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FDynamicMeshUVEditor implements various UV overlay editing operations.
| Name | FDynamicMeshUVEditor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Parameterization/DynamicMeshUVEditor.h |
| Include Path | #include "Parameterization/DynamicMeshUVEditor.h" |
Syntax
class FDynamicMeshUVEditor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDynamicMeshUVEditor
(
FDynamicMesh3* MeshIn, |
Construct UV Editor for a UV Overlay of the given Mesh. | Parameterization/DynamicMeshUVEditor.h | |
FDynamicMeshUVEditor
(
FDynamicMesh3* MeshIn, |
Construct UV Editor for a UV Overlay of the given Mesh. | Parameterization/DynamicMeshUVEditor.h |
Structs
| Name | Remarks |
|---|---|
| FExpMapOptions | FExpMapOptions provides additional control over ExpMap UV generation below |
| FSetUVsFromConformalOptions | |
| FTransferFromMeshViaProjectionSettings |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mesh | FDynamicMesh3 * | The mesh we will be editing | Parameterization/DynamicMeshUVEditor.h | |
| UVOverlay | FDynamicMeshUVOverlay * | The UV Overlay we will be editing | Parameterization/DynamicMeshUVEditor.h | |
| UVOverlayIndex | int32 | The index of the UV Overlay we will be editing | Parameterization/DynamicMeshUVEditor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddUVLayer() |
Append new UV layer to the end of the array, returning the newly added index, or -1 if at max layers already | Parameterization/DynamicMeshUVEditor.h | |
bool AutoOrientUVArea
(
const TArray< int32 >& Triangles |
Compute an oriented UV-space bounding box for the given Triangles, and then rotate the UVs such that the box is aligned with the X axis. | Parameterization/DynamicMeshUVEditor.h | |
bool CopyUVLayer
(
FDynamicMeshUVOverlay* FromUVOverlay |
Copy UVs from another overlay | Parameterization/DynamicMeshUVEditor.h | |
bool CreateSeamsAtEdges
(
const TSet< int32 >& EidsToMakeIntoSeams, |
Cut existing UV topology with a set of edges. | Parameterization/DynamicMeshUVEditor.h | |
void CreateUVLayer
(
int32 UVLayerIndex |
Create specified UVLayer if it does not exist | Parameterization/DynamicMeshUVEditor.h | |
FDynamicMesh3 * GetMesh () |
Parameterization/DynamicMeshUVEditor.h | ||
const FDynamicMesh3 * GetMesh () |
Parameterization/DynamicMeshUVEditor.h | ||
FDynamicMeshUVOverlay * GetOverlay () |
Parameterization/DynamicMeshUVEditor.h | ||
const FDynamicMeshUVOverlay * GetOverlay () |
Parameterization/DynamicMeshUVEditor.h | ||
bool MakeIsland
(
const TSet< int32 >& TidsToMakeIntoIsland, |
Takes the currently selected triangles and makes a separate UV island out of them, i.e. any interior seams are removed, and seams are added around the boundary of the selection. | Parameterization/DynamicMeshUVEditor.h | |
void MakeSureUVsAreSet
(
const TSet< int32 >& Triangles, |
Initializes any uninitialized triangles in the set to per-vertex (0,0) UVs. | Parameterization/DynamicMeshUVEditor.h | |
bool QuickPack
(
int32 TargetTextureResolution, |
Pack UVs into unit rectangle | Parameterization/DynamicMeshUVEditor.h | |
bool RemoveSeamsAtEdges
(
const TSet< int32 >& EidsToRemoveAsSeams |
Merge existing UV topology with a set of edges, removing seams at edges if they exist within the UV topology. | Parameterization/DynamicMeshUVEditor.h | |
int32 RemoveUVLayer () |
Remove active layer, setting active layer to highest, preceeding layer. | Parameterization/DynamicMeshUVEditor.h | |
void ResetUVs () |
Clear UVs for all triangles on active layer | Parameterization/DynamicMeshUVEditor.h | |
| Clear UVs for given triangles on active layer | Parameterization/DynamicMeshUVEditor.h | ||
bool ScaleUVAreaTo3DArea
(
const TArray< int32 >& Triangles, |
Compute the UV-space and 3D area of the given Triangles, and then scale the UV area to be equvalent to the 3D area. | Parameterization/DynamicMeshUVEditor.h | |
bool ScaleUVAreaToBoundingBox
