unreal.GeometryScript_VertexColors
¶
- class unreal.GeometryScript_VertexColors(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
BlueprintFunctionLibrary
Geometry Script Library Mesh Vertex Color Functions
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshVertexColorFunctions.h
- classmethod convert_mesh_vertex_colors_linear_to_srgb(target_mesh, debug=None) DynamicMesh ¶
Apply a Linear to SRGB color transformation on all vertex colors on the mesh.
- Parameters:
target_mesh (DynamicMesh) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod convert_mesh_vertex_colors_srgb_to_linear(target_mesh, debug=None) DynamicMesh ¶
Apply a SRGB to Linear color transformation on all vertex colors on the mesh.
- Parameters:
target_mesh (DynamicMesh) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod get_mesh_per_vertex_colors(target_mesh, blend_split_vertex_values=True) -> (DynamicMesh, color_list=GeometryScriptColorList, is_valid_color_set=bool, has_vertex_id_gaps=bool)¶
Get a list of single vertex colors for each mesh vertex in the TargetMesh, derived from the VertexColor Overlay. The VertexColor Overlay may store multiple colors for a single vertex (ie different colors for that vertex on different triangles) In such cases the colors can either be averaged, or the last color seen will be used, depending on the bBlendSplitVertexValues parameter.
- Parameters:
target_mesh (DynamicMesh) –
blend_split_vertex_values (bool) – control how multiple colors at the same vertex should be interpreted
- Returns:
color_list (GeometryScriptColorList): output color list will be stored here. Size will be equal to the MaxVertexID of TargetMesh (not the VertexCount!)
is_valid_color_set (bool): will be set to true if the VertexColor 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 set_mesh_constant_vertex_color(target_mesh, color, flags, clear_existing=False, debug=None) DynamicMesh ¶
Set all vertex colors (optionally specific channels) in the TargetMesh VertexColor Overlay to a constant value
- Parameters:
target_mesh (DynamicMesh) –
color (LinearColor) – the constant color to set
flags (GeometryScriptColorFlags) – specify which RGBA channels to set (default all channels)
clear_existing (bool) –
debug (GeometryScriptDebug) –
- Return type:
- classmethod set_mesh_per_vertex_colors(target_mesh, vertex_color_list, debug=None) DynamicMesh ¶
Set all vertex colors in the TargetMesh VertexColor Overlay to the specified per-vertex colors
- Parameters:
target_mesh (DynamicMesh) –
vertex_color_list (GeometryScriptColorList) – per-vertex colors. Size must be less than or equal to the MaxVertexID of TargetMesh (ie gaps are supported)
debug (GeometryScriptDebug) –
- Return type:
- classmethod set_mesh_selection_vertex_color(target_mesh, selection, color, flags, create_color_seam=False, debug=None) DynamicMesh ¶
Set the colors in the TargetMesh VertexColor Overlay identified by the Selection to a constant value. For a Vertex Selection, each existing VertexColor Overlay Element for the vertex is updated. For a Triangle or Polygroup Selection, all Overlay Elements in the identified Triangles are updated.
- Parameters:
target_mesh (DynamicMesh) –
selection (GeometryScriptMeshSelection) –
color (LinearColor) – the constant color to set
flags (GeometryScriptColorFlags) – specify which RGBA channels to set (default all channels)
create_color_seam (bool) – if true, a “hard edge” in the vertex colors is created, by creating new Elements for all the triangles in the selection. If enabled, Vertex selections are converted to Triangle selections, and Flags is ignored.
debug (GeometryScriptDebug) –
- Return type: