TDynamicMeshTriangleAttribute

[TDynamicMeshTriangleAttribute](API\Plugins\DynamicMesh\TDynamicMeshTriangleAttribute) is an add-on to a [FDynamicMesh3](API\Plugins\DynamicMesh\FDynamicMesh3) that allows for per-triangle storage of an attribute value.

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Inheritance Hierarchy

References

Module

DynamicMesh

Header

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

Include

#include "DynamicMeshTriangleAttribute.h"

Syntax

template<typename AttribValueType, int AttribDimension>
class TDynamicMeshTriangleAttribute : public TDynamicAttributeBase< FDynamicMesh3 >

Remarks

TDynamicMeshTriangleAttribute is an add-on to a FDynamicMesh3 that allows for per-triangle storage of an attribute value.

The FDynamicMesh3 mesh topology operations (eg split/flip/collapse edge, poke face, etc) can be mirrored to the overlay via OnSplitEdge(), etc.

Variables

Name Description

Protected variable

TDynamicVector<...

 

AttribValues

List of per-triangle attribute values

Protected variable

FDynamicMesh3 &...

 

ParentMesh

The parent mesh this overlay belongs to

Constructors

Name Description

Public function

TDynamicMeshTriangleAttribute()

Create an empty overlay

Public function

TDynamicMeshTriangleAttribute

(
    FDynamicMesh3* ParentMeshIn,
    bool bAutoInit
)

Create an overlay for the given parent mesh

Functions

Name Description

Public function

void

 

CompactCopy

(
    const FCompactMaps& CompactMaps,
    const TDynamicMeshTriangleAttribute...
)

Public function

void

 

Copy

(
    const TDynamicMeshTriangleAttribute...
)

Set this overlay to contain the same arrays as the copy overlay

Public function Virtual

bool

 

CopyThroughMapping

(
    const TDynamicAttributeBase< FDynam...,
    const FMeshIndexMappings& Mapping
)

Accessors/Queries

Public function

void

 

CopyValue

(
    int FromTriangleID,
    int ToTriangleID
)

Copy the attribute value at FromTriangleID to ToTriangleID

Public function Virtual

AttribValueT...

 

GetDefaultAttributeValue()

Public function

FDynamicMesh...

 

GetParentMesh()

Public function Const

const FDynam...

 

GetParentMesh()

Public function Const

void

 

GetValue

(
    int TriangleID,
    AsType& Data
)

Get the element at a given index

Public function Const

void

 

GetValue

(
    int TriangleID,
    AttribValueType* Data
)

Get the element at a given index

Public function

void

 

Initialize

(
    AttribValueType InitialValue
)

Initialize the attribute values to the given max triangle ID

Public function Const

bool

 

IsBorderEdge

(
    int EdgeID,
    bool bMeshBoundaryIsBorder
)

Returns true if the parent-mesh edge is a "Seam" in this overlay

Public function Virtual Const

FDynamicMesh...

 

MakeCompactCopy

(
    const FCompactMaps& CompactMaps,
    FDynamicMesh3* ParentMeshIn
)

Public function Virtual Const

FDynamicMesh...

 

MakeCopy

(
    FDynamicMesh3* ParentMeshIn
)

Public function Virtual Const

FDynamicMesh...

 

MakeNew

(
    FDynamicMesh3* ParentMeshIn
)

Public function

void

 

ResizeAttribStoreIfNeeded

(
    int TriangleID
)

Public function

void

 

SetNewValue

(
    int NewTriangleID,
    const AttribValueType* Data
)

Public function

void

 

SetValue

(
    int TriangleID,
    const AttribValueType* Data
)

Set the element at a given index

Public function

void

 

SetValue

(
    int TriangleID,
    const AsType& Data
)

Set the element at a given index

Overridden from TDynamicAttributeBase

Name Description

Public function Virtual

void

 

CompactInPlace

(
    const FCompactMaps& CompactMaps
)

Compact the attribute in place

Public function Virtual

bool

 

CopyIn

(
    int RawID,
    void* Buffer,
    int BufferSize
)

Generic function to copy data in to an attribute; it's up to the derived class to map RawID to chunks of attribute data

Public function Virtual Const

bool

 

CopyOut

(
    int RawID,
    void* Buffer,
    int BufferSize
)

Generic function to copy data out of an attribute; it's up to the derived class to map RawID to chunks of attribute data

Public function Virtual

TUniquePtr< ...

 

NewBlankChange()

Public function Virtual

void

 

OnCollapseEdge

(
    const DynamicMeshInfo::FEdgeCollaps...
)

Update the overlay to reflect an edge collapse in the parent mesh

Public function Virtual

void

 

OnFlipEdge

(
    const DynamicMeshInfo::FEdgeFlipInf...
)

Update the overlay to reflect an edge flip in the parent mesh

Public function Virtual

void

 

OnMergeEdges

(
    const DynamicMeshInfo::FMergeEdgesI...
)

Update the overlay to reflect an edge merge in the parent mesh

Public function Virtual

void

 

OnNewTriangle

(
    int TriangleID,
    bool bInserted
)

Public function Virtual

void

 

OnPokeTriangle

(
    const DynamicMeshInfo::FPokeTriangl...
)

Update the overlay to reflect a face poke in the parent mesh

Public function Virtual

void

 

OnSplitEdge

(
    const DynamicMeshInfo::FEdgeSplitIn...
)

Update the overlay to reflect an edge split in the parent mesh

Public function Virtual

void

 

OnSplitVertex

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

Update the overlay to reflect a vertex split in the parent

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