Navigation
API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UGeometryScriptLibrary_MeshSelectionFunctions
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshSelectionFunctions.h |
| Include | #include "GeometryScript/MeshSelectionFunctions.h" |
Syntax
UCLASS&40;Meta&61;&40;ScriptName&61;"GeometryScript_MeshSelection"&41;&41;
class UGeometryScriptLibrary_MeshSelectionFunctions : public UBlueprintFunctionLibrary
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CombineMeshSelections
(
FGeometryScriptMeshSelection SelectionA, |
Combine two Mesh Selections into a new Mesh Selection. | |
| UDynamicMesh * | ConvertIndexArrayToMeshSelection
(
UDynamicMesh* TargetMesh, |
Create a Mesh Selection from the IndexArray. | |
| UDynamicMesh * | ConvertIndexListToMeshSelection
(
UDynamicMesh* TargetMesh, |
Create a Mesh Selection from the Index List. | |
| UDynamicMesh * | ConvertIndexSetToMeshSelection
(
UDynamicMesh* TargetMesh, |
Create a Mesh Selection from the IndexSet. | |
| UDynamicMesh * | ConvertMeshSelection
(
UDynamicMesh* TargetMesh, |
Convert a Mesh Selection to a different Type (eg Vertices to Triangles, etc) By default, Vertices map to Triangle one-rings, and Triangles to all contained vertices. | |
| UDynamicMesh * | ConvertMeshSelectionToIndexArray
(
UDynamicMesh* TargetMesh, |
Convert a Mesh Selection to an Index Array | |
| UDynamicMesh * | ConvertMeshSelectionToIndexList
(
UDynamicMesh* TargetMesh, |
Convert a Mesh Selection to an Index List | |
| UDynamicMesh * | CreateSelectAllMeshSelection
(
UDynamicMesh* TargetMesh, |
Create a Selection of the given SelectionType that contains all the mesh elements of TargetMesh | |
| void | DebugPrintMeshSelection
(
FGeometryScriptMeshSelection Selection, |
Print information about the Mesh Selection to the Output Log | |
| UDynamicMesh * | ExpandContractMeshSelection
(
UDynamicMesh* TargetMesh, |
Grow or Shrink the Selection on the TargetMesh to connected neighbours. | |
| UDynamicMesh * | ExpandMeshSelectionToConnected
(
UDynamicMesh* TargetMesh, |
Expand the Selection on the TargetMesh to connected regions and return the NewSelection | |
| void | GetMeshSelectionInfo
(
FGeometryScriptMeshSelection Selection, |
Query information about a Mesh Selection | |
| UDynamicMesh * | InvertMeshSelection
(
UDynamicMesh* TargetMesh, |
Invert the Selection on the TargetMesh, ie select what is not currently selected | |
| UDynamicMesh * | SelectMeshElementsByNormalAngle
(
UDynamicMesh* TargetMesh, |
Create a new Mesh Selection of the SelectionType for the TargetMesh by finding all elements that have a normal vector that is within an angular deviation threshold from the given Normal. | |
| UDynamicMesh * | SelectMeshElementsInBox
(
UDynamicMesh* TargetMesh, |
Create a new Mesh Selection of the SelectionType for the TargetMesh by finding all elements contained in the Box. | |
| UDynamicMesh * | SelectMeshElementsInsideMesh
(
UDynamicMesh* TargetMesh, |
Create a new Mesh Selection of the SelectionType for the TargetMesh by finding all elements inside a second SelectionMesh For Triangle and PolyGroup selections the triangle facet normal is used, for Vertex selections the per-vertex averaged normal is used. | |
| UDynamicMesh * | SelectMeshElementsInSphere
(
UDynamicMesh* TargetMesh, |
Create a new Mesh Selection of the SelectionType for the TargetMesh by finding all elements contained in the Sphere. | |
| UDynamicMesh * | SelectMeshElementsWithPlane
(
UDynamicMesh* TargetMesh, |
Create a new Mesh Selection of the SelectionType for the TargetMesh by finding all elements on the "positive" side of a Plane |