Curve/CurveUtil.h | ||
int UE::Geometry::CurveUtil::FindNearestIndex
(
const TArrayView< const VectorType >& Vertices, |
Curve/CurveUtil.h | ||
VectorType UE::Geometry::CurveUtil::GetNormal_FaceAvg2
(
const TArrayView< const VectorType >& Vertices, |
Construct a normal at a vertex of the Polygon by averaging the adjacent face normals. | Curve/CurveUtil.h | |
void UE::Geometry::CurveUtil::GetPrevNext
(
const TArrayView< const VectorType >& Vertices, |
Curve utility functions Get (by reference) the vertices surrounding the given vertex index If bLoop is false and the Prev or Next vertex would be out of bounds, the vertex at Idx is used instead. | Curve/CurveUtil.h | |
void UE::Geometry::CurveUtil::GetVectorsToPrevNext
(
const TArrayView< const VectorType >& Vertices, |
Get (by reference) vectors pointing toward the given vertex index, from its surrounding vertices If bLoop is false and the Prev or Next vertex would be out of bounds, a zero vector is used instead | Curve/CurveUtil.h | |
void UE::Geometry::CurveUtil::GetVectorsToPrevNext
(
const TArrayView< const VectorType >& Vertices, |
Get (by reference) vectors pointing toward the given vertex index, from its surrounding vertices If bLoop is false and the Prev or Next vertex would be out of bounds, a zero vector is used instead | Curve/CurveUtil.h | |
void UE::Geometry::CurveUtil::InPlaceSmooth
(
TArrayView< VectorType > Vertices, |
Smooth vertices in-place (will not produce a symmetric result, but does not require extra buffer) | Curve/CurveUtil.h | |
bool UE::Geometry::CurveUtil::IsConvex2
(
const TArrayView< const VectorType > Vertices, |
Tests closed, 2D curve for convexity, with an optional tolerance allowing for approximately-collinear points Note that tolerance is per vertex angle, so a very-finely-sampled smooth concavity could be reported as convex | Curve/CurveUtil.h | |
void UE::Geometry::CurveUtil::IterativeSmooth
(
TArrayView< VectorType > Vertices, |
Smooth set of vertices using extra buffer | Curve/CurveUtil.h | |
bool UE::Geometry::CurveUtil::ProjectPointInsideConvexPolygon
(
const TArrayView< const TVector2< RealType > > Vertices, |
Project point inside a convex polygon with known orientation | Curve/CurveUtil.h | |
RealType UE::Geometry::CurveUtil::SignedArea2
(
const TArrayView< const VectorType >& Vertices |
Compute the signed area of a closed curve, assuming vertices in the XY plane | Curve/CurveUtil.h | |
VectorType UE::Geometry::CurveUtil::Tangent
(
const TArrayView< const VectorType >& Vertices, |
Curve/CurveUtil.h | ||
VectorType UE::Geometry::CurveUtil::Tangent
(
const TArrayView< const VectorType >& Vertices, |
Curve/CurveUtil.h | ||
RealType UE::Geometry::CurveUtil::WindingIntegral2
(
const TArrayView< const VectorType >& Vertices, |
Compute the winding of a point relative to a closed curve, assuming vertices in the XY plane | Curve/CurveUtil.h | |
void UE::Geometry::Debug::ClearAllDebugMeshes() |
Discard all debug meshes stored in the global Debug Meshes map | DynamicMesh/DynamicMesh3.h | |
bool UE::Geometry::Debug::FetchDebugMesh
(
FString DebugMeshName, |
If a mesh was previously stored via StashDebugMesh with the given DebugMeshName, copy it to MeshOut, and optionally remove it from the Debug Meshes map | DynamicMesh/DynamicMesh3.h | |
void UE::Geometry::Debug::StashDebugMesh
(
const FDynamicMesh3& Mesh, |
Store a copy of Mesh in a global Debug Meshes TMap |
DynamicMesh/DynamicMesh3.h | |
void UE::Geometry::DenseGrid::AtomicDecrement
(
FDenseGrid2i& Grid, |
Spatial/DenseGrid2.h | ||
void UE::Geometry::DenseGrid::AtomicDecrement
(
FDenseGrid3i& Grid, |
Spatial/DenseGrid3.h | ||
void UE::Geometry::DenseGrid::AtomicIncDec
(
FDenseGrid2i& Grid, |
Spatial/DenseGrid2.h | ||
void UE::Geometry::DenseGrid::AtomicIncDec
(
FDenseGrid3i& Grid, |
Spatial/DenseGrid3.h | ||
void UE::Geometry::DenseGrid::AtomicIncrement
(
FDenseGrid2i& Grid, |
Spatial/DenseGrid2.h | ||
void UE::Geometry::DenseGrid::AtomicIncrement
(
FDenseGrid3i& Grid, |
Spatial/DenseGrid3.h | ||
T UE::Geometry::Distance
(
const UE::Math::TVector2< T >& V1, |
VectorTypes.h | ||
T UE::Geometry::Distance
(
const UE::Math::TVector< T >& V1, |
VectorTypes.h | ||
T UE::Geometry::DistanceSquared
(
const UE::Math::TVector2< T >& V1, |
VectorTypes.h | ||
T UE::Geometry::DistanceSquared
(
const UE::Math::TVector< T >& V1, |
VectorTypes.h | ||
| Test if QueryPoint is inside (or on) the given cylinder. | Intersection/ContainmentQueries3.h | ||
| Intersection/IntersectionQueries2.h | |||
T UE::Geometry::Dot
(
const UE::Math::TVector< T >& V1, |
VectorTypes.h | ||
T UE::Geometry::DotPerp
(
const UE::Math::TVector2< T >& V1, |
VectorTypes.h | ||
bool UE::Geometry::EmbedProjectedPath
(
FDynamicMesh3* Mesh, |
Embed a 2D path into a mesh by projection, starting the walk from a given triangle. | Operations/EmbedSurfacePath.h | |
bool UE::Geometry::EmbedProjectedPaths
(
FDynamicMesh3* Mesh, |
Embed multiple 2D paths into a mesh by projection, starting the walks from the given triangles. | Operations/EmbedSurfacePath.h | |
| CompGeom/ExactPredicates.h | |||
| TVector-only version that can run in float or double | CompGeom/ExactPredicates.h | ||
| TVector2-only version that can run in float or double | CompGeom/ExactPredicates.h | ||
| TVector-only version that can run in float or double | CompGeom/ExactPredicates.h | ||
| TVector2-only version that can run in float or double | CompGeom/ExactPredicates.h | ||
| CompGeom/ExactPredicates.h | |||
| TVector-only version that can run in float or double | CompGeom/ExactPredicates.h | ||
FIndex3i UE::Geometry::FindNextAdjacentTriangleAroundVtx
(
const FDynamicMesh3* Mesh, |
Walk around VertexID from FromTriangleID to next connected triangle if it exists, walking "away" from PrevTriangleID. | DynamicMesh/MeshIndexUtil.h | |
int32 UE::Geometry::FindSharedEdgeInTriangles
(
const FDynamicMesh3& Mesh, |
DynamicMesh/MeshIndexUtil.h | ||
FIndex2i UE::Geometry::FindVertexEdgesInTriangle
(
const FDynamicMesh3& Mesh, |
Find the two edges in a Triangle that are connected to a given Vertex of the triangle | DynamicMesh/MeshIndexUtil.h | |
bool UE::Geometry::FitKDOPVertices3
(
TArrayView< const UE::Math::TVector< RealType > > PlaneDirections, |
Compute the vertices (and optionally planes) of a k-DOP bounding convex hull containing Points | CompGeom/FitKDOP3.h | |
bool UE::Geometry::FitKDOPVertices3
(
TArrayView< const UE::Math::TVector< RealType > > PlaneDirections, |
Compute the vertices (and optionally planes) of a k-DOP bounding convex hull containing the points returned by GetPointFunc | CompGeom/FitKDOP3.h | |
TOrientedBox2< RealType > UE::Geometry::FitOrientedBox2ConvexHull
(
int32 NumPts, |
Use the rotating calipers algorithm to find a best-fit oriented bounding box of a convex hull. | CompGeom/FitOrientedBox2.h | |
TOrientedBox2< RealType > UE::Geometry::FitOrientedBox2Points
(
TArrayView< const TVector2< RealType > > Points, |
Use the rotating calipers algorithm to find a best-fit oriented bounding box of a point set. | CompGeom/FitOrientedBox2.h | |
TOrientedBox2< RealType > UE::Geometry::FitOrientedBox2SimplePolygon
(
TArrayView< const TVector2< RealType > > Polygon, |
Use the rotating calipers algorithm to find a best-fit oriented bounding box of a simple polygon. | CompGeom/FitOrientedBox2.h | |
TOrientedBox3< RealType > UE::Geometry::FitOrientedBox3Points
(
TArrayView< const TVector< RealType > > Points, |
Compute a close-fitting oriented bounding box to the given points. | CompGeom/FitOrientedBox3.h | |
T UE::Geometry::FractalBrownianMotionNoise
(
const EFBMMode FBMMode, |
ProceduralNoise.h | ||
void UE::Geometry::GenerateArcSegments
(
int32 NumSteps, |
Call EmitLineFunc for the line segments that make up the Circular Arc defined by the given parameters and sampled with NumSteps vertices | Generators/LineSegmentGenerators.h | |
void UE::Geometry::GenerateBoxSegments
(
const TVector< RealType >& HalfDimensions, |
Call EmitLineFunc for the 12 line segments defined by the given box parameters | Generators/LineSegmentGenerators.h | |
void UE::Geometry::GenerateCircleSegments
(
int32 NumSteps, |
Call EmitLineFunc for the line segments that make up the Circle defined by the given parameters and sampled with NumSteps vertices | Generators/LineSegmentGenerators.h | |
| Example function to generate a generic mesh adapter from arrays | MeshAdapter.h | ||
uint32 UE::Geometry::GetTypeHash
(
const FIndex2i& Index |
IndexTypes.h | ||
uint32 UE::Geometry::GetTypeHash
(
const FIndex3i& Index |
IndexTypes.h | ||
uint32 UE::Geometry::GetTypeHash
(
const FIndex4i& Index |
IndexTypes.h | ||
uint32 UE::Geometry::GetTypeHash
(
const FVector2i& Vector |
IntVectorTypes.h | ||
uint32 UE::Geometry::GetTypeHash
(
const FVector3i& Vector |
IntVectorTypes.h | ||
UE::Math::TVector2< T > UE::Geometry::GetXY
(
const UE::Math::TVector< T >& V |
VectorTypes.h | ||
UE::Math::TVector2< T > UE::Geometry::GetXZ
(
const UE::Math::TVector< T >& V |
VectorTypes.h | ||
UE::Math::TVector2< T > UE::Geometry::GetYZ
(
const UE::Math::TVector< T >& V |
VectorTypes.h | ||
bool UE::Geometry::IsInside
(
const TSphere3< RealType >& OuterSphere, |
Sphere Containment Queries | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TSphere3< RealType >& OuterSphere, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TSphere3< RealType >& OuterSphere, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TSphere3< RealType >& OuterSphere, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TSphere3< RealType >& OuterSphere, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TCapsule3< RealType >& OuterCapsule, |
Capsule Containment Queries | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TCapsule3< RealType >& OuterCapsule, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TCapsule3< RealType >& OuterCapsule, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TCapsule3< RealType >& OuterCapsule, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TCapsule3< RealType >& OuterCapsule, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TOrientedBox3< RealType >& OuterBox, |
OrientedBox Containment Queries | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TOrientedBox3< RealType >& OuterBox, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TOrientedBox3< RealType >& OuterBox, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TOrientedBox3< RealType >& OuterBox, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TOrientedBox3< RealType >& OuterBox, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsInside
(
const TTriLinearGridInterpolant< GridType >& OuterGrid, |
Signed distance field containment tests | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TTriLinearGridInterpolant< GridType >& OuterGrid, |
Signed Distance Field containment queries Test if the axis-aligned bounding box of InnerSphere is completely inside the negative region of the signed distance field discretized on OuterGrid | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TTriLinearGridInterpolant< GridType >& OuterGrid, |
Test if the axis-aligned bounding box of InnerCapsule is completely inside the negative region of the signed distance field discretized on OuterGrid | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TTriLinearGridInterpolant< GridType >& OuterGrid, |
Test if the axis-aligned bounding box of InnerBox is completely inside the negative region of the signed distance field discretized on OuterGrid | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TTriLinearGridInterpolant< GridType >& OuterGrid, |
Test if all enumerable points are inside the negative region of the signed distance field discretized on OuterGrid | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInside
(
const TTriLinearGridInterpolant< GridType1 >& OuterGrid, |
Test if the axis-aligned bounding box of InnerGrid is completely inside the negative region of the signed distance field discretized on OuterGrid | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInsideHull
(
TArrayView< THalfspace3< RealType > > Halfspaces, |
Convex Hull/Volume containment queries Test if the convex volume defined by a set of Halfspaces contains InnerSphere. | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInsideHull
(
TArrayView< THalfspace3< RealType > > Halfspaces, |
Test if the convex volume defined by a set of Halfspaces contains InnerCapsule. | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInsideHull
(
TArrayView< THalfspace3< RealType > > Halfspaces, |
Test if the convex volume defined by a set of Halfspaces contains InnerBox. | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInsideHull
(
TArrayView< THalfspace3< RealType > > Halfspaces, |
Test if the convex volume defined by a set of Halfspaces contains InnerSphere. | Intersection/ContainmentQueries3.h | |
bool UE::Geometry::IsInsideHull
(
TArrayView< THalfspace3< RealType > > Halfspaces, |
Intersection/ContainmentQueries3.h | ||
bool UE::Geometry::IsNormalized
(
const UE::Math::TVector2< T >& Vector, |
VectorTypes.h | ||
bool UE::Geometry::IsNormalized
(
const UE::Math::TVector< T >& Vector, |
VectorTypes.h | ||
int64 UE::Geometry::IteratorDistance
(
IterT Begin, |
TODO: Specialize this for for random-access iterators. | Async/ParallelTransformReduce.h | |
int64 UE::Geometry::IteratorDistance
(
TIndexedContainerIterator< ContainerType, ElementType, SizeType > Begin, |
Async/ParallelTransformReduce.h | ||
T UE::Geometry::Length
(
const UE::Math::TVector< T >& V |
VectorTypes.h | ||
TFrame3< T > UE::Geometry::Lerp
(
const TFrame3< T >& A, |
FrameTypes.h | ||
UE::Math::TVector2< T > UE::Geometry::Lerp
(
const UE::Math::TVector2< T >& A, |
VectorTypes.h | ||
UE::Math::TVector< T > UE::Geometry::Lerp
(
const UE::Math::TVector< T >& A, |
VectorTypes.h | ||
UE::Math::TVector4< T > UE::Geometry::Lerp
(
const UE::Math::TVector4< T >& A, |
VectorTypes.h | ||
FColor UE::Geometry::LinearColors::AliceBlue3b() |
Util/ColorConstants.h | ||
| X11 Colors - https://www.w3.org/TR/css-color-3/#html4 python code to parse text file: | Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::AntiqueWhite3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::AntiqueWhite3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Aqua3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Aqua3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Aquamarine3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Aquamarine3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Azure3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Azure3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Beige3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Beige3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Bisque3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Bisque3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Black3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Black3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::BlanchedAlmond3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::BlanchedAlmond3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Blue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Blue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::BlueViolet3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::BlueViolet3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Brown3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Brown3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Burlywood3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Burlywood3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::CadetBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::CadetBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Chartreuse3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Chartreuse3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Chocolate3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Chocolate3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Coral3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Coral3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::CornflowerBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::CornflowerBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Cornsilk3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Cornsilk3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Crimson3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Crimson3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Cyan3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Cyan3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkCyan3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkCyan3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkGoldenrod3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkGoldenrod3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkGray3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkGray3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkKhaki3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkKhaki3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkMagenta3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkMagenta3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkOliveGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkOliveGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkOrange3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkOrange3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkOrchid3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkOrchid3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkRed3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkRed3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkSalmon3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkSalmon3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkSeagreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkSeagreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkSlateBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkSlateBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkSlateGray3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkSlateGray3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkTurquoise3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkTurquoise3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DarkViolet3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DarkViolet3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DeepPink3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DeepPink3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DeepSkyBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DeepSkyBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DimGray3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DimGray3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::DodgerBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::DodgerBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Firebrick3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Firebrick3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::FloralWhite3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::FloralWhite3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::ForestGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::ForestGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Fuchsia3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Fuchsia3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Gainsboro3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Gainsboro3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::GhostWhite3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::GhostWhite3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Gold3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Gold3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Goldenrod3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Goldenrod3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Gray3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Gray3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Green3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Green3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::GreenYellow3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::GreenYellow3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::HoneyDew3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::HoneyDew3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::HotPink3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::HotPink3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::IndianRed3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::IndianRed3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Indigo3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Indigo3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Ivory3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Ivory3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Khaki3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Khaki3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Lavender3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Lavender3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LavenderBlush3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LavenderBlush3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LawnGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LawnGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LemonChiffon3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LemonChiffon3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightCoral3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightCoral3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightCyan3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightCyan3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightGoldenrod3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightGoldenrod3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightGray3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightGray3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightPink3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightPink3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightSalmon3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightSalmon3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightSeaGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightSeaGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightSkyBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightSkyBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightSlateGray3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightSlateGray3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightSteelBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightSteelBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LightYellow3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LightYellow3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Lime3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Lime3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::LimeGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::LimeGreen3f() |
Util/ColorConstants.h | ||
void UE::Geometry::LinearColors::LinearToSRGB
(
VectorType& Color |
Apply a Linear to sRGB color transformation on a given color vector. | Util/ColorConstants.h | |
FColor UE::Geometry::LinearColors::Linen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Linen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Magenta3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Magenta3f() |
Util/ColorConstants.h | ||
VectorType UE::Geometry::LinearColors::MakeColor3f
(
float R, |
Util/ColorConstants.h | ||
VectorType UE::Geometry::LinearColors::MakeColor4f
(
float R, |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Maroon3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Maroon3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumAquamarine3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumAquamarine3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumOrchid3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumOrchid3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumPurple3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumPurple3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumSeaGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumSeaGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumSlateBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumSlateBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumSpringGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumSpringGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumTurquoise3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumTurquoise3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MediumVioletRed3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MediumVioletRed3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MidnightBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MidnightBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MintCream3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MintCream3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::MistyRose3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::MistyRose3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Moccasin3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Moccasin3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::NavajoWhite3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::NavajoWhite3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Navy3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Navy3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::OldLace3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::OldLace3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Olive3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Olive3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::OliveDrab3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::OliveDrab3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Orange3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Orange3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::OrangeRed3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::OrangeRed3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Orchid3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Orchid3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::PaleGoldenrod3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::PaleGoldenrod3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::PaleGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::PaleGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::PaleTurquoise3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::PaleTurquoise3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::PaleVioletRed3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::PaleVioletRed3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::PapayaWhip3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::PapayaWhip3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::PeachPuff3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::PeachPuff3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Peru3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Peru3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Pink3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Pink3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Plum3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Plum3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::PowderBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::PowderBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Purple3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Purple3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Red3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Red3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::RosyBrown3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::RosyBrown3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::RoyalBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::RoyalBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::SaddleBrown3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SaddleBrown3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Salmon3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Salmon3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::SandyBrown3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SandyBrown3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::SeaGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SeaGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Seashell3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Seashell3f() |
Util/ColorConstants.h | ||
VectorType UE::Geometry::LinearColors::SelectColor
(
int32 Index |
Select a Color from a fixed color palette based on given Index | Util/ColorConstants.h | |
FColor UE::Geometry::LinearColors::SelectFColor
(
int32 Index |
Select a FColor from a fixed color palette based on given Index | Util/ColorConstants.h | |
FColor UE::Geometry::LinearColors::Sienna3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Sienna3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Silver3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Silver3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::SkyBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SkyBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::SlateBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SlateBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::SlateGray3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SlateGray3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Snow3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Snow3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::SpringGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SpringGreen3f() |
Util/ColorConstants.h | ||
void UE::Geometry::LinearColors::SRGBToLinear
(
VectorType& Color |
Apply an sRGB to Linear color transformation on a given color vector. | Util/ColorConstants.h | |
FColor UE::Geometry::LinearColors::SteelBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::SteelBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Tan3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Tan3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Teal3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Teal3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Thistle3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Thistle3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Tomato3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Tomato3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Turquoise3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Turquoise3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::VideoBlack3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::VideoBlack3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::VideoBlue3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::VideoBlue3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::VideoGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::VideoGreen3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::VideoRed3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::VideoRed3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::VideoWhite3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::VideoWhite3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Violet3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Violet3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Wheat3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Wheat3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::White3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::White3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::WhiteSmoke3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::WhiteSmoke3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::Yellow3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::Yellow3f() |
Util/ColorConstants.h | ||
FColor UE::Geometry::LinearColors::YellowGreen3b() |
Util/ColorConstants.h | ||
FLinearColor UE::Geometry::LinearColors::YellowGreen3f() |
Util/ColorConstants.h | ||
FPointSetAdapterd UE::Geometry::MakeBoundaryEdgeMidpointsAdapter
(
const FDynamicMesh3* Mesh |
DynamicMesh/MeshAdapterUtil.h | ||
FTriangleMeshAdapterd UE::Geometry::MakeDynamicMeshAdapter
(
const FDynamicMesh3* Mesh |
DynamicMesh/MeshAdapterUtil.h | ||
FPointSetAdapterd UE::Geometry::MakeEdgeMidpointsAdapter
(
const FDynamicMesh3* Mesh |
DynamicMesh/MeshAdapterUtil.h | ||
FPointSetAdapterd UE::Geometry::MakePointsAdapter
(
const FDynamicPointSet3d* PointSet |
DynamicMesh/MeshAdapterUtil.h | ||
FTriangleMeshAdapterd UE::Geometry::MakeTransformedDynamicMeshAdapter
(
const FDynamicMesh3* Mesh, |
DynamicMesh/MeshAdapterUtil.h | ||
FPointSetAdapterd UE::Geometry::MakeTriCentroidsAdapter
(
const FDynamicMesh3* Mesh |
DynamicMesh/MeshAdapterUtil.h | ||
UE::Math::TVector< T > UE::Geometry::MakeUnitVector3
(
int32 Axis |
VectorTypes.h | ||
FPointSetAdapterd UE::Geometry::MakeVerticesAdapter
(
const FDynamicMesh3* Mesh |
DynamicMesh/MeshAdapterUtil.h | ||
FVector3i UE::Geometry::Max
(
const FVector3i& V0, |
IntVectorTypes.h | ||
UE::Math::TVector< T > UE::Geometry::Max
(
const UE::Math::TVector< T >& V0, |
VectorTypes.h | ||
T UE::Geometry::MaxAbsElement
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
int32 UE::Geometry::MaxAbsElementIndex
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
T UE::Geometry::MaxElement
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
int32 UE::Geometry::MaxElementIndex
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
FVector3i UE::Geometry::Min
(
const FVector3i& V0, |
IntVectorTypes.h | ||
UE::Math::TVector< T > UE::Geometry::Min
(
const UE::Math::TVector< T >& V0, |
VectorTypes.h | ||
T UE::Geometry::MinAbsElement
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
int32 UE::Geometry::MinAbsElementIndex
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
T UE::Geometry::MinElement
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
int32 UE::Geometry::MinElementIndex
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
T UE::Geometry::Normalize
(
UE::Math::TVector2< T >& Vector, |
VectorTypes.h | ||
T UE::Geometry::Normalize
(
UE::Math::TVector< T >& Vector, |
VectorTypes.h | ||
UE::Math::TVector2< T > UE::Geometry::Normalized
(
const UE::Math::TVector2< T >& Vector, |
VectorTypes.h | ||
UE::Math::TVector< T > UE::Geometry::Normalized
(
const UE::Math::TVector< T >& Vector, |
VectorTypes.h | ||
TQuaternion< RealType > UE::Geometry::operator-
(
const TQuaternion< RealType >& A, |
Quaternion.h | ||
bool UE::Geometry::operator!
(
ERoundedRectangleCorner E |
Generators/RectangleMeshGenerator.h | ||
ERoundedRectangleCorner UE::Geometry::operator&
(
ERoundedRectangleCorner Lhs, |
Generators/RectangleMeshGenerator.h | ||
ERoundedRectangleCorner & UE::Geometry::operator&=
(
ERoundedRectangleCorner& Lhs, |
Generators/RectangleMeshGenerator.h | ||
FVector2i UE::Geometry::operator*
(
int32 Scalar, |
IntVectorTypes.h | ||
FVector3i UE::Geometry::operator*
(
int32 Scalar, |
IntVectorTypes.h | ||
TMatrix3< RealType > UE::Geometry::operator*
(
RealType Scale, |
MatrixTypes.h | ||
TMatrix2< RealType > UE::Geometry::operator*
(
RealType Scale, |
MatrixTypes.h | ||
TQuaternion< RealType > UE::Geometry::operator*
(
const TQuaternion< RealType >& A, |
Quaternion.h | ||
TQuaternion< RealType > UE::Geometry::operator*
(
RealType Scalar, |
Quaternion.h | ||
TQuaternion< RealType > UE::Geometry::operator*
(
const TQuaternion< RealType >& Q, |
Quaternion.h | ||
TVector< RealType > UE::Geometry::operator*
(
const TQuaternion< RealType >& Q, |
Quaternion.h | ||
ERoundedRectangleCorner UE::Geometry::operator^
(
ERoundedRectangleCorner Lhs, |
Generators/RectangleMeshGenerator.h | ||
ERoundedRectangleCorner & UE::Geometry::operator^=
(
ERoundedRectangleCorner& Lhs, |
Generators/RectangleMeshGenerator.h | ||
ERoundedRectangleCorner UE::Geometry::operator|
(
ERoundedRectangleCorner Lhs, |
Generators/RectangleMeshGenerator.h | ||
ERoundedRectangleCorner & UE::Geometry::operator|=
(
ERoundedRectangleCorner& Lhs, |
Generators/RectangleMeshGenerator.h | ||
ERoundedRectangleCorner UE::Geometry::operator~
(
ERoundedRectangleCorner E |
Generators/RectangleMeshGenerator.h | ||
TQuaternion< RealType > UE::Geometry::operator+
(
const TQuaternion< RealType >& A, |
Quaternion.h | ||
T UE::Geometry::Orient
(
const UE::Math::TVector2< T >& A, |
VectorTypes.h | ||
int UE::Geometry::Orientation
(
RealType X1, |
Calculate twice signed area of triangle (0,0)-(X1,Y1)-(X2,Y2) return an SOS-determined sign (-1, +1, or 0 only if it's a truly degenerate triangle) | Implicit/SDFCalculationUtils.h | |
T UE::Geometry::ParallelTransformReduce
(
IntType Num, |
Index interface (similar to ParallelFor) TransformFuncT should be a function pointer-like object with signature: T(IntType ) ReduceFuncT should be a function pointer-like object with signature: T(T,T) | Async/ParallelTransformReduce.h | |
void UE::Geometry::ParallelTransformReduce
(
IntType Num, |
Index interface for non-copyable types InitFuncT should be a function-like object with signature void(T&) TransformFuncT should be a function-like object with signature void(IntType,T&) ReduceFuncT should be a function-like object with signature void(T,T&) | Async/ParallelTransformReduce.h | |
T UE::Geometry::ParallelTransformReduce
(
IterT BeginIterator, |
TransformFuncT should be a function-like object with signature: T(U), where U is the type referred to by IterT ReduceFuncT should be a function-like object with signature: T(T,T) | Async/ParallelTransformReduce.h | |
void UE::Geometry::ParallelTransformReduce
(
IterT BeginIterator, |
Iterator interface for non-copyable types InitFuncT should be a function-like object with signature: void(T&) TransformFuncT should be a function-like object with signature: void(U,T&), where U is the type referred to by IterT ReduceFuncT should be a function-like object with signature: void(T,T&) | Async/ParallelTransformReduce.h | |
UE::Math::TVector2< T > UE::Geometry::PerpCW
(
const UE::Math::TVector2< T >& V |
VectorTypes.h | ||
bool UE::Geometry::PointInTriangle2d
(
double X0, |
Implicit/SDFCalculationUtils.h | ||
| Find distance x0 is from segment x1-x2 | Implicit/SDFCalculationUtils.h | ||
double UE::Geometry::PointTriangleDistance
(
const FVector3d& x0, |
These are utility functions shared by the various SDF calculation implementations (CachingMeshSDF, SweepignMeshSDF, SparseNarrowBandMeshSDF) | Implicit/SDFCalculationUtils.h | |
float UE::Geometry::PointTriangleDistance
(
const FVector3f& x0, |
Implicit/SDFCalculationUtils.h | ||
T UE::Geometry::SignedAngleR
(
const UE::Math::TVector2< T >& V1, |
Angle in Radians. | VectorTypes.h | |
RealType UE::Geometry::SnapToIncrement
(
RealType Value, |
Snap Value to steps of Increment (centered at 0, ie steps are -Increment, 0, Increment, 2*Increment, ...). | VectorUtil.h | |
bool UE::Geometry::SplitBoundaryVertexTrianglesIntoSubsets
(
const FDynamicMesh3* Mesh, |
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with edge SplitEdgeID that is connected to VertexID. | DynamicMesh/MeshIndexUtil.h | |
bool UE::Geometry::SplitInteriorVertexTrianglesIntoSubsets
(
const FDynamicMesh3* Mesh, |
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. | DynamicMesh/MeshIndexUtil.h | |
| Integrates the squared distance to a line along a given segment. | Distance/DistLine3Segment3.h | ||
T UE::Geometry::SquaredLength
(
const UE::Math::TVector< T >& V |
VectorTypes.h | ||
bool UE::Geometry::TestIntersection
(
const TSegment2< Real >& Segment, |
Return true if Segment and Box intersect and false otherwise. | Intersection/IntersectionQueries2.h | |
bool UE::Geometry::TestIntersection
(
const THalfspace3< RealType >& Halfspace, |
Halfspace Intersection Queries | Intersection/IntersectionQueries3.h | |
bool UE::Geometry::TestIntersection
(
const THalfspace3< RealType >& Halfspace, |
Intersection/IntersectionQueries3.h | ||
bool UE::Geometry::TestIntersection
(
const THalfspace3< RealType >& Halfspace, |
Intersection/IntersectionQueries3.h | ||
const FIndex3i * UE::Geometry::TetUtil::GetTetFaceOrdering() |
TriangleTypes.h | ||
| Fill an array with the oriented triangle faces of the tet. | TetUtil.h | ||
int32 UE::Geometry::TetUtil::IsInsideExact
(
const TTetrahedron3< RealType >& Tet, |
Test whether point Pt is inside or on a (non-degenerate) tetrahedron Tet. | TetUtil.h | |
FColor UE::Geometry::ToFColor
(
const UE::Math::TVector4< T >& Vector |
VectorTypes.h | ||
FLinearColor UE::Geometry::ToLinearColor
(
const UE::Math::TVector< T >& Vector |
VectorTypes.h | ||
FLinearColor UE::Geometry::ToLinearColor
(
const UE::Math::TVector4< T >& V |
VectorTypes.h | ||
UE::Math::TVector4< T > UE::Geometry::ToVector4
(
const FLinearColor& Color |
VectorTypes.h | ||
void UE::Geometry::TrianglesToOverlayElements
(
const OverlayType* Overlay, |
For a given list/enumeration of Triangles, and an Overlay, find all the Elements in all the Triangles. | DynamicMesh/MeshIndexUtil.h | |
void UE::Geometry::TriangleToVertexIDs
(
const FDynamicMesh3* Mesh, |
Find list of unique vertices that are contained in one or more triangles | DynamicMesh/MeshIndexUtil.h | |
RealType UE::Geometry::TriangleUtil::EquilateralEdgeLengthForArea
(
RealType TriArea |
TriangleTypes.h | ||
UE::Math::TVector< T > UE::Geometry::UnitCross
(
const UE::Math::TVector< T >& V1, |
VectorTypes.h | ||
RealType UE::Geometry::VectorUtil::Area
(
const TVector< RealType >& V0, |
VectorUtil.h | ||
RealType UE::Geometry::VectorUtil::Area
(
const TVector2< RealType >& V0, |
VectorUtil.h | ||
double UE::Geometry::VectorUtil::AspectRatio
(
const FVector3d& v1, |
VectorUtil.h | ||
| 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 | ||
| VectorUtil.h | |||
| VectorUtil.h | |||
| VectorUtil.h | |||
| VectorUtil.h | |||
RealType UE::Geometry::VectorUtil::Clamp
(
RealType Value, |
VectorUtil.h | ||
bool UE::Geometry::VectorUtil::EpsilonEqual
(
RealType A, |
VectorUtil.h | ||
bool UE::Geometry::VectorUtil::EpsilonEqual
(
const TVector2< RealType >& V0, |
VectorUtil.h | ||
bool UE::Geometry::VectorUtil::EpsilonEqual
(
const TVector< RealType >& V0, |
VectorUtil.h | ||
bool UE::Geometry::VectorUtil::EpsilonEqual
(
const TVector4< RealType >& V0, |
VectorUtil.h | ||
TVector< RealType > UE::Geometry::VectorUtil::InverseTransformNormal
(
const TTransform< RealType >& Transform, |
VectorUtil.h | ||
bool UE::Geometry::VectorUtil::IsFinite
(
const TVector2< RealType >& V |
VectorUtil.h | ||
bool UE::Geometry::VectorUtil::IsFinite
(
const TVector< RealType >& V |
VectorUtil.h | ||
| VectorUtil.h | |||
TVector< RealType > UE::Geometry::VectorUtil::MakePerpVector
(
const TVector< RealType >& Normal |
Calculates one vector perpendicular to input Normal, as efficiently as possible. | VectorUtil.h | |
void UE::Geometry::VectorUtil::MakePerpVector
(
const TVector< RealType >& Normal, |
Calculates one vector perpendicular to input Normal, as efficiently as possible. | VectorUtil.h | |
| Calculates two vectors perpendicular to input Normal, as efficiently as possible. | VectorUtil.h | ||
int UE::Geometry::VectorUtil::Max3Index
(
const ValueVecType& Vector3 |
VectorUtil.h | ||
int UE::Geometry::VectorUtil::Min3Index
(
const ValueVecType& Vector3 |
VectorUtil.h | ||
| VectorUtil.h | |||
| Calculate Normal and Area of triangle V0,V1,V2 | VectorUtil.h | ||
| VectorUtil.h | |||
| VectorUtil.h | |||
| Calculates angle between VFrom and VTo after projection onto plane with normal defined by PlaneN | VectorUtil.h | ||
| Calculates angle between VFrom and VTo after projection onto plane with normal defined by PlaneN | VectorUtil.h | ||
| VectorUtil.h | |||
| VectorUtil.h | |||
TVector< RealType > UE::Geometry::VectorUtil::TransformNormal
(
const TTransform< RealType >& Transform, |
VectorUtil.h | ||
TVector< RealType > UE::Geometry::VectorUtil::TriGradient
(
TVector< RealType > Vi, |
Calculate gradient of scalar field values fi,fj,fk defined at corners of triangle Vi,Vj,Vk and interpolated across triangle using linear basis functions. | VectorUtil.h | |
| VectorUtil.h | |||
TVector< RealType > UE::Geometry::VectorUtil::UniformSampleTriangleBarycentricCoords
(
RealType R1, |
Sample uniform random barycentric coordinates on a triangle The inputs should be two random floating point numbers in the [0,1] range (See eq. 1 of 'Shape Distributions' by Osada, Funkhouser, Chazelle and Dobkin) Note the sample positions will not match those of UniformSampleTrianglePoint for the same R1, R2 values | VectorUtil.h | |
TVector< RealType > UE::Geometry::VectorUtil::UniformSampleTrianglePoint
(
RealType R1, |
Sample a uniform random point on a triangle The inputs should be two random floating point numbers in the [0,1] range, and the triangle coordinates ref: http://mathworld.wolfram.com/TrianglePointPicking.html Note the sample positions will not match those of UniformSampleTriangleBarycentricCoords for the same R1, R2 values | VectorUtil.h | |
TVector2< RealType > UE::Geometry::VectorUtil::UniformSampleTrianglePoint
(
RealType R1, |
Sample a uniform random point on a 2D triangle The inputs should be two random floating point numbers in the [0,1] range, and the triangle coordinates ref: http://mathworld.wolfram.com/TrianglePointPicking.html Note the sample positions will not match those of UniformSampleTriangleBarycentricCoords for the same R1, R2 values | VectorUtil.h | |
RealType UE::Geometry::VectorUtil::VectorCot
(
const TVector< RealType >& V1, |
Fast cotangent of angle between two vectors (do not have to be normalized unit vectors). | VectorUtil.h | |
RealType UE::Geometry::VectorUtil::VectorTanHalfAngle
(
const TVector< RealType >& A, |
Tan(theta/2) = +/- sqrt( (1-cos(theta)) / (1+cos(theta)) ) | VectorUtil.h | |
RealType UE::Geometry::VectorUtil::VectorTanHalfAngle
(
const TVector2< RealType >& A, |
Tan(theta/2) = +/- sqrt( (1-cos(theta)) / (1+cos(theta)) ) | VectorUtil.h | |
void UE::Geometry::VertexToTriangleOneRing
(
const FDynamicMesh3* Mesh, |
Find all the triangles in all the one rings of a set of vertices | DynamicMesh/MeshIndexUtil.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TMatrix3< RealType > UE::Geometry::CrossProductMatrix
(
const UE::Math::TVector< RealType >& A |
Skew-Symmetric matrix such that A X B = CrossProductMatrix(A) * B;. | MatrixTypes.h | |
static RealType UE::Geometry::CurveUtil::ArcLength
(
const TArrayView< const VectorType >& Vertices, |
Curve/CurveUtil.h | ||
static void UE::Geometry::CurveUtil::ClipConvexToBounds
(
TArray< VectorType >& Vertices, |
Use the Sutherland–Hodgman algorithm to clip the vertices to the given bounds Note if the path/polygon is concave, this may leave overlapping edges at the boundary. | Curve/CurveUtil.h | |
| Use the Sutherland–Hodgman algorithm to clip the vertices to the given plane Note if the path/polygon is concave, this may leave overlapping edges at the boundary. | Curve/CurveUtil.h |