UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Geometry::FElementLinearization Class Reference

#include <ElementLinearization.h>

Public Member Functions

 FElementLinearization ()=default
 
const TArray< int32 > & ToId () const
 
const TArray< int32 > & ToIndex () const
 
int32 NumIds () const
 
int32 MaxId () const
 
int32 NumIndices () const
 
bool IsValidId (int32 Id) const
 
bool IsValidIndex (int32 Index) const
 
int32 GetIndex (int32 Id) const
 
int32 GetId (int32 Index) const
 
void Empty ()
 
template<typename IterableType >
void Populate (const int32 MaxId, const int32 Count, IterableType Iterable)
 

Protected Attributes

TArray< int32ToIdMap
 
TArray< int32ToIndexMap
 

Detailed Description

FElementLinearization maps a potentially-sparse index list into a linear array. Used linearize things like VtxIds of a mesh as a single array and allow bidirectional mapping between array offset and mesh VtxId. Linearized array offset can then be used for things like matrix row indexing when building a Laplacian matrix.

Constructor & Destructor Documentation

◆ FElementLinearization()

UE::Geometry::FElementLinearization::FElementLinearization ( )
default

Member Function Documentation

◆ Empty()

void UE::Geometry::FElementLinearization::Empty ( )
inline

◆ GetId()

int32 UE::Geometry::FElementLinearization::GetId ( int32  Index) const
inline
Returns
Id for given Index

◆ GetIndex()

int32 UE::Geometry::FElementLinearization::GetIndex ( int32  Id) const
inline
Returns
Index for given Id

◆ IsValidId()

bool UE::Geometry::FElementLinearization::IsValidId ( int32  Id) const
inline
Returns
true if Id is in valid range and maps to a valid index

◆ IsValidIndex()

bool UE::Geometry::FElementLinearization::IsValidIndex ( int32  Index) const
inline
Returns
true if Index is in valid range

◆ MaxId()

int32 UE::Geometry::FElementLinearization::MaxId ( ) const
inline

◆ NumIds()

int32 UE::Geometry::FElementLinearization::NumIds ( ) const
inline
Returns
maximum number of IDs in linearization (However not all IDs necessarily have a linear index)

◆ NumIndices()

int32 UE::Geometry::FElementLinearization::NumIndices ( ) const
inline
Returns
number of Indices in linearization

◆ Populate()

template<typename IterableType >
void UE::Geometry::FElementLinearization::Populate ( const int32  MaxId,
const int32  Count,
IterableType  Iterable 
)
inline

◆ ToId()

const TArray< int32 > & UE::Geometry::FElementLinearization::ToId ( ) const
inline

◆ ToIndex()

const TArray< int32 > & UE::Geometry::FElementLinearization::ToIndex ( ) const
inline

Member Data Documentation

◆ ToIdMap

TArray<int32> UE::Geometry::FElementLinearization::ToIdMap
protected

◆ ToIndexMap

TArray<int32> UE::Geometry::FElementLinearization::ToIndexMap
protected

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