StaticMeshImportUtils::AddBoxGeomFromTris

Function for adding a box collision primitive to the supplied collision geometry based on the mesh of the box.

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/ImportUtils/StaticMeshImportUtils.h

Include

#include "ImportUtils/StaticMeshImportUtils.h"

Source

/Engine/Source/Editor/UnrealEd/Private/ImportUtils/StaticMeshImportUtils.cpp

Syntax

namespace StaticMeshImportUtils
{
    bool StaticMeshImportUtils::AddBoxGeomFromTris
    (
        const TArray< FPoly > & Tris,
        FKAggregateGeom * AggGeom,
        const TCHAR * ObjName
    )
}

Remarks

Function for adding a box collision primitive to the supplied collision geometry based on the mesh of the box.

We keep a list of triangle normals found so far. For each normal direction, we should have 2 distances from the origin (2 parallel box faces). If the mesh is a box, we should have 3 distinct normal directions, and 2 distances found for each. The difference between these distances should be the box dimensions. The 3 directions give us the key axes, and therefore the box transformation matrix. This shouldn't rely on any vertex-ordering on the triangles (normals are compared +ve & -ve). It also shouldn't matter about how many triangles make up each side (but it will take longer). We get the centre of the box from the centre of its AABB.

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