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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <FastWinding.h>
Public Member Functions | |
| TFastWindingTree (TMeshAABBTree3< TriangleMeshType > *TreeToRef, bool bAutoBuild=true) | |
| void | SetTree (TMeshAABBTree3< TriangleMeshType > *TreeToRef, bool bAutoBuild=true) |
| TMeshAABBTree3< TriangleMeshType > * | GetTree () const |
| void | Build (bool bForceRebuild=true) |
| bool | IsBuilt () const |
| double | FastWindingNumber (const FVector3d &P) |
| double | FastWindingNumber (const FVector3d &P) const |
| bool | IsInside (const FVector3d &P, double WindingIsoThreshold=0.5) const |
Public Attributes | |
| double | FWNBeta = 2.0 |
| int | FWNApproxOrder = 2 |
Fast Mesh Winding Number extension to a TMeshAABBTree3. This class is an "add-on" to the AABBTree, that can compute the Fast Mesh Winding Number. This calculation requires a precomputation pass where information is cached at each tree node.
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Fast approximation of winding number using far-field approximations. On a closed mesh the winding number will be 1 or more inside (depending on number of "winds"). Outside a closed mesh the winding number will be zero. On an open mesh, the above holds near the mesh but in the "hole" areas the value will smoothly blend from 1 to 0 over a band of width dependent on the hole extent
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Const version does not auto-build on query
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| int UE::Geometry::TFastWindingTree< TriangleMeshType >::FWNApproxOrder = 2 |
FWN approximation order. Must be 1 or 2. 2 is more accurate, obviously.
| double UE::Geometry::TFastWindingTree< TriangleMeshType >::FWNBeta = 2.0 |
FWN beta parameter - is 2.0 in paper