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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FMeshFaceSelection
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
ExpandToOneRingNeighbours(const TUniqueFunction< bool(int)> &)
Description
Add all triangles in vertex one-rings of current selection to set. On a large selection this is quite expensive as we don't know the boundary, so we have to iterate over all selected triangles.
Return false from FilterF to prevent triangles from being included.
| Name | ExpandToOneRingNeighbours |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Selections/MeshFaceSelection.h |
| Include Path | #include "Selections/MeshFaceSelection.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/Selections/MeshFaceSelection.cpp |
void ExpandToOneRingNeighbours
(
const TUniqueFunction < bool> & FilterF
)
ExpandToOneRingNeighbours(int, const TUniqueFunction< bool(int)> &)
Description
Expand selection by N vertex one-rings. This is significantly faster than calling ExpandToOnering() multiple times, because we can track the growing front and only check the new triangles.
Return false from FilterF to prevent triangles from being included.
| Name | ExpandToOneRingNeighbours |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Selections/MeshFaceSelection.h |
| Include Path | #include "Selections/MeshFaceSelection.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/Selections/MeshFaceSelection.cpp |
void ExpandToOneRingNeighbours
(
int nRings,
const TUniqueFunction < bool> & FilterF
)