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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FDynamicMeshEditor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool SplitMesh
(
const FDynamicMesh3* SourceMesh, |
NOTE: Please use the TArray |
DynamicMeshEditor.h | |
static bool SplitMesh
(
const FDynamicMesh3* SourceMesh, |
Create multiple meshes out of the source mesh by splitting triangles out. | DynamicMeshEditor.h |
SplitMesh(const FDynamicMesh3 , TArray< FDynamicMesh3 > &, TFunctionRef< int(int)>, int, TArray< int32 > , bool)
Description
NOTE: Please use the TArray
Create multiple meshes out of the source mesh by splitting triangles out. Static because it creates multiple output meshes, so doesn't quite fit in the FDynamicMeshEditor model of operating on a single mesh
| Name | SplitMesh |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMeshEditor.cpp |
static bool SplitMesh
(
const FDynamicMesh3 * SourceMesh,
TArray < FDynamicMesh3 > & SplitMeshes,
TFunctionRef < int> TriIDToMeshID,
int DeleteMeshID,
TArray < int32 > * MeshIDPerSplitMesh,
bool bSortByMeshID
)
true if needed split, false if there were not multiple mesh ids so no split was needed
Parameters
| Name | Remarks |
|---|---|
| SourceMesh | The mesh to split |
| SplitMeshes | An array with one mesh per unique Mesh ID found in SourceMesh (optionally excluding the DeleteMeshID) |
| TriIDToMeshID | A function mapping Triangle IDs to Mesh IDs |
| DeleteMeshID | If non-negative, triangles with this Mesh ID will be removed rather than being placed in a split mesh |
| MeshIDPerSplitMesh | If non-null, will be filled with the Mesh ID for each of the SplitMeshes generated |
| bSortByMeshID | If true, SplitMeshes will be sorted in order of increasing Mesh ID |
SplitMesh(const FDynamicMesh3 , TArray< TUniquePtr< FDynamicMesh3 > > &, bool, TFunctionRef< int(int)>, int, TArray< int32 > , bool)
Description
Create multiple meshes out of the source mesh by splitting triangles out. Static because it creates multiple output meshes, so doesn't quite fit in the FDynamicMeshEditor model of operating on a single mesh
| Name | SplitMesh |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMeshEditor.cpp |
static bool SplitMesh
(
const FDynamicMesh3 * SourceMesh,
TArray < TUniquePtr < FDynamicMesh3 > > & SplitMeshes,
bool bSplitIfSingle,
TFunctionRef < int> TriIDToMeshID,
int DeleteMeshID,
TArray < int32 > * MeshIDPerSplitMesh,
bool bSortByMeshID
)
true if needed split, false if there were not multiple mesh ids, and bSplitIfSingle was false. If false, the SplitMeshes array will not be updated.
Parameters
| Name | Remarks |
|---|---|
| SourceMesh | The mesh to split |
| SplitMeshes | An array with one mesh per unique Mesh ID found in SourceMesh (optionally excluding the DeleteMeshID) |
| bSplitIfSingle | Whether to still split if the split would just create a single mesh with no deletion. |
| TriIDToMeshID | A function mapping Triangle IDs to Mesh IDs |
| DeleteMeshID | If non-negative, triangles with this Mesh ID will be removed rather than being placed in a split mesh |
| MeshIDPerSplitMesh | If non-null, will be filled with the Mesh ID for each of the SplitMeshes generated |
| bSortByMeshID | If true, SplitMeshes will be sorted in order of increasing Mesh ID |