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          ModelingComponents

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          Filters

          Classes

          Name

          Description

          Public class UClass

          APreviewMeshActor

          UPreviewMesh internally spawns a APreviewMeshActor to hold the preview mesh object.

          Public struct

          FDynamicMeshOpResult

          FDynamicMeshOpResult is a container for a computed Mesh and Transform

          Public class

          FModelingComponentsModule

          Public struct

          FSnapGeometry

          FSnapGeometry stores information about geometry data of a snap, which we might use for highlights/etc

          Public class UClass ClassGroup, HideCategories editinlinenew

          UBaseDynamicMeshComponent

          UBaseDynamicMeshComponent is a base interface for a UMeshComponent based on a FDynamicMesh.

          Public class UClass Transient

          UMeshOpPreviewWithBackgroundCompute

          UMeshOpPreviewWithBackgroundCompute is an infrastructure object that implements a common UI pattern in interactive 3D tools, where we want to run an expensive computation on a mesh that is based on user-specified parameters, and show a preview of the result.

          Public class UClass ClassGroup, HideCategories editinlinenew

          UOctreeDynamicMeshComponent

          UOctreeDynamicMeshComponent is a mesh component similar to UProceduralMeshComponent , except it bases the renderable geometry off an internal FDynamicMesh3 instance.

          Public class UClass Transient

          UPreviewMesh

          UPreviewMesh is a utility object that spawns and owns a transient mesh object in the World.

          Public class UClass ClassGroup, HideCategories editinlinenew

          USimpleDynamicMeshComponent

          USimpleDynamicMeshComponent is a mesh component similar to UProceduralMeshComponent , except it bases the renderable geometry off an internal FDynamicMesh3 instance.

          Typedefs

          Name

          Description

          FBackgroundDynamicMeshComputeSource

          FBackgroundDynamicMeshComputeSource is an instantiation of the TBackgroundModelingComputeSource template for FDynamicMeshOperator / IDynamicMeshOperatorFactory

          Enums

          Name

          Description

          Public enum UEnum

          EDynamicMeshTangentCalcType

          Tangent calculation modes

          Public enum

          ToolSetupUtil::ImageMaterialType

          Types of image-based material that we can create

          Functions

          Name Description

          Public function

          AActor *

           

          AssetGenerationUtil::GenerateStaticMeshActor

          (
              IToolsContextAssetAPI * AssetAP...,
              UWorld * TargetWorld,
              const FDynamicMesh3 * Mesh,
              const FTransform3d & Transform,
              FString ObjectName,
              const TArrayView < UMaterialInterfac ...
          )

          Creates a new StaticMesh actor/component, with a new mesh asset stored at the given PackagePath created via the AssetAPI

          Public function

          AActor *

           

          AssetGenerationUtil::GenerateStaticMeshActor

          (
              IToolsContextAssetAPI * AssetAP...,
              UWorld * TargetWorld,
              const FDynamicMesh3 * Mesh,
              const FTransform3d & Transform,
              FString ObjectName,
              UMaterialInterface * Material
          )

          Creates a new StaticMesh actor/component, with a new mesh asset stored at the given PackagePath created via the AssetAPI

          Public function

          double

           

          ToolSceneQueriesUtil::CalculateDimensionFromVisualAngleD

          (
              const FViewCameraState & CameraStat...,
              const FVector3d & Point,
              double TargetVisualAngleDeg
          )

          Public function

          double

           

          ToolSceneQueriesUtil::CalculateDimensionFromVisualAngleD

          (
              const UInteractiveTool * Tool,
              const FVector3d & Point,
              double TargetVisualAngleDeg
          )

          Public function

          double

           

          ToolSceneQueriesUtil::CalculateViewVisualAngleD

          (
              const UInteractiveTool * Tool,
              const FVector3d & Point1,
              const FVector3d & Point2
          )

          Public function

          double

           

          ToolSceneQueriesUtil::CalculateViewVisualAngleD

          (
              const FViewCameraState & CameraStat...,
              const FVector3d & Point1,
              const FVector3d & Point2
          )

          Public function

          bool

           

          ToolSceneQueriesUtil::FindSceneSnapPoint

          (
              const UInteractiveTool * Tool,
              const FVector3d & Point,
              FVector3d & SnapPointOut,
              bool bVertices,
              bool bEdges,
              double VisualAngleThreshold,
              FSnapGeometry * SnapGeometry,
              FVector * DebugTriangleOut
          )

          Run a query against the scene to find the best SnapPointOut for the given Point

          Public function

          bool

           

          ToolSceneQueriesUtil::FindWorldGridSnapPoint

          (
              const UInteractiveTool * Tool,
              const FVector3d & QueryPoint,
              FVector3d & GridSnapPointOut
          )

          Run a query against the scene to find the nearest WorldGrid snap point

          Public function

          double

           

          ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD()

          Public function

          bool

           

          ToolSceneQueriesUtil::IsPointVisible

          (
              const FViewCameraState & CameraStat...,
              const FVector3d & Point
          )

          Public function

          bool

           

          ToolSceneQueriesUtil::PointSnapQuery

          (
              const UInteractiveTool * Tool,
              const FVector3d & Point1,
              const FVector3d & Point2,
              double VisualAngleThreshold
          )

          Test if two points are close enough to snap together.

          Public function

          bool

           

          ToolSceneQueriesUtil::PointSnapQuery

          (
              const FViewCameraState & CameraStat...,
              const FVector3d & Point1,
              const FVector3d & Point2,
              double VisualAngleThreshold
          )

          Test if two points are close enough to snap together.

          Public function

          UMaterialIns ...

           

          ToolSetupUtil::GetCustomImageBasedSculptMaterial

          (
              UInteractiveToolManager * ToolM...,
              UTexture * SetImage
          )

          Public function

          UMaterialIns ...

           

          ToolSetupUtil::GetDefaultBrushVolumeMaterial

          (
              UInteractiveToolManager * ToolM...
          )

          Public function

          UMaterialInt ...

           

          ToolSetupUtil::GetDefaultMaterial

          (
              UInteractiveToolManager * ToolM...,
              UMaterialInterface * SourceMate...
          )

          Get the default material to use for objects in an InteractiveTool.

          Public function

          UMaterialInt ...

           

          ToolSetupUtil::GetDefaultPointComponentMaterial

          (
              bool bRoundPoints,
              UInteractiveToolManager * ToolM...
          )

          Public function

          UMaterialInt ...

           

          ToolSetupUtil::GetDefaultSculptMaterial

          (
              UInteractiveToolManager * ToolM...
          )

          Public function

          UMaterialInt ...

           

          ToolSetupUtil::GetDefaultWorkingMaterial

          (
              UInteractiveToolManager * ToolM...
          )

          Public function

          UMaterialInt ...

           

          ToolSetupUtil::GetImageBasedSculptMaterial

          (
              UInteractiveToolManager * ToolM...,
              ImageMaterialType Type
          )

          Public function

          UMaterialInt ...

           

          ToolSetupUtil::GetSelectionMaterial

          (
              UInteractiveToolManager * ToolM...
          )

          Public function

          UMaterialInt ...

           

          ToolSetupUtil::GetSelectionMaterial

          (
              const FLinearColor & UseColor,
              UInteractiveToolManager * ToolM...
          )

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