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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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. | Selections/GeometrySelectionUtil.h | |
bool UE::Geometry::ConvertSelection
(
const UE::Geometry::FDynamicMesh3& Mesh, |
Selections/GeometrySelectionUtil.h |
UE::Geometry::ConvertSelection(const UE::Geometry::FDynamicMesh3 &, const FGroupTopology *, const FGeometrySelection &, FGeometrySelection &)
Description
Convert Selection from one type to another, based on geometry/topology types in FromSelectionIn and ToSelectionOut.
The following table describes the conversions, the FromSelectionIn/ToSelectionOut type are rows/columns respectively:
To: Triangle Polygroup From: Vertex Edge Face Vertex Edge Face
Triangle Vertex 1 1 7 4# 7# 7# Triangle Edge 1 1 8 4# 1# 8# Triangle Face 1 1 1 4# 3# 2# Polygroup Vertex 6# 9# 9 1 7# 7# Polygroup Edge 5# 1# 8 1# 1 8# Polygroup Face 1# 1# 1 1# 1# 1
Key: . These conversions are not implemented... yet? GroupTopology is ignored 1 - The implementation is obvious/unambiguous 2 - Polygroup faces containing any input triangle are selected 3 - Polygroup edges containing any input triangle edge are selected, but polygroup edges containing only input triangle vertices are not. 4 - Polygroup corners coinciding with any input triangle face/edge/vertex are selected 5 - All mesh vertices along the polygroup edge are selected 6 - All mesh vertices coinciding with polygroup corners are selected 7 - All Elements which immediately touch any input vertex/corner are selected 8 - All triangles or faces on either side of the any input edge are selected PolyEdge->TriFace includes all triangles in both groups which the edge borders 9 - All edges in each PolyEdge with touch any input Corner are selected All triangles in each PolyFace which touch any input Corner are selected indicates GroupTopology must not be null for this combination. If this symbol is missing GroupTopology is ignored
| Name | UE::Geometry::ConvertSelection |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Selections/GeometrySelectionUtil.h |
| Include Path | #include "Selections/GeometrySelectionUtil.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Selections/GeometrySelectionUtil.cpp |
namespace UE
{
namespace Geometry
{
bool UE::Geometry::ConvertSelection
(
const UE::Geometry::FDynamicMesh3 & Mesh,
const FGroupTopology * GroupTopology,
const FGeometrySelection & FromSelectionIn,
FGeometrySelection & ToSelectionOut
)
}
}
UE::Geometry::ConvertSelection(const UE::Geometry::FDynamicMesh3 &, const FGroupTopology *, const FGeometrySelection &, FGeometrySelection &, const EEnumerateSelectionConversionParams)
| Name | UE::Geometry::ConvertSelection |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Selections/GeometrySelectionUtil.h |
| Include Path | #include "Selections/GeometrySelectionUtil.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Selections/GeometrySelectionUtil.cpp |
namespace UE
{
namespace Geometry
{
bool UE::Geometry::ConvertSelection
(
const UE::Geometry::FDynamicMesh3 & Mesh,
const FGroupTopology * GroupTopology,
const FGeometrySelection & FromSelectionIn,
FGeometrySelection & ToSelectionOut,
const EEnumerateSelectionConversionParams ConversionParams
)
}
}