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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MeshShapeGenerator.h>
Inheritance diagram for UE::Geometry::FMeshShapeGenerator:Static Public Member Functions | |
| static FVector3d | BilinearInterp (const FVector3d &v00, const FVector3d &v10, const FVector3d &v11, const FVector3d &v01, double tx, double ty) |
| static FVector2d | BilinearInterp (const FVector2d &v00, const FVector2d &v10, const FVector2d &v11, const FVector2d &v01, double tx, double ty) |
| static FVector2f | BilinearInterp (const FVector2f &v00, const FVector2f &v10, const FVector2f &v11, const FVector2f &v01, float tx, float ty) |
| static FVector3i | LinearInterp (const FVector3i &a, const FVector3i &b, double t) |
Public Attributes | |
| TArray< FVector3d > | Vertices |
| TArray< FVector2f > | UVs |
| TArray< int > | UVParentVertex |
| TArray< FVector3f > | Normals |
| TArray< int > | NormalParentVertex |
| TArray< FIndex3i > | Triangles |
| TArray< FIndex3i > | TriangleUVs |
| TArray< FIndex3i > | TriangleNormals |
| TArray< int > | TrianglePolygonIDs |
| bool | bReverseOrientation = false |
Base class for triangle mesh generators (eg like to generate sphere, cylinder, etc) Subclasses must implement Generate()
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Append a new vertex at the given Position
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Extends the various internal buffers to the correct sizes for the given additional element counts
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Subclasses implement this to generate mesh
Implemented in UE::Geometry::FPolygonEdgeMeshGenerator, UE::Geometry::FBoxSphereGenerator, UE::Geometry::FCapsuleGenerator, UE::Geometry::FDiscMeshGenerator, UE::Geometry::FPuncturedDiscMeshGenerator, UE::Geometry::FFlatTriangulationMeshGenerator, UE::Geometry::FGridBoxMeshGenerator, UE::Geometry::FMarchingCubes, UE::Geometry::FMinimalBoxMeshGenerator, UE::Geometry::FPlanarPolygonMeshGenerator, UE::Geometry::FRectangleMeshGenerator, UE::Geometry::FRoundedRectangleMeshGenerator, UE::Geometry::FSphereGenerator, UE::Geometry::FStairGenerator, UE::Geometry::FCylinderGenerator, UE::Geometry::FArrowGenerator, UE::Geometry::FGeneralizedCylinderGenerator, and UE::Geometry::FProfileSweepGenerator.
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clear arrays so that Generate() can be run again
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Set the various internal buffers to the correct sizes for the given element counts
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Set Normal at Index to given value with given ParentVertex
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Set triangle and UVs and normals with matching indices Convenience function for shapes with no uv or normal seams
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Set UV at Index to given value with given ParentVertex
Set vertex at Index to given Position
If true, reverse orientation of created mesh
| TArray<int> UE::Geometry::FMeshShapeGenerator::NormalParentVertex |
Parent vertex index for each Normal. Same length as Normals array.
Array of Normals. These are completely independent of vertex list (ie not per-vertex unless that's what generator produces)
Array of triangle corner Normals, stored as tuples of indices into Normals array. Same length as Triangles array.
| TArray<int> UE::Geometry::FMeshShapeGenerator::TrianglePolygonIDs |
Array of per-triangle integer polygon IDs. Same length as Triangles array.
Array of triangle corner positions, stored as tuples of indices into Vertices array
Array of triangle corner UVs, stored as tuples of indices into UVs array. Same length as Triangles array.
| TArray<int> UE::Geometry::FMeshShapeGenerator::UVParentVertex |
Parent vertex index for each UV. Same length as UVs array.
Array of UV positions. These are completely independent of vertex list (ie not per-vertex unless that's what generator produces)