UE::MeshIndexUtil::FindNextAdjacentTriangleAroundVtx

Walk around VertexID from FromTriangleID to next connected triangle if it exists, walking "away" from PrevTriangleID.

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References

Module

DynamicMesh

Header

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

Include

#include "MeshIndexUtil.h"

Syntax

namespace UE
{
    namespace MeshIndexUtil
    {
        template<typename TrisConnectedPredicate>
        FIndex3i UE::MeshIndexUtil::FindNextAdjacentTriangleAroundVtx
        (
            const FDynamicMesh3 * Mesh,
            int32 VertexID,
            int32 FromTriangleID,
            int32 PrevTriangleID,
            TrisConnectedPredicate TrisConnectedTest
        )
    }
}

Remarks

Walk around VertexID from FromTriangleID to next connected triangle if it exists, walking "away" from PrevTriangleID.

Returns

triplet of values (FoundTriangleID, SharedEdgeID, IndexOfEdgeInFromTri), or all [IndexConstants::InvalidID](API\Plugins\GeometricObjects\InvalidID) if not found

Parameters

Parameter

Description

TrisConnectedFunc

returns true if two triangles should be considered connected, to support breaking at seams/etc that are not in base mesh topology

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