unreal.GeometryScript_MeshSelectionQueries
¶
- class unreal.GeometryScript_MeshSelectionQueries(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
Geometry Script Library Mesh Selection Query Functions
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshSelectionQueryFunctions.h
- classmethod get_mesh_selection_boundary_loops(target_mesh, selection, debug=None) -> (DynamicMesh, index_loops=Array[GeometryScriptIndexList], path_loops=Array[GeometryScriptPolyPath], num_loops=int32, found_errors=bool)¶
Compute the set of Vertex Loops bordering a Mesh Selection. Both the 3D polylines and lists of vertex indices are returned for each Loop. Note that for a Vertex selection this will function return the border loops around the set of vertex triangle one-rings.
- Parameters:
target_mesh (DynamicMesh) –
selection (GeometryScriptMeshSelection) –
debug (GeometryScriptDebug) –
- Returns:
index_loops (Array[GeometryScriptIndexList]): for each discovered Loop, the IndexList of mesh vertex indices around the loop is returned here
path_loops (Array[GeometryScriptPolyPath]): for each discovered Loop, the PolyPath of mesh vertex positions around the loop is returned here. The ordering for each loop is the same as IndexLoops.
num_loops (int32): number of loops found is returned here
found_errors (bool): true is returned here if topological errors were found during loop computation. In this case the Loop set may be incomplete.
- Return type:
tuple
- classmethod get_mesh_selection_bounding_box(target_mesh, selection, debug=None) -> (DynamicMesh, selection_bounds=Box, is_empty=bool)¶
Get the 3D Bounding Box of a Mesh Selection, ie bounding box of vertices contained in the Selection
- Parameters:
target_mesh (DynamicMesh) –
selection (GeometryScriptMeshSelection) –
debug (GeometryScriptDebug) –
- Returns:
selection_bounds (Box):
is_empty (bool): will return as true if the selection was empty (the box will be initialized to 0 in this case)
- Return type:
tuple