UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
EmbedSurfacePath.cpp File Reference

Classes

struct  FIndexDistance
 

Functions

void RefineSurfacePtFromTriangleToSubElement (const FDynamicMesh3 *Mesh, FVector3d Pos, FMeshSurfacePoint &SurfacePt, double SnapElementThresholdSq)
 
FMeshSurfacePoint RelocateTrianglePointAfterRefinement (const FDynamicMesh3 *Mesh, const FVector3d &PosInVertexCoordSpace, TArray< int > TriIDs, double SnapElementThresholdSq)
 
bool WalkMeshPlanar (const FDynamicMesh3 *Mesh, int StartTri, int StartVID, FVector3d StartPt, int EndTri, int EndVertID, FVector3d EndPt, FVector3d WalkPlaneNormal, TFunction< FVector3d(const FDynamicMesh3 *, int)> VertexToPosnFn, bool bAllowBackwardsSearch, double AcceptEndPtOutsideDist, double PtOnPlaneThresholdSq, TArray< TPair< FMeshSurfacePoint, int > > &WalkedPath, double BackwardsTolerance)
 
bool AddEdgesOnPath (const FDynamicMesh3 &Mesh, FFrame3d Frame, const TArray< int > &PathVertices, bool bClosePath, TSet< int > &OutEdges, int &OutSeedTriID)
 

Function Documentation

◆ AddEdgesOnPath()

bool AddEdgesOnPath ( const FDynamicMesh3 Mesh,
FFrame3d  Frame,
const TArray< int > &  PathVertices,
bool  bClosePath,
TSet< int > &  OutEdges,
int &  OutSeedTriID 
)

◆ RefineSurfacePtFromTriangleToSubElement()

void RefineSurfacePtFromTriangleToSubElement ( const FDynamicMesh3 Mesh,
FVector3d  Pos,
FMeshSurfacePoint SurfacePt,
double  SnapElementThresholdSq 
)

Helper function to snap a triangle surface point to the triangle vertices or edges if it's close enough. Input SurfacePt must be a triangle.

◆ RelocateTrianglePointAfterRefinement()

FMeshSurfacePoint RelocateTrianglePointAfterRefinement ( const FDynamicMesh3 Mesh,
const FVector3d PosInVertexCoordSpace,
TArray< int >  TriIDs,
double  SnapElementThresholdSq 
)

◆ WalkMeshPlanar()

bool WalkMeshPlanar ( const FDynamicMesh3 Mesh,
int  StartTri,
int  StartVID,
FVector3d  StartPt,
int  EndTri,
int  EndVertID,
FVector3d  EndPt,
FVector3d  WalkPlaneNormal,
TFunction< FVector3d(const FDynamicMesh3 *, int)>  VertexToPosnFn,
bool  bAllowBackwardsSearch,
double  AcceptEndPtOutsideDist,
double  PtOnPlaneThresholdSq,
TArray< TPair< FMeshSurfacePoint, int > > &  WalkedPath,
double  BackwardsTolerance 
)