55 lines
3.3 KiB
C++
55 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/ContainersFwd.h" // IWYU pragma: keep
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#define UE_API FRACTUREENGINE_API
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class FGeometryCollection;
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struct FDataflowTransformSelection;
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struct FManagedArrayCollection;
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class FName;
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class FFractureEngineSelection
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{
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public:
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static UE_API void GetRootBones(const FManagedArrayCollection& Collection, TArray<int32>& RootBonesOut);
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static UE_API void GetRootBones(const FManagedArrayCollection& Collection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectParent(const FManagedArrayCollection& Collection, TArray<int32>& SelectedBones);
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static UE_API void SelectParent(const FManagedArrayCollection& Collection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectChildren(const FManagedArrayCollection& Collection, TArray<int32>& SelectedBones);
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static UE_API void SelectChildren(const FManagedArrayCollection& Collection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectSiblings(const FManagedArrayCollection& Collection, TArray<int32>& SelectedBones);
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static UE_API void SelectSiblings(const FManagedArrayCollection& Collection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectLevel(const FManagedArrayCollection& Collection, TArray<int32>& SelectedBones);
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static UE_API void SelectLevel(const FManagedArrayCollection& Collection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectContact(FGeometryCollection& GeometryCollection, TArray<int32>& SelectedBones);
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static UE_API void SelectContact(FGeometryCollection& GeometryCollection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectLeaf(const FGeometryCollection& GeometryCollection, TArray<int32>& SelectedBones);
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static UE_API void SelectLeaf(const FGeometryCollection& GeometryCollection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectCluster(const FGeometryCollection& GeometryCollection, TArray<int32>& SelectedBones);
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static UE_API void SelectCluster(const FGeometryCollection& GeometryCollection, FDataflowTransformSelection& TransformSelection);
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static UE_API void SelectByPercentage(TArray<int32>& SelectedBones, const int32 Percentage, const bool Deterministic, const float RandomSeed);
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static UE_API void SelectByPercentage(FDataflowTransformSelection& TransformSelection, const int32 Percentage, const bool Deterministic, const float RandomSeed);
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static UE_API void SelectBySize(FGeometryCollection& GeometryCollection, TArray<int32>& SelectedBones, const float SizeMin, const float SizeMax);
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static UE_API void SelectBySize(FGeometryCollection& GeometryCollection, FDataflowTransformSelection& TransformSelection, const float SizeMin, const float SizeMax);
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static UE_API void SelectByVolume(FGeometryCollection& GeometryCollection, TArray<int32>& SelectedBones, const float VolumeMin, const float VolumeMax);
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static UE_API void SelectByVolume(FGeometryCollection& GeometryCollection, FDataflowTransformSelection& TransformSelection, const float VolumeMin, const float VolumeMax);
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static UE_API bool IsBoneSelectionValid(const FManagedArrayCollection& Collection, const TArray<int32>& SelectedBones);
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static UE_API bool IsSelectionValid(const FManagedArrayCollection& Collection, const TArray<int32>& SelectedItems, const FName ItemGroup);
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};
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#undef UE_API
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