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| FIndex3i | UE::Geometry::Delaunay3Internal::GetTriOpposite (const FIndex4i &Tet, int SubIdx) |
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| FIndex4i | UE::Geometry::Delaunay3Internal::ToTet (const FIndex3i &Tri, int32 Vert) |
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| void | UE::Geometry::Delaunay3Internal::GetTetFaces (const FIndex4i &Tet, FIndex3i OutFaces[4]) |
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| void | UE::Geometry::Delaunay3Internal::GetTetOrientations (const FIndex4i &Tet, FIndex4i OutFaces[4]) |
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| void | UE::Geometry::Delaunay3Internal::GetTetFaces (const FIndex3i &Tri, int32 Vert, FIndex3i OutFaces[4]) |
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| FIndex3i | UE::Geometry::Delaunay3Internal::ReverseTri (const FIndex3i &Tri) |
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| template<typename RealType > |
| bool | UE::Geometry::Delaunay3Internal::IsDelaunay (FDelaunay3Connectivity &Connectivity, TArrayView< const TVector< RealType > > Vertices) |
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| template<typename RealType > |
| bool | UE::Geometry::Delaunay3Internal::InTetSphere (TArrayView< const TVector< RealType > > Vertices, const FIndex4i &Tet, int32 Vertex) |
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| template<typename RealType , bool bAssumeDelaunay = true> |
| FIndex4i | UE::Geometry::Delaunay3Internal::WalkToContainingTet (FRandomStream &Random, FDelaunay3Connectivity &Connectivity, TArrayView< const TVector< RealType > > Vertices, FIndex4i StartTet, int32 Vertex, int32 &IsDuplicateOfOut) |
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| template<typename RealType > |
| FIndex4i | UE::Geometry::Delaunay3Internal::Insert (FDelaunay3Connectivity &Connectivity, TArrayView< const TVector< RealType > > Vertices, FIndex4i OnTet, int32 ToInsertV) |
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| template<typename RealType > |
| bool | UE::Geometry::Delaunay3Internal::Triangulate (FRandomStream &Random, FDelaunay3Connectivity &Connectivity, TArrayView< const TVector< RealType > > Vertices) |
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