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Description
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. This is always possible since any FGeometrySelection can be represented as an overlay element selection because any overlay element can be represented as a (Triangle,Vertex) pair.
If TriangleVertexSelectionIncidentToEdgeSelection is not null and MeshSelection is an Edge Selection it will be set to a Vertex selection with Triangle Topology corresponding to the vertices touched by the edge selection. This is useful when users expect an edge selection to behave similarly to the incident vertex selection.
it is not necessarily the case that all vertices of triangles in TrianglesOut will be in VerticesOut.
| Name | UE::Geometry::ConvertTriangleSelectionToOverlaySelection |
| 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::ConvertTriangleSelectionToOverlaySelection
(
const UE::Geometry::FDynamicMesh3 & Mesh,
const FGeometrySelection & MeshSelection,
TSet< int > & TrianglesOut,
TSet< int > & VerticesOut,
FGeometrySelection * TriangleVertexSelectionIncidentToEdgeSelection
)
}
}
false if the MeshSelection topology type is not Triangle and true otherwise