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Basic struct to adapt a FMeshDescription for use by GeometryProcessing classes that template the mesh type and expect a standard set of basic accessors For example, this adapter will let you use a FMeshDescription with GeometryProcessing's TMeshAABBTree3 See also the Editable version below
Usage example given some const FMeshDescription* Mesh: FMeshDescriptionAABBAdapter MeshAdapter(Mesh); // adapt the mesh TMeshAABBTree3
| Name | FMeshDescriptionTriangleMeshAdapter |
| Type | struct |
| Header File | /Engine/Source/Runtime/MeshConversion/Public/MeshDescriptionAdapter.h |
| Include Path | #include "MeshDescriptionAdapter.h" |
Syntax
struct FMeshDescriptionTriangleMeshAdapter
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshDescriptionTriangleMeshAdapter
(
const FMeshDescription* MeshIn |
MeshDescriptionAdapter.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FIndex3i | UE::Geometry::FIndex3i | MeshDescriptionAdapter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint64 GetChangeStamp() |
MeshDescriptionAdapter.h | ||
FVector3f GetNormal
(
int32 IDValue |
Get Normal by VertexInstanceID | MeshDescriptionAdapter.h | |
FIndex3i GetTriangle
(
int32 IDValue |
MeshDescriptionAdapter.h | ||
void GetTriNormals
(
int32 TriId, |
Get Normals for a given Triangle | MeshDescriptionAdapter.h | |
void GetTriUVs
(
const int32 TriId, |
Get UVs for a given UVLayer and Triangle | MeshDescriptionAdapter.h | |
void GetTriVertices
(
int32 IDValue, |
MeshDescriptionAdapter.h | ||
void GetTriVertices
(
int32 IDValue, |
MeshDescriptionAdapter.h | ||
FVector2f GetUV
(
const int32 IDValue, |
Get UV by VertexInstanceID for a given UVLayer | MeshDescriptionAdapter.h | |
FVector3d GetVertex
(
int32 IDValue |
MeshDescriptionAdapter.h | ||
bool HasNormals() |
MeshDescriptionAdapter.h | ||
bool HasUVs
(
const int32 UVLayer |
MeshDescriptionAdapter.h | ||
bool IsNormal
(
int32 NID |
MeshDescriptionAdapter.h | ||
bool IsTriangle
(
int32 TID |
MeshDescriptionAdapter.h | ||
bool IsUV
(
const int32 UVId |
MeshDescriptionAdapter.h | ||
bool IsVertex
(
int32 VID |
MeshDescriptionAdapter.h | ||
int32 MaxNormalID() |
MeshDescriptionAdapter.h | ||
int32 MaxTriangleID() |
ID and Count are the same for MeshDescription because it's compact. | MeshDescriptionAdapter.h | |
int32 MaxUVID() |
MeshDescriptionAdapter.h | ||
int32 MaxVertexID() |
MeshDescriptionAdapter.h | ||
int32 NormalCount() |
MeshDescriptionAdapter.h | ||
void SetBuildScale
(
const FVector3d& BuildScaleIn, |
MeshDescriptionAdapter.h | ||
int32 TriangleCount() |
MeshDescriptionAdapter.h | ||
int32 UVCount() |
MeshDescriptionAdapter.h | ||
int32 VertexCount() |
MeshDescriptionAdapter.h |