Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
Modify FGeometrySet3::FindNearestCurveToRay to use a single visibility metric, instead of branches. The previous code was dependent on the order in which segments were processed, and for the purposes of 3D UI hit testing, did not seem to do any better than the current code.
Add basic tests for FSegmentTree3 queries.
#rb rinat.abdrashitov
#preflight 62d5db7547779a730a49033b
[CL 21156801 by Ryan Schmidt in ue5-main branch]
+ fixes to the similar Gte algorithm and to FitOrientedBox2
+ Add a Contain(Array) for TAxisAlignedBox3
+ Add option to save triangle adjacencies on computed 3D convex hull (since we already compute them)
+ Fix plane returned for degenerate convex hull result when Dimension=2
+ Let FitOrientedBox2 functions take a custom best-fit function, so that they can be used in the inner loop of FitOrientedBox3 when searching for the best-fit surface area
#rb david.hill
#preflight 62d56a783c3df32390b32263
[CL 21149570 by Jimmy Andrews in ue5-main branch]
Also removed artefacts that became visible after the ones fixible with a depth test were resolved. These were related to linearly interpolating data on the photosets, this was fixed since the baking framework is where texture filtering should take place
#rnx
#rb lonnie.li, ryan.schmidt
#jira none
#preflight 62d473b0dc4397d384a06bc8
[CL 21148985 by matija kecman in ue5-main branch]
Add function to find a 2d convex hull of a simple polygon (faster than finding a convex hull of a point set)
#rb david.hill
#rb rinat.abdrashitov
#preflight 62cdb9a83c539c05f8145798
[CL 21070929 by Jimmy Andrews in ue5-main branch]
Add FDynamicMesh3::EnableMatchingAttributes(), to expose AttributeSet::EnableMatchingAttributes() at the Mesh level
Add FDynamicMesh3::GetTriEdgeIDFromEdgeID(), helper to simplify construction of FMeshTriEdgeID identifiers
Add FRotator conversions for TQuaternion
Add TTransformSRT3::GetRotator()
Add UE::Geometry::Lerp variant for TFrame3
#rb rinat.abdrashitov
#preflight 62cc4a23f22e9d4fdf5da0f2
[CL 21047483 by Ryan Schmidt in ue5-main branch]
Add a TransformByTranspose to Matrix3, so we can efficiently inverse-transform when we know we have a rotation matrix
#rb david.hill
#preflight 62c7626b1c165b9e7bcf37f2
[CL 20996042 by Jimmy Andrews in ue5-main branch]