FEdgeSpan

Sequential lists of vertices/edges in a mesh that is _not_ closed.

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MacOS
Linux

References

Module

DynamicMesh

Header

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

Include

#include "EdgeSpan.h"

Syntax

class FEdgeSpan

Remarks

Sequential lists of vertices/edges in a mesh that is not closed. If the list is closed it should be an FEdgeLoop

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 EdgeSpan

Public variable

const FDynamicM...

 

Mesh

The Mesh that contains this EdgeSpan

Public variable

TArray< int >

 

Vertices

Ordered list of vertices forming the EdgeSpan

Constructors

Name Description

Public function

FEdgeSpan()

Public function

FEdgeSpan

(
    const FDynamicMesh3* mesh
)

Public function

FEdgeSpan

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

Initialize EdgeSpan 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 EdgeSpan 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

void

 

GetPolyline

(
    FPolyline3d& PolylineOut
)

Extract Polyline from Mesh based on vertex list

Public function Const

FVector3d

 

GetVertex

(
    int SpanIndex
)

Public function Const

int

 

GetVertexCount()

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 FEdgeSpan from a list of edges of the mesh

Public function

void

 

InitializeFromEdges

(
    const TArray< int >& EdgesIn
)

Construct an FEdgeSpan from a list of edges of the mesh

Public function

bool

 

InitializeFromVertices

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

Construct EdgeSpan from list of vertices of mesh

Public function

bool

 

InitializeFromVertices

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

Construct EdgeSpan from list of vertices of mesh

Public function Const

bool

 

IsBoundaryspan

(
    const FDynamicMesh3* TestMesh
)

Public function Const

bool

 

IsInternalspan()

Public function

void

 

Reverse()

Reverse order of vertices and edges in span

Public function

void

 

SetBowtieVertices

(
    const TArray< int >& Bowties
)

Set the bowtie vertices

Public function

bool

 

SetCorrectOrientation()

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

Public function Static

void

 

VertexSpanToEdgeSpan

(
    const FDynamicMesh3* Mesh,
    const TArray< int >& VertexSpan,
    TArray< int >& OutEdgeSpan
)

Utility function to convert a vertex span to an edge span

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