Module |
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Header |
/Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/GeometryCollectionClusteringUtility.h |
Include |
#include "GeometryCollection/GeometryCollectionClusteringUtility.h" |
class FGeometryCollectionClusteringUtility
Name | Description | ||
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ClusterAllBonesUnderNewRoot ( |
Cluster all existing bones under a new root node, so there is now only one root node and a completely flat hierarchy underneath it |
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ClusterBonesByContext ( |
Clusters using one of ClusterBonesUnderNewNode or ClusterBonesUnderExistingNode based on the context of what is being clustered |
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ClusterBonesUnderExistingNode ( |
Cluster all source bones under an existing node, algorithm chooses best node to add to 'closest to root' |
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ClusterBonesUnderExistingNode ( |
Cluster all source bones under an existing node, existing node is specifiedas MergeNode |
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ClusterBonesUnderExistingRoot ( |
Reparent source bones under root bone |
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ClusterBonesUnderNewNode |
Creates a cluster in the node hierarchy by re-parenting the Selected Bones off a new node in the hierarchy It makes more sense to think that the Selected Bones are all at the same level in the hierarchy however it will re-parent multiple levels at the InsertAtIndex location bone |
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CollapseHierarchyOneLevel ( |
Moved the selected bones closer to the root |
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CollapseLevelHierarchy ( |
Collapse hierarchy at specified level |
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CollapseSelectedHierarchy ( |
Collapse hierarchy of selected bones at specified level |
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ContainsMultipleRootBones ( |
Returns true if bone hierarchy contains more than one root node |
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ContextBasedClusterSelection |
Make logical editor selections based on the current selected hierarchy view level |
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FindLowestCommonAncestor ( |
Find the lowest common ancestor index of currently selected nodes. |
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GetChildBonesFromLevel ( |
Get list of child bones down from the source bone below the specified hierarchy level |
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GetClusteredBonesWithCommonParent ( |
Finds all Bones in same cluster as the one specified |
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GetLeafBones ( |
Return an array of all child leaf nodes below the specified node. |
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GetParentOfBoneAtSpecifiedLevel ( |
Search hierarchy for the parent of the specified bone, where the parent exists at the given level in the hierarchy |
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GetRootBones ( |
Finds the root bone in the hierarchy, the one with an invalid parent bone index |
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IsARootBone ( |
Return true if the specified bone is a root bone |
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MoveUpOneHierarchyLevel ( |
Move the selected node up a level in direction of root |
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NodeExistsOnThisBranch ( |
Return true of Test Node exists on tree branch specified by TreeElement Node |
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RecursiveAddAllChildren |
Recursively Add all children to output bone list from source bone down to the leaf nodes |
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RecursivelyUpdateChildBoneNames ( |
Maintains the bone naming convention of Root "Name" Level 1 "Name_001", "Name_0002", ... |
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RemoveDanglingClusters ( |
Delete any cluster nodes discovered to have no children |
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RenameBone ( |
Rename a bone node, will automatically update all child node names if requested (current default) |
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UpdateHierarchyLevelOfChildren ( |
Recursively update the hierarchy level of all the children below this bone |
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ValidateResults ( |