FEdgeLoop

Sequential lists of vertices/edges in a mesh that form a closed loop

Windows
MacOS
Linux

References

Module

DynamicMesh

Header

/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Public/EdgeLoop.h

Include

#include "EdgeLoop.h"

Syntax

class FEdgeLoop

Remarks

Sequential lists of vertices/edges in a mesh that form a closed loop

Variables

Name Description

Public variable

bool

 

bBowtiesCalculated

If true, then BowtieVertices list is valid

Public variable

TArray< int >

 

BowtieVertices

List of bowtie vertices. This list is only valid if bBowtiesCalculated = true.

Public variable

TArray< int >

 

Edges

Ordered list of edges forming the EdgeLoop

Public variable

const FDynamicM...

 

Mesh

The Mesh that contains this EdgeLoop

Public variable

TArray< int >

 

Vertices

Ordered list of vertices forming the EdgeLoop

Constructors

Name Description

Public function

FEdgeLoop()

Public function

FEdgeLoop

(
    const FDynamicMesh3* mesh
)

Public function

FEdgeLoop

(
    const FDynamicMesh3* mesh,
    const TArray< int >& vertices,
    const TArray< int >& edges
)

Initialize EdgeLoop with the given vertices and edges

Functions

Name Description

Public function

void

 

CalculateBowtieVertices()

Populate the BowtieVertices member

Public function Const

bool

 

CheckValidity

(
    EValidityCheckFailMode FailMode
)

Exhaustively check that verts and edges of this EdgeLoop are consistent. This is quite expensive.

Public function Const

int

 

FindNearestVertexIndex

(
    const FVector3d& QueryPoint
)

Public function Const

int

 

FindVertexIndex

(
    int VertexID
)

Public function Const

FAxisAligned...

 

GetBounds()

Public function Const

int

 

GetEdgeCount()

Public function Const

FVector3d

 

GetNextVertex

(
    int32 LoopIndex
)

Public function Const

FVector3d

 

GetPrevVertex

(
    int32 LoopIndex
)

Public function Const

FVector3d

 

GetVertex

(
    int LoopIndex
)

Public function Const

int

 

GetVertexCount()

Public function Const

void

 

GetVertices

(
    TArray< FVector3d >& Vertices
)

Add the vertices of the loop to the Vertices array

Public function

void

 

Initialize

(
    const FDynamicMesh3* mesh,
    const TArray< int >& vertices,
    const TArray< int >& edges,
    const TArray< int >* BowtieVer...
)

Initialize the loop data

Public function

void

 

InitializeFromEdges

(
    const FDynamicMesh3* MeshIn,
    const TArray< int >& EdgesIn
)

Construct an FEdgeLoop from a list of edges of the mesh

Public function

void

 

InitializeFromEdges

(
    const TArray< int >& EdgesIn
)

Construct an FEdgeLoop from a list of edges of the mesh

Public function

bool

 

InitializeFromVertices

(
    const FDynamicMesh3* MeshIn,
    const TArray< int >& VerticesIn,
    bool bAutoOrient
)

Construct EdgeLoop from list of vertices of mesh

Public function

bool

 

InitializeFromVertices

(
    const TArray< int >& VerticesIn,
    bool bAutoOrient
)

Construct EdgeLoop from list of vertices of mesh

Public function Const

bool

 

IsBoundaryLoop

(
    const FDynamicMesh3* TestMesh
)

Public function Const

bool

 

IsInternalLoop()

Public function

void

 

Reverse()

Reverse order of vertices and edges in loop

Public function

void

 

SetBowtieVertices

(
    const TArray< int >& Bowties
)

Set the bowtie vertices

Public function

bool

 

SetCorrectOrientation()

If any edges if the loop are on a mesh boundary, we can check that the loop is oriented such that it corresponds with the boundary edges, and if not, reverse it.

Public function Static

void

 

VertexLoopToEdgeLoop

(
    const FDynamicMesh3* Mesh,
    const TArray< int >& VertexLoop,
    TArray< int >& OutEdgeLoop
)

Utility function to convert a vertex loop to an edge loop

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