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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/UE__Geometry__ConvertLoopToTriOr-
References
| Module | GeometryCore |
| Header | /Engine/Source/Runtime/GeometryCore/Public/EdgeLoop.h |
| Include | #include "EdgeLoop.h" |
namespace UE
{
namespace Geometry
{
bool UE::Geometry::ConvertLoopToTriOrderedEdgeLoop
(
const FDynamicMesh3 & Mesh,
const TArray < int32 > & VertexLoop,
const TArray < int32 > & EdgeLoop,
TFunctionRef < int> SelectEdgeTriangleFunc,
TArray < FMeshTriOrderedEdgeID > & TriOrderedEdgesLoopOut
)
}
}
Remarks
Utility functions for converting/processing edge loops Convert the input Vertex/Edge loop into an edge loop representation that is independent of Vertex/Edge IDs. See description of FMeshTriOrderedEdgeID for more information on how this works. But essentially the resulting TriOrderedEdgesLoopOut is stable across some topological changes, in particular if the vertices of the loop change but the triangle topology remains the same (eg if a bowtie vertex is disconnected, or if the mesh is disconnected along the edge loop), the encoded loop remains valid, while an explicit vertex or edge loop would not.
Parameters
| Name | Description |
|---|---|
| SelectEdgeTriangleFunc | This function is used to select which triangle to use for encoding at each edge |