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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript > API/Plugins/GeometryScriptingCore/GeometryScript/UGeometryScriptL-_16
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshPrimitiveFunctions.h |
| Include | #include "GeometryScript/MeshPrimitiveFunctions.h" |
| Source | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Private/MeshPrimitiveFunctions.cpp |
static UDynamicMesh &42; AppendDelaunayTriangulation2D
&40;
UDynamicMesh &42; TargetMesh,
FGeometryScriptPrimitiveOptions PrimitiveOptions,
FTransform Transform,
const TArray< FVector2D > & VertexPositions,
const TArray< FIntPoint > & ConstrainedEdges,
FGeometryScriptConstrainedDelaunayTriangulationOptions TriangulationOptions,
TArray< int32 > & PositionsToVertexIDs,
bool & bHasDuplicateVertices,
UGeometryScriptDebug &42; Debug
&41;
Remarks
Generates a Delaunay Triangulation of the provided vertices, and appends it to the Target Mesh. If optional Constrained Edges are provided, will generate a Constrained Delaunay Triangulation which connects the specified vertices with edges. On success, all vertices are always appended to the output mesh, though duplicate vertices will not be used in any triangles and may optionally be removed. Use PositionsToVertexIDs to map indices in the input VertexPositions array to vertex IDs in the Dynamic Mesh.