#include <MeshVertexSelection.h>
◆ FMeshVertexSelection() [1/3]
| UE::Geometry::FMeshVertexSelection::FMeshVertexSelection |
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const FDynamicMesh3 * |
mesh | ) |
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inline |
◆ FMeshVertexSelection() [2/3]
◆ FMeshVertexSelection() [3/3]
◆ AsArray()
| TArray< int > UE::Geometry::FMeshVertexSelection::AsArray |
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const |
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inline |
◆ AsBitArray()
◆ AsSet()
| TSet< int > UE::Geometry::FMeshVertexSelection::AsSet |
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| ) |
const |
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inline |
◆ begin() [1/2]
| TSet< int >::TRangedForIterator UE::Geometry::FMeshVertexSelection::begin |
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inline |
DO NOT USE DIRECTLY STL-like iterators to enable range-based for loop support.
◆ begin() [2/2]
| TSet< int >::TRangedForConstIterator UE::Geometry::FMeshVertexSelection::begin |
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const |
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inline |
◆ ContractByBorderVertices()
| void UE::Geometry::FMeshVertexSelection::ContractByBorderVertices |
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int32 |
nRings = 1 | ) |
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inline |
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)
◆ Deselect() [1/2]
| void UE::Geometry::FMeshVertexSelection::Deselect |
( |
int |
vID | ) |
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inline |
◆ Deselect() [2/2]
| void UE::Geometry::FMeshVertexSelection::Deselect |
( |
TArrayView< const int > |
Vertices | ) |
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inline |
◆ DeselectEdge()
| void UE::Geometry::FMeshVertexSelection::DeselectEdge |
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int |
eid | ) |
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inline |
◆ DeselectEdges()
| void UE::Geometry::FMeshVertexSelection::DeselectEdges |
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TArrayView< const int > |
Edges | ) |
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inline |
◆ end() [1/2]
| TSet< int >::TRangedForIterator UE::Geometry::FMeshVertexSelection::end |
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inline |
◆ end() [2/2]
| TSet< int >::TRangedForConstIterator UE::Geometry::FMeshVertexSelection::end |
( |
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const |
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inline |
◆ ExpandToOneRingNeighbours() [1/2]
| void UE::Geometry::FMeshVertexSelection::ExpandToOneRingNeighbours |
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const TUniqueFunction< bool(int)> & |
FilterF = nullptr | ) |
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inline |
Add all one-ring neighbours 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 vertices.
Return false from FilterF to prevent vertices from being included.
◆ ExpandToOneRingNeighbours() [2/2]
| void UE::Geometry::FMeshVertexSelection::ExpandToOneRingNeighbours |
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int |
nRings, |
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const TUniqueFunction< bool(int)> & |
FilterF = nullptr |
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) |
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inline |
◆ FloodFill() [1/2]
Grow selection outwards from seed vertex, until it hits boundaries defined by vertex filter.
◆ FloodFill() [2/2]
| void UE::Geometry::FMeshVertexSelection::FloodFill |
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int |
vSeed, |
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const TUniqueFunction< bool(int)> & |
VertIncludedF = nullptr |
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) |
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inline |
Grow selection outwards from seed vertex, until it hits boundaries defined by vertex filter.
◆ IsSelected()
| bool UE::Geometry::FMeshVertexSelection::IsSelected |
( |
int |
vID | ) |
const |
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inline |
◆ Num()
| int UE::Geometry::FMeshVertexSelection::Num |
( |
| ) |
const |
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inline |
◆ Select() [1/2]
| void UE::Geometry::FMeshVertexSelection::Select |
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int |
vID | ) |
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inline |
◆ Select() [2/2]
| void UE::Geometry::FMeshVertexSelection::Select |
( |
TArrayView< const int > |
Vertices | ) |
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inline |
◆ SelectByPosition()
Select vertices where PredicteFunc(VertexPosition) == bSelectTrue
◆ SelectByVertexID()
Select vertices where PredicteFunc(VertexID) == bSelectTrue
◆ SelectConnectedBoundaryV()
| void UE::Geometry::FMeshVertexSelection::SelectConnectedBoundaryV |
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int |
vSeed | ) |
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inline |
Select set of boundary vertices connected to vSeed.
◆ SelectEdgeVertices()
| void UE::Geometry::FMeshVertexSelection::SelectEdgeVertices |
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TArrayView< const int > |
Edges | ) |
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inline |
◆ SelectInteriorVertices()
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).
◆ SelectTriangleVertices() [1/2]
◆ SelectTriangleVertices() [2/2]
| void UE::Geometry::FMeshVertexSelection::SelectTriangleVertices |
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TArrayView< const int > |
Triangles | ) |
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inline |
The documentation for this class was generated from the following files: