Class: UNBTrilinearInterpolationBPLibrary

//  NBTrilinearInterpolationBPLibrary.h : 16

class UNBTrilinearInterpolationBPLibrary
    : public UBlueprintFunctionLibrary;

Reflection-enabled


Provides blueprint support for Trilinear Interpolation methods.


Methods

  • TInterp

    //  NBTrilinearInterpolationBPLibrary.h : 61
    
    public:
    static FVector TInterp(
        FVector Point,
        TArray<FVector> Lattice,
        FVector MinBound,
        FVector MaxBound
    );
    

    Reflection-enabled

    Specifiers:

    • BlueprintCallable
    • Category = NBMeshTools

    Meta Specifiers:

    • DisplayName = Trilinear Interpolation (point)
    • Keywords = Trilinear Interpolation

    Performs trilinear interpolation on a single point.

    This may be useful if instead of transforming a mesh you are transforming something like a color.


    Arguments

    • Point

      FVector Point
      
    • Lattice

      TArray<FVector> Lattice
      

      List of offsets for the corners of the lattice cube. A value of 0 will result in no change. MUST contain 8 entries!

    • MinBound

      FVector MinBound
      

      The minimum corner of the bounding box for the provided vertices (i.e. the mesh bounds the vertices came from)

    • MaxBound

      FVector MaxBound
      

      The maximum corner of the bounding box for the provided vertices (i.e. the mesh bounds the vertices came from)


    Returns

    • FVector
      

      The transformed point

  • TrilinearInterpolation

    //  NBTrilinearInterpolationBPLibrary.h : 34
    
    public:
    static FGeometryScriptVectorList TrilinearInterpolation(
        FGeometryScriptVectorList Vertices,
        TArray<FVector> Lattice,
        FVector MinBound,
        FVector MaxBound,
        FVector Origin
    );
    

    Reflection-enabled

    Specifiers:

    • BlueprintCallable
    • Category = NBMeshTools

    Meta Specifiers:

    • DisplayName = Trilinear Interpolation (vertices)
    • Keywords = Trilinear Interpolation

    Performs trilinear interpolation on the provided list of vertices.

    If the required inputs are invalid, the original list of vertices will be returned unmodified.


    Arguments

    • Vertices

      FGeometryScriptVectorList Vertices
      

      List of vertices to transform.

    • Lattice

      TArray<FVector> Lattice
      

      List of offsets for the corners of the lattice cube. A value of 0 will result in no change. MUST contain 8 entries!

    • MinBound

      FVector MinBound
      

      The minimum corner of the bounding box for the provided vertices (i.e. the mesh bounds the vertices came from)

    • MaxBound

      FVector MaxBound
      

      The maximum corner of the bounding box for the provided vertices (i.e. the mesh bounds the vertices came from)

    • Origin

      FVector Origin
      

      The origin of the mesh the vertices are from. Many meshes may have an origin which is not the same as their pivot.


    Returns

    • FGeometryScriptVectorList
      

      Transformed vertices. If the inputs are invalid (e.g., Latice is empty) then the original given vertices will be returned unmodified.

  • TrilinearInterpolation2

    //  NBTrilinearInterpolationBPLibrary.h : 48
    
    public:
    static UDynamicMesh* TrilinearInterpolation2(
        UDynamicMesh* TargetMesh,
        TArray<FVector> Lattice,
        FVector MinBound,
        FVector MaxBound,
        FVector origin
    );
    

    Reflection-enabled

    Specifiers:

    • BlueprintCallable
    • Category = NBMeshTools

    Meta Specifiers:

    • DisplayName = Trilinear Interpolation (mesh)
    • Keywords = Trilinear Interpolation

    Performs trilinear interpolation on the provided dynamic mesh.

    If the required inputs are invalid, the original mesh will be returned unmodified.


    Arguments

    • TargetMesh

      UDynamicMesh* TargetMesh
      

      Mesh to transform.

    • Lattice

      TArray<FVector> Lattice
      

      List of offsets for the corners of the lattice cube. A value of 0 will result in no change. MUST contain 8 entries!

    • MinBound

      FVector MinBound
      

      The minimum corner of the bounding box for the provided vertices (i.e. the mesh bounds the vertices came from)

    • MaxBound

      FVector MaxBound
      

      The maximum corner of the bounding box for the provided vertices (i.e. the mesh bounds the vertices came from)

    • origin

      FVector origin
      

    Returns

    • UDynamicMesh*
      

      The transformed mesh. If the inputs are invalid (e.g., Lattice is empty) then the original mesh will be returned unmodified.






For any questions, help, suggestions or feature requests, please feel free to contact me at nbpsup@gmail.com