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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <EdgeLoop.h>
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| static GEOMETRYCORE_API void | VertexLoopToEdgeLoop (const FDynamicMesh3 *Mesh, const TArray< int > &VertexLoop, TArray< int > &OutEdgeLoop) |
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| const FDynamicMesh3 * | Mesh |
| TArray< int > | Vertices |
| TArray< int > | Edges |
| TArray< int > | BowtieVertices |
| bool | bBowtiesCalculated = false |
Sequential lists of vertices/edges in a mesh that form a closed loop
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Initialize EdgeLoop with the given vertices and edges
| void FEdgeLoop::CalculateBowtieVertices | ( | ) |
Populate the BowtieVertices member
| bool FEdgeLoop::CheckValidity | ( | EValidityCheckFailMode | FailMode = EValidityCheckFailMode::Check | ) | const |
Exhaustively check that verts and edges of this EdgeLoop are consistent. This is quite expensive.
| int FEdgeLoop::FindNearestVertexIndex | ( | const FVector3d & | QueryPoint | ) | const |
| int FEdgeLoop::FindVertexIndex | ( | int | VertexID | ) | const |
| FAxisAlignedBox3d FEdgeLoop::GetBounds | ( | ) | const |
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Add the vertices of the loop to the Vertices array
| void FEdgeLoop::Initialize | ( | const FDynamicMesh3 * | mesh, |
| const TArray< int > & | vertices, | ||
| const TArray< int > & | edges, | ||
| const TArray< int > * | BowtieVerticesIn = nullptr |
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Initialize the loop data
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Construct an FEdgeLoop from a list of edges of the mesh
| MeshIn | the mesh the edges exist on |
| EdgesIn | list of sequential connected edges |
Construct an FEdgeLoop from a list of edges of the mesh
| EdgesIn | list of sequential connected edges |
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Construct EdgeLoop from list of vertices of mesh
| MeshIn | Mesh that contains the loop |
| VerticesIn | list of vertices that are sequentially connected by edges |
| bAutoOrient | if true, and any of the edges are boundary edges, we will re-orient the loop to be consistent with boundary edges |
| bool FEdgeLoop::InitializeFromVertices | ( | const TArray< int > & | VerticesIn, |
| bool | bAutoOrient = true |
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Construct EdgeLoop from list of vertices of mesh
| VerticesIn | list of vertices that are sequentially connected by edges |
| bAutoOrient | if true, and any of the edges are boundary edges, we will re-orient the loop to be consistent with boundary edges |
| bool FEdgeLoop::IsBoundaryLoop | ( | const FDynamicMesh3 * | TestMesh = nullptr | ) | const |
| TestMesh | use this mesh instead of the internal Mesh pointer |
| bool FEdgeLoop::IsInternalLoop | ( | ) | const |
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Reverse order of vertices and edges in loop
Set the bowtie vertices
| bool FEdgeLoop::SetCorrectOrientation | ( | ) |
If any edges if the loop are on a mesh boundary, we can check that the loop is oriented such that it corresponds with the boundary edges, and if not, reverse it.
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Utility function to convert a vertex loop to an edge loop
| Mesh | mesh to operate on |
| VertexLoop | ordered list of vertices |
| OutEdgeLoop | computed list of sequential connected vertices |
| TArray<int> UE::Geometry::FEdgeLoop::BowtieVertices |
List of bowtie vertices. This list is only valid if bBowtiesCalculated = true.
| TArray<int> UE::Geometry::FEdgeLoop::Edges |
Ordered list of edges forming the EdgeLoop
| const FDynamicMesh3* UE::Geometry::FEdgeLoop::Mesh |
The Mesh that contains this EdgeLoop
| TArray<int> UE::Geometry::FEdgeLoop::Vertices |
Ordered list of vertices forming the EdgeLoop