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API > API/Runtime > API/Runtime/GeometryFramework > API/Runtime/GeometryFramework/Components
References
| Module | GeometryFramework |
| Header | /Engine/Source/Runtime/GeometryFramework/Public/Components/MeshRenderDecomposition.h |
| Include | #include "Components/MeshRenderDecomposition.h" |
Syntax
class FMeshRenderDecomposition
Remarks
FMeshRenderDecomposition represents a decomposition of a mesh into "chunks" of triangles, with associated materials. This is passed to the rendering components to split a mesh into multiple RenderBuffers, for more efficient updating.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TUniquePtr< FGroup > > | Groups | ||
| TArray< int32 > | TriangleToGroupMap | Mapping from TriangleID to Groups array index. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| TArray |
|||
| Movable. | |||
FMeshRenderDecomposition
(
const FMeshRenderDecomposition& |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | AppendGroup () |
||
| void | BuildAssociations
(
const FDynamicMesh3* Mesh |
Construct mappings between mesh and groups (eg TriangleToGroupMap) | |
| void | BuildChunkedDecomposition
(
const FDynamicMesh3* Mesh, |
Build per-material decomposition, and then split each of those into chunks of at most MaxChunkSize (actual chunk sizes will be highly variable and some may be very small...) | |
| void | BuildMaterialDecomposition
(
const FDynamicMesh3* Mesh, |
Build decomposition with one group for each MaterialID of mesh | |
| FGroup & | GetGroup
(
int32 Index |
||
| const FGroup & | GetGroup
(
int32 Index |
||
| int32 | GetGroupForTriangle
(
int32 TriangleID |
||
| void | Initialize
(
int32 Count |
||
| bool | IsGroup
(
int32 Index |
||
| int32 | Num () |
Operators
| Type | Name | Description | |
|---|---|---|---|
| FMeshRenderDecomposition & | |||
| FMeshRenderDecomposition & | operator=
(
const FMeshRenderDecomposition& |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FGroup |