| AddEdgeInternal(int vA, int vB, int tA, int tB=InvalidID) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| AddTriangleEdge(int TriangleID, int v0, int v1, int j, int EdgeID) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| AddTriangleInternal(int a, int b, int c, int e0, int e1, int e2) | UE::Geometry::FDynamicMesh3 | protected |
| AllocateEdgesList(int VertexID) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| AllocateTriangleGroup() | UE::Geometry::FDynamicMesh3 | inline |
| AppendTriangle(const FIndex3i &TriVertices, int GroupID=0) | UE::Geometry::FDynamicMesh3 | |
| AppendTriangle(int Vertex0, int Vertex1, int Vertex2, int GroupID=0) | UE::Geometry::FDynamicMesh3 | inline |
| AppendVertex(const FVertexInfo &VertInfo) | UE::Geometry::FDynamicMesh3 | |
| AppendVertex(const FVector3d &Position) | UE::Geometry::FDynamicMesh3 | inline |
| AppendVertex(const FDynamicMesh3 &SourceMesh, int SourceVertexID) | UE::Geometry::FDynamicMesh3 | |
| AppendWithOffsets(const FDynamicMesh3 &ToAppend, FAppendInfo *OutAppendInfo=nullptr) | UE::Geometry::FDynamicMesh3 | |
| Attributes() | UE::Geometry::FDynamicMesh3 | inline |
| Attributes() const | UE::Geometry::FDynamicMesh3 | inline |
| AttributeSet | UE::Geometry::FDynamicMesh3 | protected |
| BeginUnsafeTrianglesInsert() | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| BeginUnsafeVerticesInsert() | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| bEnableShapeChangeStamp | UE::Geometry::FDynamicMesh3 | protected |
| BoundaryEdgeIndicesItr() const | UE::Geometry::FDynamicMesh3 | inline |
| CalculateWindingNumber(const FVector3d &QueryPoint) const | UE::Geometry::FDynamicMesh3 | |
| CanCollapseEdge(int vKeep, int vRemove, const FCollapseEdgeOptions &Options) const | UE::Geometry::FDynamicMesh3 | virtual |
| CanCollapseEdge(int vKeep, int vRemove, double EdgeParameterT=0) const | UE::Geometry::FDynamicMesh3 | virtual |
| CanCollapseEdgeInternal(int vKeep, int vRemove, double collapse_t, FEdgeCollapseInfo *OutCollapseInfo) const | UE::Geometry::FDynamicMesh3 | protectedvirtual |
| CheckValidity(FValidityOptions ValidityOptions=FValidityOptions(), EValidityCheckFailMode FailMode=EValidityCheckFailMode::Check) const | UE::Geometry::FDynamicMesh3 | virtual |
| Clear() | UE::Geometry::FDynamicMesh3 | |
| CollapseEdge(int KeepVertID, int RemoveVertID, double EdgeParameterT, const FCollapseEdgeOptions &Options, FEdgeCollapseInfo &CollapseInfo) | UE::Geometry::FDynamicMesh3 | virtual |
| CollapseEdge(int KeepVertID, int RemoveVertID, const FCollapseEdgeOptions &Options, FEdgeCollapseInfo &CollapseInfo) | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| CollapseEdge(int KeepVertID, int RemoveVertID, double EdgeParameterT, FEdgeCollapseInfo &CollapseInfo) | UE::Geometry::FDynamicMesh3 | virtual |
| CollapseEdge(int KeepVertID, int RemoveVertID, FEdgeCollapseInfo &CollapseInfo) | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| CompactCopy(const FDynamicMesh3 &CopyMesh, bool bNormals=true, bool bColors=true, bool bUVs=true, bool bAttributes=true, FCompactMaps *CompactInfo=nullptr) | UE::Geometry::FDynamicMesh3 | |
| CompactInPlace(FCompactMaps *CompactInfo=nullptr) | UE::Geometry::FDynamicMesh3 | |
| CompactMetric() const | UE::Geometry::FDynamicMesh3 | inline |
| Copy(const FDynamicMesh3 &CopyMesh, bool bNormals=true, bool bColors=true, bool bUVs=true, bool bAttributes=true) | UE::Geometry::FDynamicMesh3 | |
| Copy(const FMeshShapeGenerator *Generator) | UE::Geometry::FDynamicMesh3 | |
| DiscardAttributes() | UE::Geometry::FDynamicMesh3 | |
| DiscardTriangleGroups() | UE::Geometry::FDynamicMesh3 | |
| DiscardVertexColors() | UE::Geometry::FDynamicMesh3 | |
| DiscardVertexNormals() | UE::Geometry::FDynamicMesh3 | |
| DiscardVertexUVs() | UE::Geometry::FDynamicMesh3 | |
| DuplicateTriangleID | UE::Geometry::FDynamicMesh3 | static |
| edge_iterator typedef | UE::Geometry::FDynamicMesh3 | |
| EdgeCount() const | UE::Geometry::FDynamicMesh3 | inline |
| EdgeHasTriangle(int EdgeID, int TriangleID) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| EdgeHasVertex(int EdgeID, int VertexID) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| EdgeIndicesItr() const | UE::Geometry::FDynamicMesh3 | inline |
| EdgeRefCounts | UE::Geometry::FDynamicMesh3 | protected |
| Edges | UE::Geometry::FDynamicMesh3 | protected |
| EdgesItr() const | UE::Geometry::FDynamicMesh3 | inline |
| EnableAttributes() | UE::Geometry::FDynamicMesh3 | |
| EnableMatchingAttributes(const FDynamicMesh3 &ToMatch, bool bClearExisting=true, bool bDiscardExtraAttributes=false) | UE::Geometry::FDynamicMesh3 | |
| EnableMeshComponents(int MeshComponentsFlags) | UE::Geometry::FDynamicMesh3 | |
| EnableTriangleGroups(int InitialGroupID=0) | UE::Geometry::FDynamicMesh3 | |
| EnableVertexColors(const FVector3f &InitialColor) | UE::Geometry::FDynamicMesh3 | |
| EnableVertexNormals(const FVector3f &InitialNormal) | UE::Geometry::FDynamicMesh3 | |
| EnableVertexUVs(const FVector2f &InitialUV) | UE::Geometry::FDynamicMesh3 | |
| EndUnsafeTrianglesInsert() | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| EndUnsafeVerticesInsert() | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| EnumerateEdgeTriangles(int32 EdgeID, TFunctionRef< void(int32)> ApplyFunc) const | UE::Geometry::FDynamicMesh3 | |
| EnumerateTriEdgeIDsFromEdgeID(const int32 EdgeID, const TFunctionRef< void(FMeshTriEdgeID TriEdgeID)> &TriEdgeFunc) const | UE::Geometry::FDynamicMesh3 | inline |
| EnumerateTriEdgeIDsFromTriID(const int TriID, const TFunctionRef< void(FMeshTriEdgeID TriEdgeID)> &TriEdgeFunc) const | UE::Geometry::FDynamicMesh3 | inline |
| EnumerateVertexEdges(int32 VertexID, TFunctionRef< void(int32)> EdgeFunc) const | UE::Geometry::FDynamicMesh3 | inline |
| EnumerateVertexTriangles(int32 VertexID, TFunctionRef< void(int32)> ApplyFunc) const | UE::Geometry::FDynamicMesh3 | |
| EnumerateVertexVertices(int32 VertexID, TFunctionRef< void(int32)> VertexFunc) const | UE::Geometry::FDynamicMesh3 | inline |
| FDynamicMesh3() | UE::Geometry::FDynamicMesh3 | |
| FDynamicMesh3(const FDynamicMesh3 &CopyMesh) | UE::Geometry::FDynamicMesh3 | |
| FDynamicMesh3(FDynamicMesh3 &&MoveMesh) | UE::Geometry::FDynamicMesh3 | |
| FDynamicMesh3(bool bWantNormals, bool bWantColors, bool bWantUVs, bool bWantTriGroups) | UE::Geometry::FDynamicMesh3 | explicit |
| FDynamicMesh3(EMeshComponents flags) | UE::Geometry::FDynamicMesh3 | explicit |
| FDynamicMesh3(const FMeshShapeGenerator *Generator) | UE::Geometry::FDynamicMesh3 | |
| FDynamicMeshAttributeSet | UE::Geometry::FDynamicMesh3 | friend |
| FDynamicMeshBulkEdit | UE::Geometry::FDynamicMesh3 | friend |
| FEdgeCollapseInfo typedef | UE::Geometry::FDynamicMesh3 | |
| FEdgeFlipInfo typedef | UE::Geometry::FDynamicMesh3 | |
| FEdgeSplitInfo typedef | UE::Geometry::FDynamicMesh3 | |
| FindEdge(int VertexA, int VertexB) const | UE::Geometry::FDynamicMesh3 | |
| FindEdgeFromTri(int VertexA, int VertexB, int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| FindEdgeFromTriPair(int TriangleA, int TriangleB) const | UE::Geometry::FDynamicMesh3 | |
| FindEdgeInternal(int32 vA, int32 vB, bool &bIsBoundary) const | UE::Geometry::FDynamicMesh3 | protected |
| FindTriangle(int A, int B, int C) const | UE::Geometry::FDynamicMesh3 | |
| FindTriangleEdge(int TriangleID, int vA, int vB) const | UE::Geometry::FDynamicMesh3 | protected |
| FlipEdge(int EdgeAB, FEdgeFlipInfo &FlipInfo) | UE::Geometry::FDynamicMesh3 | virtual |
| FlipEdge(int EdgeVertA, int EdgeVertB, FEdgeFlipInfo &FlipInfo) | UE::Geometry::FDynamicMesh3 | virtual |
| FLocalBoolArray typedef | UE::Geometry::FDynamicMesh3 | |
| FLocalIntArray typedef | UE::Geometry::FDynamicMesh3 | |
| FMergeEdgesInfo typedef | UE::Geometry::FDynamicMesh3 | |
| FMergeVerticesInfo typedef | UE::Geometry::FDynamicMesh3 | |
| FPokeTriangleInfo typedef | UE::Geometry::FDynamicMesh3 | |
| FVertexSplitInfo typedef | UE::Geometry::FDynamicMesh3 | |
| GetAllVertexGroups(int VertexID, ArrayType &GroupsOut) const | UE::Geometry::FDynamicMesh3 | |
| GetAllVertexGroups(int vID, ArrayType &GroupsOut) const | UE::Geometry::FDynamicMesh3 | |
| GetAllVtxBoundaryEdges(int VertexID, ArrayType &EdgeListOut) const | UE::Geometry::FDynamicMesh3 | |
| GetAllVtxBoundaryEdges(int vID, ArrayType &EdgeListOut) const | UE::Geometry::FDynamicMesh3 | |
| GetBounds(bool bParallel=false) const | UE::Geometry::FDynamicMesh3 | |
| GetByteCount() const | UE::Geometry::FDynamicMesh3 | |
| GetChangeStamp() const | UE::Geometry::FDynamicMesh3 | inline |
| GetColorsBuffer() const | UE::Geometry::FDynamicMesh3 | inline |
| GetComponentsFlags() const | UE::Geometry::FDynamicMesh3 | |
| GetEdge(int EdgeID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetEdgeNormal(int EdgeID) const | UE::Geometry::FDynamicMesh3 | |
| GetEdgeOpposingV(int EdgeID) const | UE::Geometry::FDynamicMesh3 | |
| GetEdgePoint(int EdgeID, double ParameterT) const | UE::Geometry::FDynamicMesh3 | |
| GetEdgeRef(int EdgeID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetEdgesBuffer() const | UE::Geometry::FDynamicMesh3 | inline |
| GetEdgesRefCounts() const | UE::Geometry::FDynamicMesh3 | inline |
| GetEdgeT(int EdgeID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetEdgeV(int EdgeID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetEdgeV(int EdgeID, FVector3d &a, FVector3d &b) const | UE::Geometry::FDynamicMesh3 | inline |
| GetMaxVtxEdgeCount() const | UE::Geometry::FDynamicMesh3 | |
| GetNormalsBuffer() const | UE::Geometry::FDynamicMesh3 | inline |
| GetOrderedOneRingEdgeTris(int VertexID, int EdgeID) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| GetOrientedBoundaryEdgeV(int EdgeID) const | UE::Geometry::FDynamicMesh3 | |
| GetOtherEdgeTriangle(int EdgeID, int TriangleID) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| GetOtherEdgeVertex(int EdgeID, int VertexID) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| GetShapeChangeStamp() const | UE::Geometry::FDynamicMesh3 | inline |
| GetSingleVertexTriangle(int32 VID) const | UE::Geometry::FDynamicMesh3 | |
| GetTopologyChangeStamp() const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriangle(int TriangleID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriangleEdges() const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriangleGroup(int tID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriangleGroupsBuffer() const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriangleRef(int TriangleID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTrianglesBuffer() const | UE::Geometry::FDynamicMesh3 | inline |
| GetTrianglesRefCounts() const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriArea(int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| GetTriBaryNormal(int TriangleID, double Bary0, double Bary1, double Bary2) const | UE::Geometry::FDynamicMesh3 | |
| GetTriBaryPoint(int TriangleID, double Bary0, double Bary1, double Bary2) const | UE::Geometry::FDynamicMesh3 | |
| GetTriBaryPoint(int TriangleID, double Bary0, double Bary1, double Bary2, FVertexInfo &VertInfo) const | UE::Geometry::FDynamicMesh3 | |
| GetTriBounds(int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| GetTriCentroid(int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| GetTriEdge(int TriangleID, int j) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriEdgeIDFromEdgeID(int EdgeID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriEdges(int TriangleID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriEdgesRef(int TriangleID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriFrame(int TriangleID, int Edge=0) const | UE::Geometry::FDynamicMesh3 | |
| GetTriInfo(int TriangleID, FVector3d &Normal, double &Area, FVector3d &Centroid) const | UE::Geometry::FDynamicMesh3 | |
| GetTriInternalAngleR(int TriangleID, int i) const | UE::Geometry::FDynamicMesh3 | |
| GetTriInternalAnglesR(int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| GetTriNeighbourTris(int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| GetTriNormal(int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| GetTriSolidAngle(int TriangleID, const FVector3d &p) const | UE::Geometry::FDynamicMesh3 | |
| GetTriVertex(int TriangleID, int j) const | UE::Geometry::FDynamicMesh3 | inline |
| GetTriVertices(int TriangleID, VecType &v0, VecType &v1, VecType &v2) const | UE::Geometry::FDynamicMesh3 | inline |
| GetUVBuffer() const | UE::Geometry::FDynamicMesh3 | inline |
| GetVertex(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetVertex(int VertexID, FVertexInfo &VertInfo, bool bWantNormals, bool bWantColors, bool bWantUVs) const | UE::Geometry::FDynamicMesh3 | |
| GetVertexColor(int vID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetVertexEdges() const | UE::Geometry::FDynamicMesh3 | inline |
| GetVertexEdgesList(int VertexID, ArrayType &EdgesOut) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| GetVertexFrame(int VertexID, bool bFrameNormalY=false, FVector3d *UseNormal=nullptr) const | UE::Geometry::FDynamicMesh3 | |
| GetVertexGroups(int VertexID, FIndex4i &GroupsOut) const | UE::Geometry::FDynamicMesh3 | |
| GetVertexInfo(int VertexID) const | UE::Geometry::FDynamicMesh3 | |
| GetVertexNormal(int vID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetVertexRef(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetVertexUV(int vID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetVerticesBuffer() const | UE::Geometry::FDynamicMesh3 | inline |
| GetVerticesRefCounts() const | UE::Geometry::FDynamicMesh3 | inline |
| GetVtxBoundaryEdges(int VertexID, int &Edge0Out, int &Edge1Out) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxContiguousTriangles(int VertexID, IntArrayType &TrianglesOut, IntArrayType &ContiguousGroupLengths, BoolArrayType &GroupIsLoop) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxContiguousTriangles(int VertexID, IntArray &TrianglesOut, IntArray &SpanLengths, BoolArray &IsLoop) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxEdgeCount(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| GetVtxNbrhood(int EdgeID, int VertexID, int &OtherVertOut, int &OppVert1Out, int &OppVert2Out, int &Tri1Out, int &Tri2Out) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxOneRingCentroid(int VertexID, FVector3d &CentroidOut) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxSingleTriangle(int VertexID) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxTriangleCount(int VertexID) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxTriangles(int VertexID, ArrayType &TrianglesOut) const | UE::Geometry::FDynamicMesh3 | |
| GetVtxTriangles(int vID, ArrayType &TrianglesOut) const | UE::Geometry::FDynamicMesh3 | |
| GroupIDCounter | UE::Geometry::FDynamicMesh3 | protected |
| HasAttributes() const | UE::Geometry::FDynamicMesh3 | inline |
| HasShapeChangeStampEnabled() const | UE::Geometry::FDynamicMesh3 | inline |
| HasTopologyChangeStampEnabled() const | UE::Geometry::FDynamicMesh3 | inline |
| HasTriangleGroups() const | UE::Geometry::FDynamicMesh3 | inline |
| HasUnusedVertices() const | UE::Geometry::FDynamicMesh3 | |
| HasVertexColors() const | UE::Geometry::FDynamicMesh3 | inline |
| HasVertexNormals() const | UE::Geometry::FDynamicMesh3 | inline |
| HasVertexUVs() const | UE::Geometry::FDynamicMesh3 | inline |
| InsertTriangle(int TriangleID, const FIndex3i &TriVertices, int GroupID=0, bool bUnsafe=false) | UE::Geometry::FDynamicMesh3 | |
| InsertVertex(int VertexID, const FVertexInfo &VertInfo, bool bUnsafe=false) | UE::Geometry::FDynamicMesh3 | |
| InvalidEdge | UE::Geometry::FDynamicMesh3 | static |
| InvalidID | UE::Geometry::FDynamicMesh3 | static |
| InvalidTriangle | UE::Geometry::FDynamicMesh3 | static |
| InvalidVertex | UE::Geometry::FDynamicMesh3 | static |
| IsBoundaryEdge(int EdgeID) const | UE::Geometry::FDynamicMesh3 | inline |
| IsBoundaryTriangle(int TriangleID) const | UE::Geometry::FDynamicMesh3 | |
| IsBoundaryVertex(int VertexID) const | UE::Geometry::FDynamicMesh3 | |
| IsBowtieVertex(int VertexID) const | UE::Geometry::FDynamicMesh3 | |
| IsClosed() const | UE::Geometry::FDynamicMesh3 | |
| IsCompact() const | UE::Geometry::FDynamicMesh3 | inline |
| IsCompactT() const | UE::Geometry::FDynamicMesh3 | inline |
| IsCompactV() const | UE::Geometry::FDynamicMesh3 | inline |
| IsEdge(int EdgeID) const | UE::Geometry::FDynamicMesh3 | inline |
| IsGroupBoundaryEdge(int EdgeID) const | UE::Geometry::FDynamicMesh3 | |
| IsGroupBoundaryVertex(int VertexID) const | UE::Geometry::FDynamicMesh3 | |
| IsGroupJunctionVertex(int VertexID) const | UE::Geometry::FDynamicMesh3 | |
| IsReferencedVertex(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| IsSameAs(const FDynamicMesh3 &OtherMesh, const FSameAsOptions &Options) const | UE::Geometry::FDynamicMesh3 | virtual |
| IsSameAs(const FDynamicMesh3 &OtherMesh, const FSameAsOptions &Options, FMeshDifferenceInfo &OutMeshDifferenceInfo) const | UE::Geometry::FDynamicMesh3 | virtual |
| IsTriangle(int TriangleID) const | UE::Geometry::FDynamicMesh3 | inline |
| IsVertex(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| MaxEdgeID() const | UE::Geometry::FDynamicMesh3 | inline |
| MaxGroupID() const | UE::Geometry::FDynamicMesh3 | inline |
| MaxTriangleID() const | UE::Geometry::FDynamicMesh3 | inline |
| MaxVertexID() const | UE::Geometry::FDynamicMesh3 | inline |
| MergeEdges(int KeepEdgeID, int DiscardEdgeID, double InterpolationT, FMergeEdgesInfo &MergeInfo, bool bCheckValidOrientation=true) | UE::Geometry::FDynamicMesh3 | virtual |
| MergeEdges(int KeepEdgeID, int DiscardEdgeID, FMergeEdgesInfo &MergeInfo, bool bCheckValidOrientation=true) | UE::Geometry::FDynamicMesh3 | virtual |
| MergeVertices(int KeepVid, int DiscardVid, double InterpolationT, const FMergeVerticesOptions &Options, FMergeVerticesInfo &MergeInfo) | UE::Geometry::FDynamicMesh3 | virtual |
| MergeVertices(int KeepVid, int DiscardVid, double InterpolationT, FMergeVerticesInfo &MergeInfo) | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| MergeVertices(int KeepVid, int DiscardVid, FMergeVerticesInfo &MergeInfo) | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| MeshInfoString() const | UE::Geometry::FDynamicMesh3 | virtual |
| NonManifoldID | UE::Geometry::FDynamicMesh3 | static |
| operator<< | UE::Geometry::FDynamicMesh3 | friend |
| operator=(const FDynamicMesh3 &CopyMesh) | UE::Geometry::FDynamicMesh3 | |
| operator=(FDynamicMesh3 &&MoveMesh) | UE::Geometry::FDynamicMesh3 | |
| PokeTriangle(int TriangleID, const FVector3d &BaryCoordinates, FPokeTriangleInfo &PokeInfo) | UE::Geometry::FDynamicMesh3 | virtual |
| PokeTriangle(int TriangleID, FPokeTriangleInfo &PokeInfo) | UE::Geometry::FDynamicMesh3 | inlinevirtual |
| RemoveTriangle(int TriangleID, bool bRemoveIsolatedVertices=true, bool bPreserveManifold=false) | UE::Geometry::FDynamicMesh3 | |
| RemoveUnusedVertices() | UE::Geometry::FDynamicMesh3 | |
| RemoveVertex(int VertexID, bool bPreserveManifold=false) | UE::Geometry::FDynamicMesh3 | |
| ReplaceEdgeTriangle(int EdgeID, int tOld, int tNew) | UE::Geometry::FDynamicMesh3 | protected |
| ReplaceEdgeVertex(int EdgeID, int vOld, int vNew) | UE::Geometry::FDynamicMesh3 | protected |
| ReplaceTriangleEdge(int EdgeID, int eOld, int eNew) | UE::Geometry::FDynamicMesh3 | protected |
| ReplaceTriangleVertex(int TriangleID, int vOld, int vNew) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| ReverseOrientation(bool bFlipNormals=true) | UE::Geometry::FDynamicMesh3 | |
| ReverseTriOrientation(int TriangleID) | UE::Geometry::FDynamicMesh3 | |
| ReverseTriOrientationInternal(int TriangleID) | UE::Geometry::FDynamicMesh3 | protected |
| Serialize(FArchive &Ar) | UE::Geometry::FDynamicMesh3 | |
| SerializeInternal(FArchive &Ar, void *Ptr) | UE::Geometry::FDynamicMesh3 | protected |
| SerializeInternal(FArchive &, void *) | UE::Geometry::FDynamicMesh3 | protected |
| SerializeInternal(FArchive &Ar, void *) | UE::Geometry::FDynamicMesh3 | protected |
| SetEdgeTrianglesInternal(int EdgeID, int t0, int t1) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| SetEdgeVerticesInternal(int EdgeID, int a, int b) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| SetShapeChangeStampEnabled(bool bEnabled) | UE::Geometry::FDynamicMesh3 | inline |
| SetTopologyChangeStampEnabled(bool bEnabled) | UE::Geometry::FDynamicMesh3 | inline |
| SetTriangle(int TriangleID, const FIndex3i &NewVertices, bool bRemoveIsolatedVertices=true) | UE::Geometry::FDynamicMesh3 | virtual |
| SetTriangleEdgesInternal(int TriangleID, int e0, int e1, int e2) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| SetTriangleGroup(int tid, int group_id) | UE::Geometry::FDynamicMesh3 | inline |
| SetTriangleInternal(int TriangleID, int v0, int v1, int v2) | UE::Geometry::FDynamicMesh3 | inlineprotected |
| SetVertex(int VertexID, const FVector3d &vNewPos, bool bTrackChange=true) | UE::Geometry::FDynamicMesh3 | inline |
| SetVertexColor(int vID, const FVector3f &vNewColor) | UE::Geometry::FDynamicMesh3 | inline |
| SetVertexNormal(int vID, const FVector3f &vNewNormal) | UE::Geometry::FDynamicMesh3 | inline |
| SetVertexUV(int vID, const FVector2f &vNewUV) | UE::Geometry::FDynamicMesh3 | inline |
| ShapeChangeStamp | UE::Geometry::FDynamicMesh3 | protected |
| SplitEdge(int EdgeAB, FEdgeSplitInfo &SplitInfo, double SplitParameterT=0.5) | UE::Geometry::FDynamicMesh3 | virtual |
| SplitEdge(int EdgeVertA, int EdgeVertB, FEdgeSplitInfo &SplitInfo) | UE::Geometry::FDynamicMesh3 | |
| SplitVertex(int VertexID, const TArrayView< const int > &TrianglesToUpdate, FVertexSplitInfo &SplitInfo) | UE::Geometry::FDynamicMesh3 | virtual |
| SplitVertexWouldLeaveIsolated(int VertexID, const TArrayView< const int > &TrianglesToUpdate) | UE::Geometry::FDynamicMesh3 | virtual |
| TopologyChangeStamp | UE::Geometry::FDynamicMesh3 | protected |
| triangle_iterator typedef | UE::Geometry::FDynamicMesh3 | |
| TriangleCount() const | UE::Geometry::FDynamicMesh3 | inline |
| TriangleEdges | UE::Geometry::FDynamicMesh3 | protected |
| TriangleGroups | UE::Geometry::FDynamicMesh3 | protected |
| TriangleHasVertex(int TriangleID, int VertexID) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| TriangleIndicesItr() const | UE::Geometry::FDynamicMesh3 | inline |
| TriangleRefCounts | UE::Geometry::FDynamicMesh3 | protected |
| Triangles | UE::Geometry::FDynamicMesh3 | protected |
| TrianglesItr() const | UE::Geometry::FDynamicMesh3 | inline |
| TriHasNeighbourTri(int CheckTriID, int NbrTriID) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| TriHasSequentialVertices(int TriangleID, int vA, int vB) const | UE::Geometry::FDynamicMesh3 | inlineprotected |
| UpdateChangeStamps(bool bShapeChange, bool bTopologyChange) | UE::Geometry::FDynamicMesh3 | inline |
| value_iteration typedef | UE::Geometry::FDynamicMesh3 | |
| vertex_iterator typedef | UE::Geometry::FDynamicMesh3 | |
| VertexColors | UE::Geometry::FDynamicMesh3 | protected |
| VertexCount() const | UE::Geometry::FDynamicMesh3 | inline |
| VertexEdgeLists | UE::Geometry::FDynamicMesh3 | protected |
| VertexIndicesItr() const | UE::Geometry::FDynamicMesh3 | inline |
| VertexNormals | UE::Geometry::FDynamicMesh3 | protected |
| VertexRefCounts | UE::Geometry::FDynamicMesh3 | protected |
| VertexUVs | UE::Geometry::FDynamicMesh3 | protected |
| Vertices | UE::Geometry::FDynamicMesh3 | protected |
| VerticesItr() const | UE::Geometry::FDynamicMesh3 | inline |
| vtx_triangles_enumerable typedef | UE::Geometry::FDynamicMesh3 | |
| VtxEdgesItr(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| VtxTrianglesItr(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| VtxVerticesItr(int VertexID) const | UE::Geometry::FDynamicMesh3 | inline |
| ~FDynamicMesh3() | UE::Geometry::FDynamicMesh3 | virtual |