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API > API/Runtime > API/Runtime/GeometryCore
| Name | FMeshVertexSelection |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Selections/MeshVertexSelection.h |
| Include Path | #include "Selections/MeshVertexSelection.h" |
Syntax
class FMeshVertexSelection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshVertexSelection
(
const FDynamicMesh3* mesh, |
Convert edge selection to vertex selection. | Selections/MeshVertexSelection.h | |
FMeshVertexSelection
(
const FDynamicMesh3* mesh, |
Convert face selection to vertex selection. | Selections/MeshVertexSelection.h | |
FMeshVertexSelection
(
const FDynamicMesh3* mesh |
Selections/MeshVertexSelection.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mesh | const FDynamicMesh3 * | Selections/MeshVertexSelection.h | ||
| Selected | TSet< int > | Selections/MeshVertexSelection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< int > AsArray() |
Selections/MeshVertexSelection.h | ||
TBitArray< FDefaultBitArrayAllocator > AsBitArray() |
Selections/MeshVertexSelection.h | ||
TSet< int > AsSet() |
Selections/MeshVertexSelection.h | ||
TSet< int >::TRangedForConstIterator begin () |
Selections/MeshVertexSelection.h | ||
TSet< int >::TRangedForIterator begin () |
DO NOT USE DIRECTLY STL-like iterators to enable range-based for loop support. | Selections/MeshVertexSelection.h | |
void ContractByBorderVertices
(
int32 nRings |
Remove all vertices in current selection set that have at least one neighbour vertex that is not selected (ie vertices are on border of selection) | Selections/MeshVertexSelection.h | |
void Deselect
(
TArrayView< const int > Vertices |
Selections/MeshVertexSelection.h | ||
void Deselect
(
int vID |
Selections/MeshVertexSelection.h | ||
void DeselectEdge
(
int eid |
Selections/MeshVertexSelection.h | ||
void DeselectEdges
(
TArrayView< const int > Edges |
Selections/MeshVertexSelection.h | ||
TSet< int >::TRangedForIterator end () |
Selections/MeshVertexSelection.h | ||
TSet< int >::TRangedForConstIterator end () |
Selections/MeshVertexSelection.h | ||
void ExpandToOneRingNeighbours
(
const TUniqueFunction< bool(int)>& FilterF |
Add all one-ring neighbours of current selection to set. | Selections/MeshVertexSelection.h | |
void ExpandToOneRingNeighbours
(
int nRings, |
[TODO] should do this more efficiently, like FMeshFaceSelection | Selections/MeshVertexSelection.h | |
void FloodFill
(
int vSeed, |
Grow selection outwards from seed vertex, until it hits boundaries defined by vertex filter. | Selections/MeshVertexSelection.h | |
void FloodFill
(
const TArray< int >& Seeds, |
Grow selection outwards from seed vertex, until it hits boundaries defined by vertex filter. | Selections/MeshVertexSelection.h | |
bool IsSelected
(
int vID |
Selections/MeshVertexSelection.h | ||
int Num() |
Selections/MeshVertexSelection.h | ||
void Select
(
TArrayView< const int > Vertices |
Selections/MeshVertexSelection.h | ||
void Select
(
int vID |
Selections/MeshVertexSelection.h | ||
void SelectByPosition
(
PredicateFuncType PredicateFunc, |
Select vertices where PredicteFunc(VertexPosition) == bSelectTrue | Selections/MeshVertexSelection.h | |
void SelectByVertexID
(
PredicateFuncType PredicateFunc, |
Select vertices where PredicteFunc(VertexID) == bSelectTrue | Selections/MeshVertexSelection.h | |
void SelectConnectedBoundaryV
(
int vSeed |
Select set of boundary vertices connected to vSeed. | Selections/MeshVertexSelection.h | |
void SelectEdgeVertices
(
TArrayView< const int > Edges |
Selections/MeshVertexSelection.h | ||
void SelectInteriorVertices
(
const FMeshFaceSelection& triangles |
For each vertex of input triangle set, select vertex if all one-ring triangles are contained in triangle set (ie vertex is not on boundary of triangle set). | Selections/MeshVertexSelection.h | |
void SelectTriangleVertices
(
TArrayView< const int > Triangles |
Selections/MeshVertexSelection.h | ||
void SelectTriangleVertices
(
const FMeshFaceSelection& Triangles |
Selections/MeshVertexSelection.h |