TDynamicAttributeBase

Base class for attributes that live on a dynamic mesh (or similar dynamic object)

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DynamicMesh

Header

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

Include

#include "DynamicAttribute.h"

Syntax

template<typename ParentType>
class TDynamicAttributeBase

Remarks

Base class for attributes that live on a dynamic mesh (or similar dynamic object)

Subclasses can override the On* functions to ensure the attribute remains up to date through changes to the dynamic object

Destructors

Name Description

Public function Virtual

~TDynamicAttributeBase()

Functions

Name Description

Public function Virtual Const

bool

 

CheckValidity

(
    bool bAllowNonmanifold,
    EValidityCheckFailMode FailMode
)

Check validity of attribute

Public function

void

 

CompactInPlace

(
    const FCompactMaps& CompactMaps
)

Compact the attribute in place

Public function Virtual Const

TDynamicAttr...

 

MakeCompactCopy

(
    const FCompactMaps& CompactMaps,
    ParentType* ParentIn
)

Allocate a new compact copy of the attribute layer, optionally with a different parent.

Public function Const

TDynamicAttr...

 

MakeCopy

(
    ParentType* ParentIn
)

Allocate a new copy of the attribute layer, optionally with a different parent

Public function Const

TDynamicAttr...

 

MakeNew

(
    ParentType* ParentIn
)

Allocate a new empty instance of the same type of attribute layer

Public function

TUniquePtr< ...

 

NewBlankChange()

Public function Virtual

void

 

OnCollapseEdge

(
    const DynamicMeshInfo::FEdgeCollaps...
)

Update to reflect an edge collapse in the parent mesh

Public function Virtual

void

 

OnFlipEdge

(
    const DynamicMeshInfo::FEdgeFlipInf...
)

Update to reflect an edge flip in the parent mesh

Public function Virtual

void

 

OnMergeEdges

(
    const DynamicMeshInfo::FMergeEdgesI...
)

Update to reflect an edge merge in the parent mesh

Public function Virtual

void

 

OnNewTriangle

(
    int TriangleID,
    bool bInserted
)

Public function Virtual

void

 

OnNewVertex

(
    int VertexID,
    bool bInserted
)

Public function Virtual

void

 

OnPokeTriangle

(
    const DynamicMeshInfo::FPokeTriangl...
)

Update to reflect a face poke in the parent mesh

Public function Virtual

void

 

OnRemoveTriangle

(
    int TriangleID
)

Public function Virtual

void

 

OnRemoveVertex

(
    int VertexID
)

Public function Virtual

void

 

OnReverseTriOrientation

(
    int TriangleID
)

Public function Virtual

void

 

OnSplitEdge

(
    const DynamicMeshInfo::FEdgeSplitIn...
)

Update to reflect an edge split in the parent mesh

Public function Virtual

void

 

OnSplitVertex

(
    const DynamicMeshInfo::FVertexSplit...,
    const TArrayView< const int >& Tri...
)

Update to reflect an edge merge in the parent mesh

Public function

void

 

Reparent

(
    ParentType* NewParent
)

Update any held pointer to the parent

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