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Module |
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Header |
/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/MeshRegionBoundaryLoops.h |
Include |
#include "MeshRegionBoundaryLoops.h" |
class FMeshRegionBoundaryLoops
Extract FEdgeLoops on the boundary of a set of triangles of a mesh.
Name | Description | |
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FMeshRegionBoundaryLoops() |
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FMeshRegionBoundaryLoops ( |
Name | Description | ||
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Compute() |
Find set of FEdgeLoops on the border of the input triangle set |
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int |
FindLeftTurnEdge ( |
Ok, bdry_edges[0...bdry_edges_count] contains the boundary edges coming out of bowtie_v. |
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int |
GetAllVertexBoundaryEdges ( |
E needs to be large enough (ie call GetVtxBoundaryEdges, or as large as max one-ring) returns count, ie number of elements of e that were filled |
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GetLoopCount() |
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GetLoopOverlayMap ( |
Generates a map from vertex ID's of the loop vertices to corresponding overlay element ID's and values. |
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const TArray... |
GetLoops() |
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int |
GetMaxVerticesLoopIndex() |
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GetOrientedEdgeVerts ( |
Return same indices as GetEdgeV, but oriented based on attached triangle |
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GetTriangleSetBoundaryLoop ( |
Find the edge loop border around a set of triangles of a Mesh. |
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int |
GetVertexBoundaryEdges ( |
Returns first two boundary edges, and count of total boundary edges |
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GetVertexNormal ( |
[TODO] cache this : a dictionary? we will not need very many, but we will need each multiple times! |
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IsEdgeOnBoundary ( |
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IsEdgeOnBoundary ( |
Returns true for both internal and mesh boundary edges tid_in and tid_out are triangles 'in' and 'out' of set, respectively |
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Num() |
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SetMesh ( |
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TryExtractSubloops |
This is called when loopV contains one or more "bowtie" vertices. |
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UpdateLoopOverlayMapValidity ( |
Given a map generated by GetLoopOverlayMap(), checks that the overlay elements pointed to by the map still exist in the overlay, and sets the ID to be invalid if not. |
Name | Description | ||
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const FEdgeL... |
operator[] ( |
Name |
Description |
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ElementIDAndValue |
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VidOverlayMap |