unreal.GeometryScript_Normals
¶
- class unreal.GeometryScript_Normals(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
BlueprintFunctionLibrary
Geometry Script Library Mesh Normals Functions
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshNormalsFunctions.h
- classmethod auto_repair_normals(target_mesh, debug=None) DynamicMesh ¶
Auto Repair Normals
- Parameters:
target_mesh (DynamicMesh) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod compute_split_normals(target_mesh, split_options, calculate_options, debug=None) DynamicMesh ¶
Compute Split Normals
- Parameters:
target_mesh (DynamicMesh) –
split_options (GeometryScriptSplitNormalsOptions) –
calculate_options (GeometryScriptCalculateNormalsOptions) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod compute_tangents(target_mesh, options, debug=None) DynamicMesh ¶
Compute Tangents
- Parameters:
target_mesh (DynamicMesh) –
options (GeometryScriptTangentsOptions) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod flip_normals(target_mesh, debug=None) DynamicMesh ¶
Flip Normals
- Parameters:
target_mesh (DynamicMesh) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod get_mesh_per_vertex_normals(target_mesh, average_split_vertex_values=True) -> (DynamicMesh, normal_list=GeometryScriptVectorList, is_valid_normal_set=bool, has_vertex_id_gaps=bool)¶
Get a list of single normal vectors for each mesh vertex in the TargetMesh, derived from the Normals Overlay. The Normals Overlay may store multiple normals for a single vertex (ie split normals) In such cases the normals can either be averaged, or the last normal seen will be used, depending on the bAverageSplitVertexValues parameter.
- Parameters:
target_mesh (DynamicMesh) –
average_split_vertex_values (bool) – control how multiple normals at the same vertex should be interpreted
- Returns:
normal_list (GeometryScriptVectorList): output normal list will be stored here. Size will be equal to the MaxVertexID of TargetMesh (not the VertexCount!)
is_valid_normal_set (bool): will be set to true if the Normal Overlay was valid
has_vertex_id_gaps (bool): will be set to true if some vertex indices in TargetMesh were invalid, ie MaxVertexID > VertexCount
- Return type:
tuple
- classmethod recompute_normals(target_mesh, calculate_options, debug=None) DynamicMesh ¶
Recompute Normals
- Parameters:
target_mesh (DynamicMesh) –
calculate_options (GeometryScriptCalculateNormalsOptions) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod set_mesh_triangle_normals(target_mesh, triangle_id, normals, defer_change_notifications=False) -> (DynamicMesh, is_valid_triangle=bool)¶
Set Mesh Triangle Normals
- Parameters:
target_mesh (DynamicMesh) –
triangle_id (int32) –
normals (GeometryScriptTriangle) –
defer_change_notifications (bool) –
- Returns:
is_valid_triangle (bool):
- Return type:
- classmethod set_per_face_normals(target_mesh, debug=None) DynamicMesh ¶
Set Per Face Normals
- Parameters:
target_mesh (DynamicMesh) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod set_per_vertex_normals(target_mesh, debug=None) DynamicMesh ¶
Set Per Vertex Normals
- Parameters:
target_mesh (DynamicMesh) –
debug (GeometryScriptDebug) –
- Return type: