Navigation
API > API/Runtime > API/Runtime/GeometryFramework
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.
| Name | FMeshRenderDecomposition |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryFramework/Public/Components/MeshRenderDecomposition.h |
| Include Path | #include "Components/MeshRenderDecomposition.h" |
Syntax
class FMeshRenderDecomposition
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| TArray |
Components/MeshRenderDecomposition.h | ||
| Movable. | Components/MeshRenderDecomposition.h | ||
FMeshRenderDecomposition
(
const FMeshRenderDecomposition& |
Components/MeshRenderDecomposition.h |
Structs
| Name | Remarks |
|---|---|
| FGroup |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Groups | TArray< TUniquePtr< FGroup > > | Components/MeshRenderDecomposition.h | ||
| TriangleToGroupMap | TArray< int32 > | Mapping from TriangleID to Groups array index. Initialized by BuildAssociations() | Components/MeshRenderDecomposition.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AppendGroup() |
Components/MeshRenderDecomposition.h | ||
void BuildAssociations
(
const FDynamicMesh3* Mesh |
Construct mappings between mesh and groups (eg TriangleToGroupMap) | Components/MeshRenderDecomposition.h | |
| Components/MeshRenderDecomposition.h | |||
| Components/MeshRenderDecomposition.h | |||
int32 GetGroupForTriangle
(
int32 TriangleID |
Components/MeshRenderDecomposition.h | ||
void Initialize
(
int32 Count |
Components/MeshRenderDecomposition.h | ||
bool IsGroup
(
int32 Index |
Components/MeshRenderDecomposition.h | ||
int32 Num() |
Components/MeshRenderDecomposition.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static 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...) | Components/MeshRenderDecomposition.h | |
static void BuildMaterialDecomposition
(
const FDynamicMesh3* Mesh, |
Build decomposition with one group for each MaterialID of mesh | Components/MeshRenderDecomposition.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/MeshRenderDecomposition.h | |||
FMeshRenderDecomposition & operator=
(
const FMeshRenderDecomposition& |
Components/MeshRenderDecomposition.h |