UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Geometry::FBCSplineFilter< SplineType, bIsRadial > Class Template Reference

#include <BCSplineFilter.h>

Public Member Functions

 FBCSplineFilter (const float RadiusIn)
 
float GetWeight (const FVector2d &Dist) const
 
bool IsInFilterRegion (const FVector2d &Dist) const
 

Detailed Description

template<EBCSplineType SplineType, bool bIsRadial>
class UE::Geometry::FBCSplineFilter< SplineType, bIsRadial >
Parameters
SplineTypeThe BC-spline filter type (predefined B/C parameters)
bIsRadialWhen true, use Euclidean distance to compute filter weights: Weight = Filter(sqrt(X*X + Y*Y)). Otherwise use linear 1D distance in X/Y separately: WX = Filter(X), WY = Filter(Y), Weight = WX*WY

TODO The Unreal naming convention uses the T prefix for template functions. This would require deprecation. TODO Consider removing the Abs from GetWeight since distances are non-negative. This would require deprecation. TODO Consider using constexpr polynomial coefficients to make this class smaller

Constructor & Destructor Documentation

◆ FBCSplineFilter()

template<EBCSplineType SplineType, bool bIsRadial>
UE::Geometry::FBCSplineFilter< SplineType, bIsRadial >::FBCSplineFilter ( const float  RadiusIn)

Member Function Documentation

◆ GetWeight()

template<EBCSplineType SplineType, bool bIsRadial>
float UE::Geometry::FBCSplineFilter< SplineType, bIsRadial >::GetWeight ( const FVector2d Dist) const
Returns
The filter weight given a 2D distance vector
Note
Works on general 2D point sets i.e., does not assume Cartesian/pixel grids

◆ IsInFilterRegion()

template<EBCSplineType SplineType, bool bIsRadial>
bool UE::Geometry::FBCSplineFilter< SplineType, bIsRadial >::IsInFilterRegion ( const FVector2d Dist) const
Returns
true if the given 2D distance vector is in the region where the filter is defined and false otherwise

The documentation for this class was generated from the following file: