FMeshSurfacePath::EmbedSimplePath

Embed a surface path in mesh provided that the path only crosses vertices and edges except at the start and end, so we can add the path easily with local edge splits and possibly two triangle pokes (rather than needing general remeshing machinery)

Windows
MacOS
Linux

References

Module

DynamicMesh

Header

/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Public/Operations/EmbedSurfacePath.h

Include

#include "Operations/EmbedSurfacePath.h"

Source

/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Private/Operations/EmbedSurfacePath.cpp

Syntax

*bool EmbedSimplePath
(
    bool bUpdatePath,
    TArray< int > & PathVertices,
    bool bDoNotDuplicateFirstVertexID,
    double SnapElementThresholdSq
)

Remarks

Embed a surface path in mesh provided that the path only crosses vertices and edges except at the start and end, so we can add the path easily with local edge splits and possibly two triangle pokes (rather than needing general remeshing machinery)

Embed a surface path in mesh provided that the path only crosses vertices and edges except at the start and end, so we can add the path easily with local edge splits and possibly two triangle pokes (rather than needing general remeshing machinery) Also assumes triangles are only crossed over once (except possibly to loop around to the start triangle on the end triangle) Planar walks naturally create simple paths, so this function can be used on any paths created by single planar walks.

Returns

true if embedding succeeded.

Parameters

Parameter

Description

bUpdatePath

Updating the Path array with the new vertices (if false, the path will no longer be valid after running this function)\

PathVertices

Indices of the vertices on the path after embedding succeeds; NOTE these will not be 1:1 with the input Path

bUpdatePath

Updating the Path array with the new vertices (if false, the path will no longer be valid after running this function)\

PathVertices

Indices of the vertices on the path after embedding succeeds; NOTE these will not be 1:1 with the input Path

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss