Module |
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Header |
/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Public/Properties/RevolveProperties.h |
Include |
#include "Properties/RevolveProperties.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class URevolveProperties : public UInteractiveToolPropertySet
Common properties for revolving a polyline to create a mesh.
Name | Description | ||
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double |
AxisWeldTolerance |
If welding vertices on the axis, the distance that a vertex can be from the axis and still be welded |
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bFlipMesh |
Flips the mesh inside out. |
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bFlipVs |
If true, UV coordinates will be flipped in the V direction. |
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bProfileIsCrossSectionOfSide |
If true, then rather than revolving the profile directly, it is interpreted as the midpoint cross section of the first rotation step. |
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bReverseRevolutionDirection |
By default, revolution is done counterclockwise if looking down the revolution axis. |
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bSharpNormals |
If true, normals are not averaged or shared between triangles with sufficient angle difference. |
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bUVsSkipFullyWeldedEdges |
If true, UV layout is not affected by segments of the profile curve that do not result in any triangles (i.e., when both ends of the segment are welded due to being on the revolution axis). |
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bWeldFullRevolution |
If true, the ends of a fully revolved profile are welded together, rather than duplicating vertices at the seam. |
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bWeldVertsOnAxis |
If true, vertices sufficiently close to the axis will not be replicated, instead reusing the same vertex for any adjacent triangles. |
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CapFillMode |
Determines how caps are created if the revolution is partial. |
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EditConditionHi... |
DiagonalProportionTolerance |
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EditCondition |
When quads are generated using "shortest" diagonal, this biases the diagonal length comparison to prefer one slightly in the case of similar diagonals (for example, a value of 0.01 allows a 1% difference in lengths before the triangulation is flipped). |
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PolygroupMode |
Determines grouping of generated triangles into polygroups. |
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QuadSplitMode |
Determines how any generated quads are split into triangles. |
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double |
RevolutionDegrees |
Revolution extent. |
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double |
RevolutionDegreesOffset |
The angle by which to shift the profile curve around the axis before beginning the revolve |
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double |
SharpNormalAngleTolerance |
When using sharp normals, the degree difference to accept between adjacent triangle normals to allow them to share normals at their vertices. |
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int |
Steps |
Number of steps to take while revolving. |
Name | Description | ||
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ApplyToCurveSweepOp ( |
Sets most of the settings for a FCurveSweepOp except for the profile curve itself. |