FDynamicMeshUVEditor

[FDynamicMeshUVEditor](API\Plugins\DynamicMesh\Parameterization\FDynamicMeshUVEditor) implements various UV overlay editing operations.

Windows
MacOS
Linux

References

Module

DynamicMesh

Header

/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Public/Parameterization/DynamicMeshUVEditor.h

Include

#include "Parameterization/DynamicMeshUVEditor.h"

Syntax

class FDynamicMeshUVEditor

Remarks

FDynamicMeshUVEditor implements various UV overlay editing operations.

Variables

Name Description

Public variable

FDynamicMesh3 &...

 

Mesh

The mesh we will be editing

Public variable

FDynamicMeshUVO...

 

UVOverlay

The UV Overlay we will be editing

Constructors

Name Description

Public function

FDynamicMeshUVEditor

(
    FDynamicMesh3* MeshIn,
    int32 UVLayerIndex,
    bool bCreateIfMissing
)

Construct UV Editor for a UV Overlay of the given Mesh.

Functions

Name Description

Public function

bool

 

CreateSeamAlongVertexPath

(
    const TArray< int32 >& VertexPath,
    FUVEditResult* Result
)

Cut existing UV topolgy with a path of vertices.

Public function

void

 

CreateUVLayer

(
    int32 UVLayerIndex
)

Create specified UVLayer if it does not exist

Public function

FDynamicMesh...

 

GetMesh()

Public function Const

const FDynam...

 

GetMesh()

Public function

FDynamicMesh...

 

GetOverlay()

Public function Const

const FDynam...

 

GetOverlay()

Public function

void

 

SetPerTriangleUVs

(
    double ScaleFactor,
    FUVEditResult* Result
)

Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame.

Public function

void

 

SetPerTriangleUVs

(
    const TArray< int32 >& Triangles,
    double ScaleFactor,
    FUVEditResult* Result
)

Create new UV island for each Triangle, by planar projection onto plane of Triangle.

Public function

bool

 

SetTriangleUVsFromExpMap

(
    const TArray< int32 >& Triangles,
    FUVEditResult* Result
)

Create new UV island for given Triangles, and set UVs for that island using Discrete Exponential Map.

Public function

bool

 

SetTriangleUVsFromFreeBoundaryConformal

(
    const TArray< int32 >& Triangles,
    FUVEditResult* Result
)

Create new UV island for given Triangles, and set UVs for that island using Discrete Natural Conformal Map (equivalent to Least-Squares Conformal Map)

Public function

bool

 

SetTriangleUVsFromFreeBoundaryConformal

(
    const TArray< int32 >& Triangles,
    bool bUseExistingUVTopology,
    FUVEditResult* Result
)

Create new UV island for given Triangles, and set UVs for that island using Discrete Natural Conformal Map (equivalent to Least-Squares Conformal Map)

Public function

void

 

SetTriangleUVsFromProjection

(
    const TArray< int32 >& Triangles,
    const FFrame3d& ProjectionFrame,
    FUVEditResult* Result
)

Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame.

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