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bb66f7e357f055ee66628dfeb44b193db27d368a
UnrealEngineUWP/Engine/Source/Runtime/GeometryCore/Public/Spatial
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Jimmy Andrews a624095d22 Add a ZOrderCurve class to order points such that adjacent points in the ordering are likely to be close in space, to be used for incremental Delaunay construction (but can be useful in other algorithms too)
#rb rinat.abdrashitov
#preflight 6227b36d7934051162f05962

[CL 19309261 by Jimmy Andrews in ue5-main branch]
2022-03-08 15:08:31 -05:00
..
BlockedDenseGrid3.h
GeometryCore:
2022-02-03 13:52:20 -05:00
DenseGrid2.h
…
DenseGrid3.h
GeometryCore:
2022-02-03 13:52:20 -05:00
FastWinding.h
…
GeometrySet3.h
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MeshAABBTree3.h
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MeshSpatialSort.h
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MeshWindingNumberGrid.h
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PointHashGrid2.h
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PointHashGrid3.h
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PointSetHashTable.h
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PriorityOrderPoints.h
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SampledScalarField2.h
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SparseDynamicOctree3.h
fix crash in sparse octree on growing FDynamicFlagArray by exactly the GrowChunkSize
2022-02-03 10:14:59 -05:00
SparseDynamicPointOctree3.h
…
SparseGrid3.h
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SpatialInterfaces.h
…
ZOrderCurvePoints.h
Add a ZOrderCurve class to order points such that adjacent points in the ordering are likely to be close in space, to be used for incremental Delaunay construction (but can be useful in other algorithms too)
2022-03-08 15:08:31 -05:00
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