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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Solidify.h>
Public Member Functions | |
| FWindingNumberBasedSolidify (TUniqueFunction< double(const FVector3d &)> WindingFunctionIn, const FAxisAlignedBox3d &BoundsIn, const TArray< FVector3d > &SeedPointsIn) | |
| virtual | ~FWindingNumberBasedSolidify () |
| void | SetCellSizeAndExtendBounds (const FAxisAlignedBox3d &Bounds, double ExtendBoundsIn, int TargetOutputVoxelCount) |
| bool | Validate () |
| const FMeshShapeGenerator & | Generate () |
Public Attributes | |
| TUniqueFunction< double(const FVector3d &)> | WindingFunction = [](const FVector3d& Pos) { return 0.0; } |
| FAxisAlignedBox3d | FunctionBounds |
| TArray< FVector3d > | SeedPoints |
| double | WindingThreshold = .5 |
| double | ExtendBounds = 1 |
| bool | bSolidAtBoundaries = true |
| int | SurfaceSearchSteps = 4 |
| double | MeshCellSize = 1.0 |
| TFunction< bool(void)> | CancelF |
Protected Attributes | |
| FMarchingCubes | MarchingCubes |
Use marching cubes to remesh an arbitrary function that provides a winding-number like scalar value to a solid surface
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Set cell size to hit the target voxel count along the max dimension of the bounds
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What to do if the surface extends outside the marching cubes bounds – if true, puts a solid surface at the boundary
if this function returns true, we should abort calculation
| double UE::Geometry::FWindingNumberBasedSolidify::ExtendBounds = 1 |
How much to extend bounds considered by marching cubes outside the original surface bounds
| FAxisAlignedBox3d UE::Geometry::FWindingNumberBasedSolidify::FunctionBounds |
Bounds within which we will mesh things
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protected |
| double UE::Geometry::FWindingNumberBasedSolidify::MeshCellSize = 1.0 |
size of the cells used when meshing the output (marching cubes' cube size)
| int UE::Geometry::FWindingNumberBasedSolidify::SurfaceSearchSteps = 4 |
How many binary search steps to do when placing surface at boundary
| TUniqueFunction<double(const FVector3d&)> UE::Geometry::FWindingNumberBasedSolidify::WindingFunction = [](const FVector3d& Pos) { return 0.0; } |
Inputs External Winding-Number Function
| double UE::Geometry::FWindingNumberBasedSolidify::WindingThreshold = .5 |
Inside/outside winding number threshold