![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <MeshEdgeSelection.h>
Currently a thin wrapper of a TSet<int> of Edge IDs paired with a Mesh; the backing storage will likely change as we need to optimize in the future
|
inline |
| FMeshEdgeSelection::FMeshEdgeSelection | ( | const FDynamicMesh3 * | mesh, |
| const FMeshVertexSelection & | convertV, | ||
| int | minCount = 2 |
||
| ) |
| FMeshEdgeSelection::FMeshEdgeSelection | ( | const FDynamicMesh3 * | mesh, |
| const FMeshFaceSelection & | convertT, | ||
| int | minCount = 1 |
||
| ) |
|
inline |
|
inline |
|
inline |
|
inline |
DO NOT USE DIRECTLY STL-like iterators to enable range-based for loop support.
|
inline |
For each contraction, remove edges in current selection set that have any unselected edge neighboring either of the edge's vertices
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
Add all one-ring neighbors 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 edges.
Return false from FilterF to prevent vertices from being included.
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
| void FMeshEdgeSelection::SelectBoundaryTriEdges | ( | const FMeshFaceSelection & | Triangles | ) |
|
inline |
|
inline |