UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Geometry::TMeshAABBTree3< TriangleMeshType > Member List

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) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
box_box_intersect(int IBox, const FAxisAlignedBox3d &TestBox) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
box_contains(int IBox, const FVector3d &P) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
box_ray_intersect_t(int IBox, const RayType &Ray) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
BoxCentersUE::Geometry::TMeshAABBTree3< TriangleMeshType >
BoxDistanceSqr(int IBox, const FVector3d &V) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
BoxEpsUE::Geometry::TMeshAABBTree3< TriangleMeshType >protected
BoxExtentsUE::Geometry::TMeshAABBTree3< TriangleMeshType >
BoxToIndexUE::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()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
DOUBLE_MAXUE::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) constUE::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) constUE::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) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
find_nearest_tri(int IBox, const FVector3d &P, double &NearestDistSqr, int &TID, const FQueryOptions &Options) constUE::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) constUE::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) constUE::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) constUE::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) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
FindAllHitTriangles(const FRay3d &Ray, TArray< MeshIntersection::FHitIntersectionResult > &OutHits, const FQueryOptions &Options=FQueryOptions()) const overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
FindAllHitTriangles(const FWatertightRay3d &Ray, TArray< MeshIntersection::FHitIntersectionResult > &OutHits, const FQueryOptions &Options=FQueryOptions()) constUE::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) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
FindAllSelfIntersections(bool bIgnoreTopoConnected=true, const FQueryOptions &Options=FQueryOptions(), TFunction< bool(FIntrTriangle3Triangle3d &)> IntersectionFn=nullptr) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
FindHitTriangle(int IBox, const RayType &Ray, double &NearestT, int &TID, FVector3d &BaryCoords, const FQueryOptions &Options=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlineprotected
FindHitTriangles(int IBox, const RayType &Ray, TArray< MeshIntersection::FHitIntersectionResult > &Intersections, const FQueryOptions &Options=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlineprotected
FindNearestHitTriangle(const FRay3d &Ray, const FQueryOptions &Options=FQueryOptions()) const overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
FindNearestHitTriangle(const FRay3d &Ray, double &NearestT, int &TID, const FQueryOptions &Options=FQueryOptions()) const overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
FindNearestHitTriangle(const FRay3d &Ray, double &NearestT, int &TID, FVector3d &BaryCoords, const FQueryOptions &Options=FQueryOptions()) const overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
FindNearestHitTriangle(const FWatertightRay3d &Ray, double &NearestT, int &TID, FVector3d &BaryCoords, const FQueryOptions &Options=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
FindNearestPoint(const FVector3d &Point, const FQueryOptions &Options=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
FindNearestTriangle(const FVector3d &P, double &NearestDistSqr, const FQueryOptions &Options=FQueryOptions()) const overrideUE::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() constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
GetBox(int IBox) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlineprotected
GetBox(int iBox, const TFunction< FVector3d(const FVector3d &)> &TransformF) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlineprotected
GetBoxEps(int IBox, double Epsilon=FMathd::ZeroTolerance) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlineprotected
GetByteCount() constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
GetMesh() constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
GetSplitAxisUE::Geometry::TMeshAABBTree3< TriangleMeshType >protected
GetSplitAxisFunc typedefUE::Geometry::TMeshAABBTree3< TriangleMeshType >
IndexListUE::Geometry::TMeshAABBTree3< TriangleMeshType >
IsInside(const FVector3d &P) const overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
IsValid(bool bAllowUnsafeModifiedMeshQueries) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
IsWithinDistanceSquared(const FVector3d &Point, double ThresholdDistanceSqr, int &OutTriangleID, const FQueryOptions &Options=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
MakeDefaultSplitAxisFunc()UE::Geometry::TMeshAABBTree3< TriangleMeshType >inlineprotectedstatic
MeshUE::Geometry::TMeshAABBTree3< TriangleMeshType >protected
MeshChangeStampUE::Geometry::TMeshAABBTree3< TriangleMeshType >protected
MeshType typedefUE::Geometry::TMeshAABBTree3< TriangleMeshType >
RootIndexUE::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 overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
SupportsPointContainment() const overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
SupportsTriangleRayIntersection() const overrideUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
TestAnyHitTriangle(const FRay3d &Ray, const FQueryOptions &Options=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
TestAnyHitTriangle(int IBox, const FRay3d &Ray, int32 &HitTIDOut, double MaxDistance, const FQueryOptions &Options=FQueryOptions()) constUE::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()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
TestIntersection(const TMeshAABBTree3 &OtherTree, const TFunction< FVector3d(const FVector3d &)> &TransformF=nullptr, const FQueryOptions &Options=FQueryOptions(), const FQueryOptions &OtherTreeOptions=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
TestIntersection(const FTriangle3d &Triangle, const FQueryOptions &Options=FQueryOptions()) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinevirtual
TestSelfIntersection(bool bIgnoreTopoConnected=true, const FQueryOptions &Options=FQueryOptions()) constUE::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
TopDownLeafMaxTriCountUE::Geometry::TMeshAABBTree3< TriangleMeshType >protected
TotalVolume()UE::Geometry::TMeshAABBTree3< TriangleMeshType >inline
TreeTraversalImpl(int IBox, int Depth, FTreeTraversal &Traversal, const FQueryOptions &Options) constUE::Geometry::TMeshAABBTree3< TriangleMeshType >inlineprotectedvirtual
TriangleIntersection(FIntrTriangle3Triangle3d &Intr)UE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinestatic
TriangleIntersectionFilter(const FTriangle3d &A, const FTriangle3d &B)UE::Geometry::TMeshAABBTree3< TriangleMeshType >inlinestatic
TrianglesEndUE::Geometry::TMeshAABBTree3< TriangleMeshType >
~IMeshSpatial()=defaultUE::Geometry::IMeshSpatialvirtual
~ISpatial()=defaultUE::Geometry::ISpatialvirtual