#include <DynamicSubmesh3.h>
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| | FDynamicSubmesh3 () |
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| | FDynamicSubmesh3 (const FDynamicMesh3 *BaseMesh) |
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| | FDynamicSubmesh3 (const FDynamicMesh3 *BaseMesh, const TArray< int > &Triangles, int WantComponents=(int) EMeshComponents::All, bool bAttributes=true) |
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| const FDynamicMesh3 * | GetBaseMesh () const |
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| FDynamicMesh3 & | GetSubmesh () |
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| const FDynamicMesh3 & | GetSubmesh () const |
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| const TSet< int > | GetBaseBorderEdges () const |
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| const TSet< int > | GetBaseBoundaryEdges () const |
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| const TSet< int > | GetBaseBorderVertices () const |
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| bool | InBaseBorderEdges (int BaseEID) const |
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| bool | InBaseBoundaryEdges (int BaseEID) const |
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| bool | InBaseBorderVertices (int BaseVID) const |
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| int | MapVertexToSubmesh (int BaseVID) const |
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| int | MapVertexToBaseMesh (int SubVID) const |
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| FIndex2i | MapVerticesToSubmesh (FIndex2i VIDs) const |
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| FIndex2i | MapVerticesToBaseMesh (FIndex2i VIDs) const |
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| void | MapVerticesToSubmesh (TArrayView< int > &Vertices) const |
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| int | MapEdgeToSubmesh (int BaseEID) const |
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| int | MapEdgeToBaseMesh (int SubEID) const |
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| void | MapEdgesToSubmesh (TArrayView< int > &Edges) const |
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| int | MapTriangleToSubmesh (int BaseTID) const |
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| int | MapTriangleToBaseMesh (int SubTID) const |
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| void | MapTrianglesToSubmesh (TArrayView< int > &Triangles) const |
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| int | MapGroupToSubmesh (int BaseGID) const |
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| int | MapGroupToBaseMesh (int SubGID) const |
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| void | MapGroupsToSubmesh (TArrayView< int32 > GroupIDs) const |
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| int | MapNormalToSubmesh (int NormalLayer, int BaseNID) const |
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| int | MapNormalToBaseMesh (int NormalLayer, int SubNID) const |
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| int | MapUVToSubmesh (int UVLayer, int BaseUVID) const |
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| int | MapUVToBaseMesh (int UVLayer, int SubUVID) const |
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| int | MapColorToSubmesh (int BaseCID) const |
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| int | MapColorToBaseMesh (int SubCID) const |
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| void | Compute (const TArrayView< const int > &SubTriangles, int WantComponents=(int) EMeshComponents::All, bool bAttributes=true) |
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| void | Compute (FDynamicMesh3 *Base, const TArrayView< const int > &Triangles, int WantComponents=(int) EMeshComponents::All, bool bAttributes=true) |
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◆ FDynamicSubmesh3() [1/3]
| UE::Geometry::FDynamicSubmesh3::FDynamicSubmesh3 |
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inline |
◆ FDynamicSubmesh3() [2/3]
| UE::Geometry::FDynamicSubmesh3::FDynamicSubmesh3 |
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const FDynamicMesh3 * |
BaseMesh | ) |
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inline |
Base mesh-only constructor; does not build submesh
◆ FDynamicSubmesh3() [3/3]
Constructor sets the base mesh and computes the submesh
◆ Compute() [1/2]
Computes the Submesh object, index mappings corresponding sub to base mesh, and boundary between sub and base mesh
- Parameters
-
| SubTriangles | ArrayView of triangle IDs to include in the submesh |
| WantComponents | Bit flag of desired mesh components; will only enable if flag is set AND the components are enabled in the BaseMesh |
| bAttributes | Flag indicating if attributes are needed for submesh; will only enable attributes if flag is set AND attributes are enabled in the BaseMesh |
◆ Compute() [2/2]
Computes submesh object, setting a new BaseMesh first
◆ ComputeBoundaryInfo()
| void UE::Geometry::FDynamicSubmesh3::ComputeBoundaryInfo |
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const TArrayView< const int > & |
SubTriangles | ) |
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inlineprotected |
Compute boundary vertices and edges between the SubTriangles and the rest of the mesh Called by Compute after the Submesh is computed.
