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API > API/Runtime > API/Runtime/GeometryCore
| Name | FMeshFaceSelection |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Selections/MeshFaceSelection.h |
| Include Path | #include "Selections/MeshFaceSelection.h" |
Syntax
class FMeshFaceSelection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshFaceSelection
(
const FDynamicMesh3* mesh, |
Select a group | Selections/MeshFaceSelection.h | |
FMeshFaceSelection
(
const FDynamicMesh3* mesh |
Selections/MeshFaceSelection.h | ||
FMeshFaceSelection
(
const FDynamicMesh3* mesh, |
Convert vertex selection to face selection. | Selections/MeshFaceSelection.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mesh | const FDynamicMesh3 * | Selections/MeshFaceSelection.h | ||
| Selected | TSet< int > | Selections/MeshFaceSelection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< int > AsArray() |
Selections/MeshFaceSelection.h | ||
TBitArray< FDefaultBitArrayAllocator > AsBitArray() |
Selections/MeshFaceSelection.h | ||
const TSet< int > & AsSet() |
Selections/MeshFaceSelection.h | ||
TSet< int >::TRangedForIterator begin () |
DO NOT USE DIRECTLY STL-like iterators to enable range-based for loop support. | Selections/MeshFaceSelection.h | |
TSet< int >::TRangedForConstIterator begin () |
Selections/MeshFaceSelection.h | ||
bool ClipFins
(
bool bClipLoners |
Return true if we clipped something | Selections/MeshFaceSelection.h | |
bool Contains
(
int tid |
Selections/MeshFaceSelection.h | ||
void ContractBorderByOneRingNeighbours
(
int NumRings, |
Remove all triangles in vertex one-rings of current selection to set. | Selections/MeshFaceSelection.h | |
void Deselect
(
TArrayView< const int > Triangles |
Selections/MeshFaceSelection.h | ||
void Deselect
(
int tid |
Selections/MeshFaceSelection.h | ||
void Deselect
(
const EnumerableType& Enumerable |
Selections/MeshFaceSelection.h | ||
void DeselectAll() |
Selections/MeshFaceSelection.h | ||
void DeselectGroup
(
int gid |
Selections/MeshFaceSelection.h | ||
TSet< int >::TRangedForIterator end () |
Selections/MeshFaceSelection.h | ||
TSet< int >::TRangedForConstIterator end () |
Selections/MeshFaceSelection.h | ||
void ExpandToFaceNeighbours
(
int rounds, |
Selections/MeshFaceSelection.h | ||
void ExpandToFaceNeighbours
(
const TUniqueFunction< bool(int)>& FilterF |
Selections/MeshFaceSelection.h | ||
void ExpandToOneRingNeighbours
(
const TUniqueFunction< bool(int)>& FilterF |
Add all triangles in vertex one-rings of current selection to set. | Selections/MeshFaceSelection.h | |
void ExpandToOneRingNeighbours
(
int nRings, |
Expand selection by N vertex one-rings. | Selections/MeshFaceSelection.h | |
bool FillEars
(
bool bFillTinyHoles |
Return true if we filled any ears. | Selections/MeshFaceSelection.h | |
TArray< int > FindBorderTris() |
Find set of tris just inside border of selection | Selections/MeshFaceSelection.h | |
TArray< int > FindNeighbourTris() |
Find set of tris just outside border of selection | Selections/MeshFaceSelection.h | |
void FloodFill
(
const TArray< int >& Seeds, |
Grow selection outwards from seed triangles, until it hits boundaries defined by triangle and edge filters. | Selections/MeshFaceSelection.h | |
void FloodFill
(
int tSeed, |
Grow selection outwards from seed triangle, until it hits boundaries defined by triangle and edge filters. | Selections/MeshFaceSelection.h | |
bool IsSelected
(
int tid |
Selections/MeshFaceSelection.h | ||
TPair< bool, bool > IsSelectionBoundaryEdge
(
int32 eid |
Selections/MeshFaceSelection.h | ||
bool LocalOptimize
(
bool bRemoveBowties |
Selections/MeshFaceSelection.h | ||
bool LocalOptimize
(
bool bClipFins, |
Returns true if selection was modified | Selections/MeshFaceSelection.h | |
int Num() |
Selections/MeshFaceSelection.h | ||
bool remove_bowties() |
Selections/MeshFaceSelection.h | ||
bool RemoveBowties () |
Find any "bowtie" vertices - ie vertex v such taht there is multiple spans of triangles selected in v's triangle one-ring - and deselect those one-rings. | Selections/MeshFaceSelection.h | |
void Select
(
int tid |
Selections/MeshFaceSelection.h | ||
void Select
(
TFunctionRef< bool(int)> SelectF |
Selections/MeshFaceSelection.h | ||
void Select
(
const EnumerableType& Enumerable |
Selections/MeshFaceSelection.h | ||
void SelectEdgeTris
(
int eid |
Selections/MeshFaceSelection.h | ||
void SelectGroup
(
int gid |
Selections/MeshFaceSelection.h | ||
void SelectGroupInverse
(
int gid |
Selections/MeshFaceSelection.h | ||
void SelectVertexOneRing
(
int vid |
Selections/MeshFaceSelection.h | ||
void SelectVertexOneRings
(
TArrayView< const int > Vertices |
Selections/MeshFaceSelection.h | ||
void SetDifference
(
const EnumerableType& SubtractSet, |
Find the elements in current selection that are not in SubtractSet, and store in DifferenceStorage | Selections/MeshFaceSelection.h | |
void SetIntersection
(
const EnumerableType& IntersectSet, |
Find the elements in current selection that are also in IntersectSet, and store in IntersectionStorage | Selections/MeshFaceSelection.h |