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FBaseDynamicMeshSelector is an implementation of IGeometrySelector for a UDynamicMesh. Note that the Selector itself does not require that the target object be a UDynamicMeshComponent, and subclasses of FBaseDynamicMeshSelector are used for both Volumes and StaticMeshComponents. Access to the World transform is provided by a TUniqueFunction set up in the Factory.
| Name | FBaseDynamicMeshSelector |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Selection/DynamicMeshSelector.h |
| Include Path | #include "Selection/DynamicMeshSelector.h" |
Syntax
class FBaseDynamicMeshSelector : public IGeometrySelector
Implements Interfaces
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FBaseDynamicMeshSelector() |
Selection/DynamicMeshSelector.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDynamicMesh * GetDynamicMesh() |
These need to be public for the Transformers...can we do it another way? | Selection/DynamicMeshSelector.h | |
const UE::Geometry::FGroupTopology * GetGroupTopology() |
Selection/DynamicMeshSelector.h | ||
virtual FGeometryIdentifier GetSourceGeometryIdentifier() |
Selection/DynamicMeshSelector.h | ||
virtual void Initialize
(
FGeometryIdentifier SourceGeometryIdentifier, |
Initialize the FBaseDynamicMeshSelector for a given source/target UDynamicMesh. | Selection/DynamicMeshSelector.h | |
virtual void UpdateAfterGeometryEdit
(
IToolsContextTransactionsAPI* TransactionsAPI, |
UpdateAfterGeometryEdit should be called after editing the UDynamicMesh owned by the Selector (TargetMesh). | Selection/DynamicMeshSelector.h |
Overridden from IGeometrySelector
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AccumulateElementsFromPredicate
(
FGeometrySelectionElements& ElementsInOut, |
Accumulate all geometric elements (currently 3D triangles, line segments, and points) in the provided ElementsInOut by initializing vertex, edge, and face selections using the provided predicate and then accumulating elements for those selections. | Selection/DynamicMeshSelector.h | |
virtual void AccumulateSelectionBounds
(
const FGeometrySelection& Selection, |
Accumulate the bounds of the provided Selection in the provided BoundsInOut. | Selection/DynamicMeshSelector.h | |
virtual Please use the function of the same name which takes EEnumerateSelectionMapping flags virtual instead void AccumulateSelectionElements
(
const FGeometrySelection& Selection, |
Selection/DynamicMeshSelector.h | ||
virtual void AccumulateSelectionElements
(
const FGeometrySelection& Selection, |
Prefer AccumulateSelectionElements with Flags parameter. | Selection/DynamicMeshSelector.h | |
virtual FGeometryIdentifier GetIdentifier() |
Selection/DynamicMeshSelector.h | ||
virtual FTransform GetLocalToWorldTransform() |
Selection/DynamicMeshSelector.h | ||
virtual void GetSelectionFrame
(
const FGeometrySelection& Selection, |
Compute a 3D frame for the provided Selection. | Selection/DynamicMeshSelector.h | |
virtual void GetSelectionPreviewForRaycast
(
const FWorldRayQueryInfo& RayInfo, |
Query the Selector for a potential selection based on world-space Ray. | Selection/DynamicMeshSelector.h | |
virtual void GetTargetFrame
(
const FGeometrySelection& Selection, |
Compute a 3D frame for the Selector's target object | Selection/DynamicMeshSelector.h | |
virtual void InitializeSelectionFromPredicate
(
FGeometrySelection& SelectionInOut, |
Populate a Selection using the provided ReferenceMode, with a Predicate and optional ReferenceSelection. | Selection/DynamicMeshSelector.h | |
virtual bool RayHitTest
(
const FWorldRayQueryInfo& RayInfo, |
Check for intersection between a world-space Ray with the Selector's target object and return a FInputRayHit result. | Selection/DynamicMeshSelector.h | |
virtual bool Restore() |
Restore a Selector that has had Sleep() called on it. | Selection/DynamicMeshSelector.h | |
virtual void Shutdown() |
IGeometrySelector API implementation | Selection/DynamicMeshSelector.h | |
virtual bool Sleep () |
Temporarily disable the Selector, with the intention of re-enabling it (via Restore()) in the future. | Selection/DynamicMeshSelector.h | |
virtual bool SupportsSleep() |
The SelectionManager will call SupportsSleep() to determine if an IGeometrySelector needs to be destroyed when the target object is deselected, or if it can be re-used (generally more efficient) | Selection/DynamicMeshSelector.h | |
virtual void UpdateSelectionFromSelection
(
const FGeometrySelection& FromSelection, |
Combine FromSelection with the current Selection owned/referenced by the Selector, using the provided SelectionEditor and UpdateConfig. | Selection/DynamicMeshSelector.h | |
virtual void UpdateSelectionViaRaycast
(
const FWorldRayQueryInfo& RayInfo, |
Update the active selection based on a world-space Ray. | Selection/DynamicMeshSelector.h | |
virtual void UpdateSelectionViaShape
(
const FWorldShapeQueryInfo& ShapeInfo, |
Update the active selection based on a world-space Shape. | Selection/DynamicMeshSelector.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const UE::Geometry::FColliderMesh * GetColliderMesh() |
Selection/DynamicMeshSelector.h | ||
const UE::Geometry::FSegmentTree3 * GetGroupEdgeSpatial() |
Selection/DynamicMeshSelector.h | ||
void InvalidateOnMeshChange
(
FDynamicMeshChangeInfo ChangeInfo |
Selection/DynamicMeshSelector.h | ||
void RegisterMeshChangedHandler() |
Selection/DynamicMeshSelector.h | ||
void UpdateColliderMesh() |
Selection/DynamicMeshSelector.h | ||
void UpdateGroupEdgeSegmentTree() |
Selection/DynamicMeshSelector.h | ||
void UpdateGroupTopology() |
Selection/DynamicMeshSelector.h | ||
virtual void UpdateSelectionViaRaycast_GroupEdges
(
const FWorldRayQueryInfo& RayInfo, |
Selection/DynamicMeshSelector.h | ||
virtual void UpdateSelectionViaRaycast_MeshTopology
(
const FWorldRayQueryInfo& RayInfo, |
Selection/DynamicMeshSelector.h |