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API > API/Plugins > API/Plugins/DynamicMesh
Classes
| Type | Name | Description | |
|---|---|---|---|
| FGeometrySelection | FGeometrySelection represents a subset of geometric elements of a larger object, for example a Mesh (currently the only use case). | ||
| FGeometrySelectionBounds | 3D Bounding information for a FGeometrySelection | ||
| FGeometrySelectionDelta | FGeometrySelectionDelta represents a change to the set of elements in a FGeometrySelection. | ||
| FGeometrySelectionEditor | FGeometrySelectionEditor is a utility/helper class used for modifying a FGeometrySelection. | ||
| FGeometrySelectionElements | 3D Geometry representing a FGeometrySelection, for example suitable for passing to rendering code, etc | ||
| FGeometrySelectionHitQueryConfig | FGeometrySelectionHitQueryConfig defines the desired settings for a "hit query" on selected meshes/objects. | ||
| FGeometrySelectionPreview | FGeometrySelectionPreview is a combined FGeometrySelection and FGeometrySelectionEditor. | ||
| FGeometrySelectionUpdateConfig | FGeometrySelectionUpdateConfig is passed to various Selection Editing functions/classes to indicate what type of change should be applied to a FGeometrySelection (based on additional parameters, generally) | ||
| FGeometrySelectionUpdateResult | |||
| FGeoSelectionID | FGeoSelectionID provides a pair of 32-bit unsigned integers that can be packed into a 64-bit unsigned integer for use with FGeometrySelection. | ||
| FQuadGridPatch | FQuadGridPatch represents a set of quads, formed by pairs of triangles, arranged in a 2D grid pattern. |
Enums
| Type | Name | Description | |
|---|---|---|---|
| UE::Geometry::EGeometryElementType | Type of selected Elements in a FGeometrySelection | ||
| UE::Geometry::EGeometrySelectionChangeType | Type of change, relative to a FGeometrySelection | ||
| UE::Geometry::EGeometrySelectionCombineModes | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Geometry::EGeometryTopologyType | Type of selected Topology in a FGeometrySelection. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | UE::Geometry::AreSelectionsIdentical
(
const FGeometrySelection& SelectionA, |
Test if SelectionA and SelectionB are the same selection. | |
| bool | UE::Geometry::CombineSelectionInPlace
(
FGeometrySelection& SelectionA, |
Combine the elements of SelectionA and SelectionB using the provided CombineMode, and store the result in SelectionA. | |
| bool | UE::Geometry::ConvertPolygroupSelectionToTopologySelection
(
const FGeometrySelection& MeshSelection, |
Convert a MeshSelection with Polygroup topology type to a FGroupTopologySelection | |
| bool | UE::Geometry::ConvertSelection
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Convert Selection from one type to another, based on geometry/topology types in FromSelectionIn and ToSelectionOut. | |
| bool | UE::Geometry::ConvertTriangleSelectionToOverlaySelection
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Convert the given MeshSelection to a list of Triangles and Vertices into the Mesh, which can be used to represent a selection of overlay elements. | |
| bool | UE::Geometry::EnumeratePolygroupSelectionElements
(
const FGeometrySelection& MeshSelection, |
Call VertexFunc/EdgeFunc/TriangleFunc for the mesh vertices/edges/triangles identified by MeshSelection, where MeshSelection has polygroup topology referring to the provided GroupTopology Since a MeshSelection only stores vertices, edges, or triangles, but not combined, only one of these functions will be invoked during a call to this function. | |
| bool | UE::Geometry::EnumeratePolygroupSelectionTriangles
(
const FGeometrySelection& MeshSelection, |
Call TriangleFunc for each mesh TriangleID included in MeshSelection, where MeshSelection has polygroup topology. | |
| bool | UE::Geometry::EnumeratePolygroupSelectionVertices
(
const FGeometrySelection& GroupSelection, |
Call VertexFunc for each selected Mesh element (vertex/edge/tri) in the set of polygroup faces/edges/corners specified by GroupSelection (relative to GroupTopology parameter) ApplyTransform will be applied to Vertex Positions before calling VertexFunc | |
| bool | UE::Geometry::EnumerateSelectionTriangles
(
const FGeometrySelection& MeshSelection, |
Call TriangleFunc for each mesh TriangleID included in MeshSelection. | |
| bool | UE::Geometry::EnumerateTriangleSelectionElements
(
const FGeometrySelection& MeshSelection, |
Call VertexFunc/EdgeFunc/TriangleFunc for the vertices/edges/triangles identified by MeshSelection. | |
| bool | UE::Geometry::EnumerateTriangleSelectionTriangles
(
const FGeometrySelection& MeshSelection, |
Call TriangleFunc for each mesh TriangleID included in MeshSelection. | |
| bool | UE::Geometry::EnumerateTriangleSelectionVertices
(
const FGeometrySelection& MeshSelection, |
Call VertexFunc for each selected Mesh element (vertex/edge/tri) in MeshSelection. | |
| bool | UE::Geometry::FindInSelectionByTopologyID
(
const FGeometrySelection& GeometrySelection, |
Assuming that the uint64 values in the GeometrySelection are encoded FGeoSelectionID's, find the item that has a matching TopologyID, ignoring the GeometryID. | |
| bool | UE::Geometry::GetSelectionBoundaryCorners
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Given a EGeometryTopologyType::Polygroup selection, return the corner IDs of the polygroup corners on the boundary of the selection. | |
| bool | UE::Geometry::GetSelectionBoundaryVertices
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Given a selection, return the vertex IDs of the vertices on the boundary of this selection. | |
| bool | UE::Geometry::GetTriangleSelectionFrame
(
const FGeometrySelection& MeshSelection, |
Compute a 3D Frame suitable for use as a 3D transform gizmo position/orientation for the given MeshSelection | |
| bool | UE::Geometry::InitializeSelectionFromTriangles
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Convert Triangle IDs to target Selection type | |
| bool | UE::Geometry::MakeBoundaryConnectedSelection
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Create a selection of the elements adjacent to the "Border" of the given ReferenceSelection and return in BoundaryConnectedSelection. | |
| bool | UE::Geometry::MakeSelectAllConnectedSelection
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Expand the input ReferenceSelection to include all "connected" elements and return in AllConnectedSelection. | |
| bool | UE::Geometry::MakeSelectAllSelection
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Select all elements of the provided Mesh and GroupTopology that pass the provided SelectionIDPredicate, and store in the output AllSelection. | |
| void | UE::Geometry::UpdateGroupSelectionViaRaycast
(
const FColliderMesh* ColliderMesh, |
Update a FGeometrySelection (via the Editor) of mesh polygroup faces/edges/corners, based on a raycast | |
| bool | UE::Geometry::UpdateSelectionWithNewElements
(
FGeometrySelectionEditor* Editor, |
Update a FGeometrySelection (via the Editor) | |
| void | UE::Geometry::UpdateTriangleSelectionViaRaycast
(
const FColliderMesh* ColliderMesh, |
Update a FGeometrySelection (via the Editor) of mesh vertices/edges/triangles based on a raycast |