◆ GetBaseBorderEdges()
| const TSet< int > UE::Geometry::FDynamicSubmesh3::GetBaseBorderEdges |
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const |
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- Returns
- set of internal border edge indices on base mesh. Does not include mesh boundary edges.
◆ GetBaseBorderVertices()
| const TSet< int > UE::Geometry::FDynamicSubmesh3::GetBaseBorderVertices |
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const |
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- Returns
- set of border vertex indices on base mesh (ie verts of BaseBorderE - does not include mesh boundary vertices)
◆ GetBaseBoundaryEdges()
| const TSet< int > UE::Geometry::FDynamicSubmesh3::GetBaseBoundaryEdges |
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const |
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- Returns
- set of mesh-boundary edges on base mesh that are in submesh
◆ GetBaseMesh()
| const FDynamicMesh3 * UE::Geometry::FDynamicSubmesh3::GetBaseMesh |
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const |
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const accessor for base mesh
◆ GetSubmesh() [1/2]
◆ GetSubmesh() [2/2]
| const FDynamicMesh3 & UE::Geometry::FDynamicSubmesh3::GetSubmesh |
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const |
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const accessor for submesh
◆ InBaseBorderEdges()
| bool UE::Geometry::FDynamicSubmesh3::InBaseBorderEdges |
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int |
BaseEID | ) |
const |
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inline |
- Returns
- true if edge ID is in base border edge ID set
◆ InBaseBorderVertices()
| bool UE::Geometry::FDynamicSubmesh3::InBaseBorderVertices |
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int |
BaseVID | ) |
const |
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inline |
- Returns
- true if vertex ID is in base border vertex ID set
◆ InBaseBoundaryEdges()
| bool UE::Geometry::FDynamicSubmesh3::InBaseBoundaryEdges |
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int |
BaseEID | ) |
const |
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inline |
- Returns
- true if edge ID is in base boundary edge ID set
◆ MapColorToBaseMesh()
| int UE::Geometry::FDynamicSubmesh3::MapColorToBaseMesh |
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int |
SubCID | ) |
const |
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inline |
- Returns
- Vertex Color ID in the base mesh, mapped from the submesh
◆ MapColorToSubmesh()
| int UE::Geometry::FDynamicSubmesh3::MapColorToSubmesh |
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int |
BaseCID | ) |
const |
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inline |
- Returns
- Vertex Color ID in the submesh, mapped from the base mesh
◆ MapEdgesToSubmesh()
| void UE::Geometry::FDynamicSubmesh3::MapEdgesToSubmesh |
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TArrayView< int > & |
Edges | ) |
const |
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inline |
- Parameters
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| Edges | Array of edge IDs in base mesh that will all be changed to the corresponding IDs in the submesh |
◆ MapEdgeToBaseMesh()
| int UE::Geometry::FDynamicSubmesh3::MapEdgeToBaseMesh |
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int |
SubEID | ) |
const |
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inline |
- Returns
- Edge ID in base mesh, mapped from submesh
◆ MapEdgeToSubmesh()
| int UE::Geometry::FDynamicSubmesh3::MapEdgeToSubmesh |
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int |
BaseEID | ) |
const |
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inline |
- Returns
- Edge ID in submesh, mapped from base mesh
◆ MapGroupsToSubmesh()
- Parameters
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| GroupIDs | Array of group IDs in the base mesh that will all be changed to the corresponding IDs in the submesh |
◆ MapGroupToBaseMesh()
| int UE::Geometry::FDynamicSubmesh3::MapGroupToBaseMesh |
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int |
SubGID | ) |
const |
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inline |
- Returns
- Group ID in the base mesh, mapped from submesh
◆ MapGroupToSubmesh()
| int UE::Geometry::FDynamicSubmesh3::MapGroupToSubmesh |
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int |
BaseGID | ) |
const |
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inline |
- Returns
- Group ID in the submesh, mapped from base mesh
◆ MapNormalToBaseMesh()
| int UE::Geometry::FDynamicSubmesh3::MapNormalToBaseMesh |
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int |
NormalLayer, |
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int |
SubNID |
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) |
| const |
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inline |
- Returns
- Normal ID in the base mesh, mapped from the submesh
◆ MapNormalToSubmesh()
| int UE::Geometry::FDynamicSubmesh3::MapNormalToSubmesh |
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int |
NormalLayer, |
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int |
BaseNID |
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) |
| const |
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inline |
- Returns
- Normal ID in the submesh, mapped from the base mesh
◆ MapTrianglesToSubmesh()
| void UE::Geometry::FDynamicSubmesh3::MapTrianglesToSubmesh |
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TArrayView< int > & |
Triangles | ) |
const |
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inline |
- Parameters
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| Triangles | Array of triangle IDs in the base mesh that will all be changed to the corresponding IDs in the submesh |
◆ MapTriangleToBaseMesh()
| int UE::Geometry::FDynamicSubmesh3::MapTriangleToBaseMesh |
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int |
SubTID | ) |
const |
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inline |
- Returns
- Triangle ID in the base mesh, mapped from submesh
◆ MapTriangleToSubmesh()
| int UE::Geometry::FDynamicSubmesh3::MapTriangleToSubmesh |
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int |
BaseTID | ) |
const |
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inline |
- Returns
- Triangle ID in the submesh, mapped from base mesh
◆ MapUVToBaseMesh()
| int UE::Geometry::FDynamicSubmesh3::MapUVToBaseMesh |
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int |
UVLayer, |
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int |
SubUVID |
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| const |
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inline |
- Returns
- UV ID in the base mesh, mapped from the submesh
◆ MapUVToSubmesh()
| int UE::Geometry::FDynamicSubmesh3::MapUVToSubmesh |
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int |
UVLayer, |
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int |
BaseUVID |
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) |
| const |
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inline |
- Returns
- UV ID in the submesh, mapped from the base mesh
◆ MapVertexToBaseMesh()
| int UE::Geometry::FDynamicSubmesh3::MapVertexToBaseMesh |
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int |
SubVID | ) |
const |
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inline |
- Returns
- Vertex ID in base mesh, mapped from submesh
◆ MapVertexToSubmesh()
| int UE::Geometry::FDynamicSubmesh3::MapVertexToSubmesh |
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int |
BaseVID | ) |
const |
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inline |
- Returns
- Vertex ID in submesh, mapped from base mesh
◆ MapVerticesToBaseMesh()
| FIndex2i UE::Geometry::FDynamicSubmesh3::MapVerticesToBaseMesh |
( |
FIndex2i |
VIDs | ) |
const |
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inline |
- Returns
- Pair of vertex IDs in base mesh, mapped from submesh
◆ MapVerticesToSubmesh() [1/2]
| FIndex2i UE::Geometry::FDynamicSubmesh3::MapVerticesToSubmesh |
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FIndex2i |
VIDs | ) |
const |
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inline |
- Returns
- Pair of vertex IDs in submesh, mapped from base mesh
◆ MapVerticesToSubmesh() [2/2]
| void UE::Geometry::FDynamicSubmesh3::MapVerticesToSubmesh |
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TArrayView< int > & |
Vertices | ) |
const |
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inline |
- Parameters
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| Vertices | Array of vertex IDs in base mesh that will all be changed to the corresponding IDs in the submesh |
◆ BaseBorderE
| TSet<int> UE::Geometry::FDynamicSubmesh3::BaseBorderE |
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protected |
◆ BaseBorderV
| TSet<int> UE::Geometry::FDynamicSubmesh3::BaseBorderV |
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protected |
◆ BaseBoundaryE
| TSet<int> UE::Geometry::FDynamicSubmesh3::BaseBoundaryE |
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protected |
◆ BaseMesh
◆ bComputeTriMaps
| bool UE::Geometry::FDynamicSubmesh3::bComputeTriMaps = true |
Whether to compute triangle maps (adds additional cost). True by default.
◆ Mappings
◆ Submesh
The documentation for this struct was generated from the following file: