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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ZOrderCurvePoints.h>
Public Member Functions | |
| FBRIOPoints (int32 MaxTreeDepth=10) | |
| GEOMETRYCORE_API void | Compute (TArrayView< const FVector2d > Points, const FAxisAlignedBox2d &Bounds=FAxisAlignedBox2d::Empty(), const FRandomStream &Random=FRandomStream()) |
| GEOMETRYCORE_API void | Compute (TArrayView< const FVector2f > Points, const FAxisAlignedBox2f &Bounds=FAxisAlignedBox2f::Empty(), const FRandomStream &Random=FRandomStream()) |
| GEOMETRYCORE_API void | Compute (TArrayView< const FVector3d > Points, const FAxisAlignedBox3d &Bounds=FAxisAlignedBox3d::Empty(), const FRandomStream &Random=FRandomStream()) |
| GEOMETRYCORE_API void | Compute (TArrayView< const FVector3f > Points, const FAxisAlignedBox3f &Bounds=FAxisAlignedBox3f::Empty(), const FRandomStream &Random=FRandomStream()) |
Public Attributes | |
| int32 | MaxTreeDepth = 10 |
| Inputs. | |
| TArray< int32 > | Order |
| Outputs. | |
Generate a "Biased Randomized Insertion Order" (BRIO) ordering for a point set by randomly bucketing the points, then applying Z-Order-Curve sorting (above) to each bucket This gives an ordering with point locality but enough randomization to typically avoid worst case behavior if using the ordering for Delaunay meshing
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inline |
| void FBRIOPoints::Compute | ( | TArrayView< const FVector2d > | Points, |
| const FAxisAlignedBox2d & | Bounds = FAxisAlignedBox2d::Empty(), |
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| const FRandomStream & | Random = FRandomStream() |
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| ) |
Compute an ordering for the input points that attempts to order points so adjacent points are close together spatially, while still keeping the order sufficiently randomized to expect to avoid worst-case orderings for Delaunay triangulation Supports both 2D and 3D points.
| Points | Points to re-order |
| Bounds | Optional bounding box of the points; if an empty box is passed in, it will be computed for you |
| void FBRIOPoints::Compute | ( | TArrayView< const FVector2f > | Points, |
| const FAxisAlignedBox2f & | Bounds = FAxisAlignedBox2f::Empty(), |
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| const FRandomStream & | Random = FRandomStream() |
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| ) |
| void FBRIOPoints::Compute | ( | TArrayView< const FVector3d > | Points, |
| const FAxisAlignedBox3d & | Bounds = FAxisAlignedBox3d::Empty(), |
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| const FRandomStream & | Random = FRandomStream() |
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| ) |
| void FBRIOPoints::Compute | ( | TArrayView< const FVector3f > | Points, |
| const FAxisAlignedBox3f & | Bounds = FAxisAlignedBox3f::Empty(), |
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| const FRandomStream & | Random = FRandomStream() |
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| ) |
| int32 UE::Geometry::FBRIOPoints::MaxTreeDepth = 10 |
Inputs.