(
const TArray< int32 >& Triangles, |
Scale UVs of the given triangles to fit within the provided provided bounding box. | Parameterization/DynamicMeshUVEditor.h | |
void SetPerTriangleUVs
(
double ScaleFactor, |
Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame. | Parameterization/DynamicMeshUVEditor.h | |
void SetPerTriangleUVs
(
const TArray< int32 >& Triangles, |
Create new UV island for each Triangle, by planar projection onto plane of Triangle. | Parameterization/DynamicMeshUVEditor.h | |
void SetToPerVertexUVs
(
TArray< int32 >& VertexToUVOut, |
Initialize UV topology to be one UV per vertex. UVs are initialized to (0,0) | Parameterization/DynamicMeshUVEditor.h | |
void SetTriangleUVsFromBoxProjection
(
const TArray< int32 >& Triangles, |
Set UVs by box projection. | Parameterization/DynamicMeshUVEditor.h | |
void SetTriangleUVsFromCylinderProjection
(
const TArray< int32 >& Triangles, |
Set UVs by cylinder projection. | Parameterization/DynamicMeshUVEditor.h | |
bool SetTriangleUVsFromExpMap
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Discrete Exponential Map. | Parameterization/DynamicMeshUVEditor.h | |
bool SetTriangleUVsFromExpMap
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Discrete Exponential Map. | Parameterization/DynamicMeshUVEditor.h | |
bool SetTriangleUVsFromFreeBoundaryConformal
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Discrete Natural Conformal Map (equivalent to Least-Squares Conformal Map) | Parameterization/DynamicMeshUVEditor.h | |
bool SetTriangleUVsFromFreeBoundaryConformal
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Discrete Natural Conformal Map (equivalent to Least-Squares Conformal Map). | Parameterization/DynamicMeshUVEditor.h | |
bool SetTriangleUVsFromFreeBoundaryConformal
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Discrete Natural Conformal Map (equivalent to Least-Squares Conformal Map) | Parameterization/DynamicMeshUVEditor.h | |
bool SetTriangleUVsFromFreeBoundarySpectralConformal
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Spectral Conformal Map. | Parameterization/DynamicMeshUVEditor.h | |
void SetTriangleUVsFromPlanarProjection
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame. | Parameterization/DynamicMeshUVEditor.h | |
void SetTriangleUVsFromProjection
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame. | Parameterization/DynamicMeshUVEditor.h | |
void SwitchActiveLayer
(
int32 UVLayerIndex |
Switch to new layer | Parameterization/DynamicMeshUVEditor.h | |
void TransferTriangleUVsFromMeshViaDirectionProjection
(
TArrayView< const int32 > Triangles, |
Transfer UVs from a source mesh by projecting along the specified direction | Parameterization/DynamicMeshUVEditor.h | |
void TransformUVElements
(
const TArray< int32 >& ElementIDs, |
Apply arbitrary transform to UV elements | Parameterization/DynamicMeshUVEditor.h | |
| Pack specific UVs triangles into the specific unit rectangle at the specified index | Parameterization/DynamicMeshUVEditor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static double DetermineAreaFromUVs
(
const FDynamicMeshUVOverlay& UVOverlay, |
Compute the occupied 2D area for the UVs for the specified triangles and channel. | Parameterization/DynamicMeshUVEditor.h | |
static bool EstimateGeodesicCenterFrameVertex
(
const FDynamicMesh3& Mesh, |
Compute geodesic center of given Mesh triangles (assumes they are connected) | Parameterization/DynamicMeshUVEditor.h | |
static bool EstimateGeodesicCenterFrameVertex
(
const FDynamicMesh3& Mesh, |
Utility functions that could maybe go elsewhere but are mainly useful in parameterization context Compute geodesic center of given Mesh | Parameterization/DynamicMeshUVEditor.h | |
static void TransformTriangleSelectionUVs
(
FDynamicMeshUVOverlay& UVOverlay, |
Transform UVs of the specified triangles | Parameterization/DynamicMeshUVEditor.h |