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API > API/Plugins > API/Plugins/ModelingComponents > API/Plugins/ModelingComponents/FMeshTopologySelector
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool FindSelectedElement
(
const FSelectionSettings& Settings, |
Given a camera rectangle (from a marquee selection) gives the corners/edges/groups that are contained in the rectangle. | Selection/MeshTopologySelector.h | |
bool FindSelectedElement
(
const FSelectionSettings& Settings, |
Find which element was selected for a given ray. | Selection/MeshTopologySelector.h |
FindSelectedElement(const FSelectionSettings &, const FCameraRectangle &, FTransform3d, FGroupTopologySelection &, TMap< int32, bool > *)
Description
Given a camera rectangle (from a marquee selection) gives the corners/edges/groups that are contained in the rectangle. Only selects one of the types, and prefers corners to edges to groups.
For group edges, occlusion is checked at endpoints, and if either is occluded, the edge is considered occluded. For faces, occlusion is checked at triangle centroids.
| Name | FindSelectedElement |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Selection/MeshTopologySelector.h |
| Include Path | #include "Selection/MeshTopologySelector.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Selection/MeshTopologySelector.cpp |
bool FindSelectedElement
(
const FSelectionSettings & Settings,
const FCameraRectangle & CameraRectangle,
FTransform3d TargetTransform,
FGroupTopologySelection & ResultOut,
TMap < int32, bool > * TriIsOccludedCache
)
true if something was selected.
Parameters
| Name | Remarks |
|---|---|
| Settings | Settings that determine what is selected and whether occlusion is tested. |
| CameraRectangle | The camera rectangle. |
| TargetTransform | Transform from points to world space, since the rectangle is in world space. |
| ResultOut | Output selection (cleared before use). |
| TriIsOccludedCache | Cached values of whether a given Tid has an occluded centroid, since occlusion values will stay the same if the rectangle is resized as long as the camera is not moved. This should be used when doing occlusion-based marquee face selection on meshes with many triangles, because the occlusion checks are expensive. |
FindSelectedElement(const FSelectionSettings &, const FRay3d &, FGroupTopologySelection &, FVector3d &, FVector3d &, int32 *)
Description
Find which element was selected for a given ray.
| Name | FindSelectedElement |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Selection/MeshTopologySelector.h |
| Include Path | #include "Selection/MeshTopologySelector.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Selection/MeshTopologySelector.cpp |
bool FindSelectedElement
(
const FSelectionSettings & Settings,
const FRay3d & Ray,
FGroupTopologySelection & ResultOut,
FVector3d & SelectedPositionOut,
FVector3d & SelectedNormalOut,
int32 * EdgeSegmentIdOut
)
true if something was selected
Parameters
| Name | Remarks |
|---|---|
| Settings | settings that determine what can be selected. |
| Ray | hit-test ray |
| ResultOut | resulting selection. Will not be cleared before use. At most one of the Groups/Corners/Edges members will be added to. |
| SelectedPositionOut | The point on the ray nearest to the selected element |
| SelectedNormalOut | the normal at that point if ResultOut contains a selected face, otherwise uninitialized |
| EdgeSegmentIdOut | When not null, if the selected element is a group edge, the segment id of the segment that was actually clicked within the edge polyline will be stored here. |