| TDynamicAttributeBase
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Module |
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Header |
/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Public/DynamicMeshTriangleAttribute.h |
Include |
#include "DynamicMeshTriangleAttribute.h" |
template<typename AttribValueType, int AttribDimension>
class TDynamicMeshTriangleAttribute : public TDynamicAttributeBase< FDynamicMesh3 >
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.
Name | Description | ||
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TDynamicVector<... |
AttribValues |
List of per-triangle attribute values |
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FDynamicMesh3 &... |
ParentMesh |
The parent mesh this overlay belongs to |
Name | Description | |
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TDynamicMeshTriangleAttribute() |
Create an empty overlay |
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TDynamicMeshTriangleAttribute ( |
Create an overlay for the given parent mesh |
Name | Description | ||
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CompactCopy ( |
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Copy ( |
Set this overlay to contain the same arrays as the copy overlay |
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CopyThroughMapping ( |
Accessors/Queries |
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CopyValue ( |
Copy the attribute value at FromTriangleID to ToTriangleID |
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AttribValueT... |
GetDefaultAttributeValue() |
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FDynamicMesh... |
GetParentMesh() |
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const FDynam... |
GetParentMesh() |
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GetValue ( |
Get the element at a given index |
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GetValue ( |
Get the element at a given index |
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Initialize ( |
Initialize the attribute values to the given max triangle ID |
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IsBorderEdge ( |
Returns true if the parent-mesh edge is a "Seam" in this overlay |
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FDynamicMesh... |
MakeCompactCopy ( |
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FDynamicMesh... |
MakeCopy ( |
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FDynamicMesh... |
MakeNew ( |
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ResizeAttribStoreIfNeeded ( |
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SetNewValue ( |
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SetValue ( |
Set the element at a given index |
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SetValue ( |
Set the element at a given index |
Name | Description | ||
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CompactInPlace ( |
Compact the attribute in place |
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CopyIn ( |
Generic function to copy data in to an attribute; it's up to the derived class to map RawID to chunks of attribute data |
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CopyOut ( |
Generic function to copy data out of an attribute; it's up to the derived class to map RawID to chunks of attribute data |
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TUniquePtr< ... |
NewBlankChange() |
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OnCollapseEdge ( |
Update the overlay to reflect an edge collapse in the parent mesh |
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OnFlipEdge ( |
Update the overlay to reflect an edge flip in the parent mesh |
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OnMergeEdges ( |
Update the overlay to reflect an edge merge in the parent mesh |
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OnNewTriangle ( |
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OnPokeTriangle ( |
Update the overlay to reflect a face poke in the parent mesh |
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OnSplitEdge ( |
Update the overlay to reflect an edge split in the parent mesh |
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OnSplitVertex ( |
Update the overlay to reflect a vertex split in the parent |