![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
Variables | |
| GEOMETRYCORE_API const FVector2i | GridOffsets4 [4] |
| GEOMETRYCORE_API const FVector2i | GridOffsets8 [8] |
| GEOMETRYCORE_API const FVector3i | GridOffsets6 [6] |
| GEOMETRYCORE_API const FVector3i | GridOffsets26 [26] |
| GEOMETRYCORE_API const int | BoxFaces [6][4] |
| GEOMETRYCORE_API const FVector2i | BoxFacesUV [4] = { UV00, UV10, UV11, UV01 } |
| GEOMETRYCORE_API const int | BoxFaceNormals [6] = { -3, 3, -1, 1, -2, 2 } |
| UE::Math::TVector< T > IndexUtil::ApplyMap | ( | const UE::Math::TVector< T > & | Val, |
| Func | MapFunc | ||
| ) |
Replace Val with MapFunc[Val] using index operator
| void IndexUtil::ApplyMap | ( | UE::Math::TVector< T > & | Val, |
| Func | MapFunc | ||
| ) |
Replace Val with MapFunc[Val] using index operator
|
inline |
Find unordered edge [VertexID1,VertexID2] in TriangleVerts
|
inline |
|
inline |
|
inline |
|
inline |
Find ordered edge [VertexID1,VertexID2] in TriangleVerts
|
inline |
Find ordered edge [VertexID1,VertexID2] in TriangleVerts and then return the index of the remaining third vertex
|
inline |
Find ordered edge [VertexID1,VertexID2] in a triangle that is in an array of triangles, and return remaining third vertex
| VertexID1 | first vertex of edge |
| VertexID2 | second vertex of edge |
| TriIndexArray | array of triangle tuples |
| TriangleIndex | which triangle in array to search |
|
inline |
Find ordered edge [VertexID1,VertexID2] in TriangleVerts and then return the remaining third vertex
|
inline |
Find third vertex of triangle that is not VertexID1 or VertexID2. Triangle must contain VertexID1 and VertexID2 or result will be incorrect.
|
inline |
If i0 and i1 are unordered indices into a triangle, each in range 0-2, return the third index
Assuming [Vertex1,Vertex2] is an unordered edge in TriangleVerts, return Vertex1 and Vertex2 in the correct order (ie the same as TriangleVerts)
|
inline |
Assuming [Vertex1,Vertex2] is an unordered edge in TriangleVerts, return Vertex1 and Vertex2 in the correct order (ie the same as TriangleVerts), and returns the vertex ID of the other vertex
|
extern |
Box Face Normal Axes associated with BoxFaces. Use Sign(BoxFaceNormals[i]) * Box.Axis( Abs(BoxFaceNormals[i])-1 ) to get vector
|
extern |
Corner vertices of box faces - see FOrientedBox3.GetCorner for points associated w/ indexing
|
extern |
Corner unit-UV ordering of box faces - {0,0}, {1,0}, {1,1}, {0,1}
|
extern |
all permutations of (+-1, +-1, +-1), can be used to iterate over connected face/edge/corner neighbours of a grid cell
|
extern |
integer indices offsets in x/y directions
|
extern |
integer indices offsets in x/y/z directions, corresponds w/ BoxFaces directions
|
extern |
integer indices offsets in x/y directions and diagonals