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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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This is the complete list of members for UE::Geometry::TMeshAABBTree3< TriangleMeshType >, including all inherited members.
| AddTriTriIntersectionResult(const FIntrTriangle3Triangle3d &Intr, int TID_A, int TID_B, MeshIntersection::FIntersectionsQueryResult &Result) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinestatic |
| box_box_distsqr(int iBox, const FAxisAlignedBox3d &testBox) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| box_box_intersect(int IBox, const FAxisAlignedBox3d &TestBox) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| box_contains(int IBox, const FVector3d &P) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| box_ray_intersect_t(int IBox, const RayType &Ray) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| BoxCenters | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| BoxDistanceSqr(int IBox, const FVector3d &V) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| BoxEps | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | protected |
| BoxExtents | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| BoxToIndex | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| Build() | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| Build(const TArray< int32 > &TriangleList) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| BuildTopDown(bool bSorted) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| BuildTopDown(bool bSorted, TriIndexEnumerable TriangleList, int32 NumTriangles) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| BuildTopDown(TArray< int > &Triangles, TArray< FVector3d > &Centers, int32 NumTriangles) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| DoTraversal(FTreeTraversal &Traversal, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| DOUBLE_MAX | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | static |
| find_any_intersection(int iBox, const FTriangle3d &Triangle, const FAxisAlignedBox3d &triBounds, TFunctionRef< bool(const FTriangle3d &A, const FTriangle3d &B)> TriangleIntersectionTest, const FQueryOptions &Options) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| find_any_intersection(int iBox, const TMeshAABBTree3 &OtherTree, const TFunction< FVector3d(const FVector3d &)> &TransformF, int oBox, int depth, TFunctionRef< bool(const FTriangle3d &A, const FTriangle3d &B)> TriangleIntersectionTest, const FQueryOptions &Options, const FQueryOptions &OtherTreeOptions) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| find_intersections(int iBox, const TMeshAABBTree3 &OtherTree, const TFunction< FVector3d(const FVector3d &)> &TransformF, int oBox, int depth, MeshIntersection::FIntersectionsQueryResult &result, TFunctionRef< bool(FIntrTriangle3Triangle3d &)> IntersectFn, const FQueryOptions &Options, const FQueryOptions &OtherTreeOptions) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| find_nearest_tri(int IBox, const FVector3d &P, double &NearestDistSqr, int &TID, const FQueryOptions &Options) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| find_nearest_triangles(int iBox, TMeshAABBTree3 &OtherTree, const TFunction< FVector3d(const FVector3d &)> &TransformF, int oBox, int depth, double &nearest_sqr, FIndex2i &nearest_pair, const FQueryOptions &Options, const FQueryOptions &OtherTreeOptions) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| find_nearest_vertex(int IBox, const FVector3d &P, double &NearestDistSqr, int &NearestVertexID, const FQueryOptions &Options) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| find_self_intersections(MeshIntersection::FIntersectionsQueryResult *Result, bool bIgnoreTopoConnected, TFunctionRef< bool(FIntrTriangle3Triangle3d &)> IntersectFn, const FQueryOptions &Options) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| find_self_intersections_acrossboxes(int Box1, int Box2, MeshIntersection::FIntersectionsQueryResult *Result, bool bIgnoreTopoConnected, int depth, TFunctionRef< bool(FIntrTriangle3Triangle3d &)> IntersectFn, const FQueryOptions &Options) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| find_tri_tri_intersections(int TID_A, int IdxRangeStart, int IdxRangeEnd, MeshIntersection::FIntersectionsQueryResult *Result, bool bIgnoreTopoConnected, TFunctionRef< bool(FIntrTriangle3Triangle3d &)> IntersectFn, const FQueryOptions &Options) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| FindAllHitTriangles(const FRay3d &Ray, TArray< MeshIntersection::FHitIntersectionResult > &OutHits, const FQueryOptions &Options=FQueryOptions()) const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindAllHitTriangles(const FWatertightRay3d &Ray, TArray< MeshIntersection::FHitIntersectionResult > &OutHits, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| FindAllIntersections(const TMeshAABBTree3 &OtherTree, const TFunction< FVector3d(const FVector3d &)> &TransformF=nullptr, const FQueryOptions &Options=FQueryOptions(), const FQueryOptions &OtherTreeOptions=FQueryOptions(), TFunction< bool(FIntrTriangle3Triangle3d &)> IntersectionFn=nullptr) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindAllSelfIntersections(bool bIgnoreTopoConnected=true, const FQueryOptions &Options=FQueryOptions(), TFunction< bool(FIntrTriangle3Triangle3d &)> IntersectionFn=nullptr) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindHitTriangle(int IBox, const RayType &Ray, double &NearestT, int &TID, FVector3d &BaryCoords, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| FindHitTriangles(int IBox, const RayType &Ray, TArray< MeshIntersection::FHitIntersectionResult > &Intersections, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| FindNearestHitTriangle(const FRay3d &Ray, const FQueryOptions &Options=FQueryOptions()) const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindNearestHitTriangle(const FRay3d &Ray, double &NearestT, int &TID, const FQueryOptions &Options=FQueryOptions()) const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindNearestHitTriangle(const FRay3d &Ray, double &NearestT, int &TID, FVector3d &BaryCoords, const FQueryOptions &Options=FQueryOptions()) const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindNearestHitTriangle(const FWatertightRay3d &Ray, double &NearestT, int &TID, FVector3d &BaryCoords, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| FindNearestPoint(const FVector3d &Point, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindNearestTriangle(const FVector3d &P, double &NearestDistSqr, const FQueryOptions &Options=FQueryOptions()) const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindNearestTriangles(TMeshAABBTree3 &OtherTree, const TFunction< FVector3d(const FVector3d &)> &TransformF, double &Distance, const FQueryOptions &Options=FQueryOptions(), const FQueryOptions &OtherTreeOptions=FQueryOptions()) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| FindNearestVertex(const FVector3d &P, double &NearestDistSqr, double MaxDist=TNumericLimits< double >::Max(), const FQueryOptions &Options=FQueryOptions()) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| GetBoundingBox() const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| GetBox(int IBox) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| GetBox(int iBox, const TFunction< FVector3d(const FVector3d &)> &TransformF) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| GetBoxEps(int IBox, double Epsilon=FMathd::ZeroTolerance) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| GetByteCount() const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| GetMesh() const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| GetSplitAxis | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | protected |
| GetSplitAxisFunc typedef | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| IndexList | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| IsInside(const FVector3d &P) const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| IsValid(bool bAllowUnsafeModifiedMeshQueries) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| IsWithinDistanceSquared(const FVector3d &Point, double ThresholdDistanceSqr, int &OutTriangleID, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| MakeDefaultSplitAxisFunc() | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotectedstatic |
| Mesh | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | protected |
| MeshChangeStamp | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | protected |
| MeshType typedef | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| RootIndex | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| SetBuildOptions(int32 MaxBoxTriCount, GetSplitAxisFunc &&GetSplitAxisIn=MakeDefaultSplitAxisFunc()) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| SetMesh(const TriangleMeshType *SourceMesh, bool bAutoBuild=true) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| SetTolerance(double Tolerance) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| SplitTriSetMidpoint(TArray< int > &Triangles, TArray< FVector3d > &Centers, int IStart, int ICount, int Depth, int MinTriCount, FBoxesSet &Tris, FBoxesSet &Nodes, FAxisAlignedBox3d &Box) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| SupportsNearestTriangle() const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| SupportsPointContainment() const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| SupportsTriangleRayIntersection() const override | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| TestAnyHitTriangle(const FRay3d &Ray, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| TestAnyHitTriangle(int IBox, const FRay3d &Ray, int32 &HitTIDOut, double MaxDistance, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotected |
| TestCoverage() | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| TestIntersection(const TriangleMeshType *TestMesh, FAxisAlignedBox3d TestMeshBounds=FAxisAlignedBox3d::Empty(), const TFunction< FVector3d(const FVector3d &)> &TransformF=nullptr, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| TestIntersection(const TMeshAABBTree3 &OtherTree, const TFunction< FVector3d(const FVector3d &)> &TransformF=nullptr, const FQueryOptions &Options=FQueryOptions(), const FQueryOptions &OtherTreeOptions=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| TestIntersection(const FTriangle3d &Triangle, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| TestSelfIntersection(bool bIgnoreTopoConnected=true, const FQueryOptions &Options=FQueryOptions()) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinevirtual |
| TFastWindingTree< TriangleMeshType > | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | friend |
| TMeshAABBTree3() | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| TMeshAABBTree3(const TriangleMeshType *SourceMesh, bool bAutoBuild=true) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| TopDownLeafMaxTriCount | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | protected |
| TotalVolume() | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inline |
| TreeTraversalImpl(int IBox, int Depth, FTreeTraversal &Traversal, const FQueryOptions &Options) const | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlineprotectedvirtual |
| TriangleIntersection(FIntrTriangle3Triangle3d &Intr) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinestatic |
| TriangleIntersectionFilter(const FTriangle3d &A, const FTriangle3d &B) | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | inlinestatic |
| TrianglesEnd | UE::Geometry::TMeshAABBTree3< TriangleMeshType > | |
| ~IMeshSpatial()=default | UE::Geometry::IMeshSpatial | virtual |
| ~ISpatial()=default | UE::Geometry::ISpatial | virtual |