FMeshSurfacePath

Represent a path on the surface of a mesh via barycentric coordinates and triangle references

Windows
MacOS
Linux

References

Module

DynamicMesh

Header

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

Include

#include "Operations/EmbedSurfacePath.h"

Syntax

class FMeshSurfacePath

Remarks

Represent a path on the surface of a mesh via barycentric coordinates and triangle references

Variables

Name Description

Public variable

bool

 

bIsClosed

Public variable

FDynamicMesh3 &...

 

Mesh

Public variable

TArray< TPair< ...

 

Path

Constructors

Name Description

Public function

FMeshSurfacePath

(
    FDynamicMesh3* Mesh
)

Cut mesh with plane. Assumption is that plane normal is Z value.

Destructors

Name Description

Public function Virtual

~FMeshSurfacePath()

Functions

Name Description

Public function

bool

 

AddViaPlanarWalk

(
    int StartTri,
    FVector3d StartPt,
    int EndTri,
    int EndVertID,
    FVector3d EndPt,
    FVector3d WalkPlaneNormal,
    TFunction< FVector3d...,
    bool bAllowBackwardsSearch,
    double AcceptEndPtOutsideDist,
    double PtOnPlaneThresholdSq
)

Public function

bool

 

ClosePath()

Make the embedded path into a closed loop.

Public function

*bool

 

EmbedPath

(
    bool bUpdatePath,
    TArray< int >& PathVertices,
    TFunction< bool< FVect...
)

TODO: support for embedding arbitrary paths in mesh using a graph remesher **

Public function

*bool

 

EmbedSimplePath

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

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)

Public function Const

bool

 

IsClosed()

Public function Const

bool

 

IsConnected()

TODO: not clear if we need this helper to find the shared triangle (if it exists) that we could traverse to connect two surface points.

Public function

void

 

Reset()

Public function Virtual

EOperationVa...

 

Validate()

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