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API > API/Plugins > API/Plugins/ModelingComponents > API/Plugins/ModelingComponents/Scene > API/Plugins/ModelingComponents/Scene/FMeshSceneAdapter
References
| Module | ModelingComponents |
| Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Scene/MeshSceneAdapter.h |
| Include | #include "Scene/MeshSceneAdapter.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Scene/MeshSceneAdapter.cpp |
virtual void ParallelMeshVertexEnumeration
&40;
TFunctionRef< bool(int32 NumMeshes)> InitializeFunc,
TFunctionRef< bool(int32 MeshIndex, AActor &42;SourceActor, const FActorChildMesh &42;ChildMeshInfo, const FAxisAlignedBox3d &WorldBounds)> MeshFilterFunc,
TFunctionRef< bool(int32 MeshIndex, AActor &42;SourceActor, const FActorChildMesh &42;ChildMeshInfo, const FVector3d &WorldPos)> PerVertexFunc,
bool bForceSingleThreaded
&41;
Remarks
Run a custom query across all world-transformed scene mesh vertices. Requires that SpatialEvaluationCache is available. The internal loop is run as: ParallelFor(SceneMesh, { if ( MeshFilterFunc(SceneMesh) ) { for ( FVector3d Vtx in Scene Mesh ) { PerVertexFunc(Vtx) } } }
Parameters
| Name | Description |
|---|---|
| InitializeFunc | called with the total number of scene meshes. MeshIndex in later queries will be < NumMeshes Return false to terminate query. |
| MeshFilterFunc | called once for each scene mesh, with unique MeshIndex per scene mesh. Return false to skip this scene mesh. |
| PerVertexFunc | called for each worldspace-transformed scene mesh vertex. Return false to terminate enumeration over this scene mesh. |