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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <PriorityOrderPoints.h>
Public Member Functions | |
| FPriorityOrderPoints (int32 SpatialLevels=10) | |
| GEOMETRYCORE_API void | ComputeUniformSpaced (TArrayView< const FVector3d > Points, TArrayView< const float > ImportanceWeights, int32 EarlyStop=-1, int32 OffsetResFactor=4) |
| GEOMETRYCORE_API void | ComputeUniformSpaced (TArrayView< const FVector3f > Points, TArrayView< const float > ImportanceWeights, int32 EarlyStop=-1, int32 OffsetResFactor=4) |
| GEOMETRYCORE_API void | ComputeUniformSpaced (TArrayView< const FVector3d > Points, TArrayView< const float > ImportanceWeights, TArrayView< const float > SecondImportanceWeights, int32 EarlyStop=-1, int32 OffsetResFactor=4) |
| GEOMETRYCORE_API void | ComputeUniformSpaced (TArrayView< const FVector3f > Points, TArrayView< const float > ImportanceWeights, TArrayView< const float > SecondImportanceWeights, int32 EarlyStop=-1, int32 OffsetResFactor=4) |
| GEOMETRYCORE_API void | ComputeDescendingImportance (TArrayView< const float > ImportanceWeights) |
Public Attributes | |
| int32 | SpatialLevels = 10 |
| Inputs. | |
| TArray< int32 > | Order |
| Outputs. | |
Generate a "priority ordering" for a point set
Either order by descending ImportanceWeight, or try to additionally un-clump the points – such that if we only look at the first N points, they will cover the overall space as well as possible while still favoring higher ImportanceWeight points in each local region.
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inline |
| void FPriorityOrderPoints::ComputeDescendingImportance | ( | TArrayView< const float > | ImportanceWeights | ) |
Compute an ordering that only sorts by descending ImportanceWeights, and does not attempt to spatially distribute the points
| ImportanceWeights | Points with a higher ImportanceWeight will appear earlier in the ordering |
| void FPriorityOrderPoints::ComputeUniformSpaced | ( | TArrayView< const FVector3d > | Points, |
| TArrayView< const float > | ImportanceWeights, | ||
| int32 | EarlyStop = -1, |
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| int32 | OffsetResFactor = 4 |
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| ) |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped
| Points | Points to re-order |
| ImportanceWeights | Points with a higher ImportanceWeight in their local region of space will appear earlier in the ordering |
| EarlyStop | If >= 0, stop re-ordering once we've sorted this many points; beyond this the ordering will be arbitrary |
| OffsetResFactor | Factor that controls how closely the points are allowed to space, with higher values -> more clumping allowed |
| void FPriorityOrderPoints::ComputeUniformSpaced | ( | TArrayView< const FVector3d > | Points, |
| TArrayView< const float > | ImportanceWeights, | ||
| TArrayView< const float > | SecondImportanceWeights, | ||
| int32 | EarlyStop = -1, |
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| int32 | OffsetResFactor = 4 |
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| ) |
Compute an ordering for the input points that attempts to keep points 'well spaced' / un-clumped
| Points | Points to re-order |
| ImportanceWeights | Points with a higher ImportanceWeight in their local region of space will appear earlier in the ordering |
| SecondImportanceWeights | A second set of importance weights; we may pick an additional point from each local region to also sample points by this metric |
| EarlyStop | If >= 0, stop re-ordering once we've sorted this many points; beyond this the ordering will be arbitrary |
| OffsetResFactor | Factor that controls how closely the points are allowed to space, with higher values -> more clumping allowed |
| void FPriorityOrderPoints::ComputeUniformSpaced | ( | TArrayView< const FVector3f > | Points, |
| TArrayView< const float > | ImportanceWeights, | ||
| int32 | EarlyStop = -1, |
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| int32 | OffsetResFactor = 4 |
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| ) |
| void FPriorityOrderPoints::ComputeUniformSpaced | ( | TArrayView< const FVector3f > | Points, |
| TArrayView< const float > | ImportanceWeights, | ||
| TArrayView< const float > | SecondImportanceWeights, | ||
| int32 | EarlyStop = -1, |
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| int32 | OffsetResFactor = 4 |
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| ) |
| int32 UE::Geometry::FPriorityOrderPoints::SpatialLevels = 10 |
Inputs.