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FPatchBasedMeshUVGenerator is an automatic UV generator for a triangle mesh that, generally, works by first decomposing the mesh into small patches for which a "known good" parameterization can be computed, and then incrementally merging those patches into larger ones to create final UV islands.
The various steps of the generator can be called independently, eg if one already has a patch decomposition, then the initial steps can be skipped
| Name | FPatchBasedMeshUVGenerator |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Parameterization/PatchBasedMeshUVGenerator.h |
| Include Path | #include "Parameterization/PatchBasedMeshUVGenerator.h" |
Syntax
class FPatchBasedMeshUVGenerator
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAutoAlignPatches | bool | Packing parameters (used in AutoComputeUVs) | Parameterization/PatchBasedMeshUVGenerator.h | |
| bAutoPack | bool | Parameterization/PatchBasedMeshUVGenerator.h | ||
| bNormalWeightedPatches | bool | Parameterization/PatchBasedMeshUVGenerator.h | ||
| CompactnessThreshold | double | Parameterization/PatchBasedMeshUVGenerator.h | ||
| GroupConstraint | FPolygroupSet * | If this is set, then the output patches will respect the borders of the input polygroups, eg as if they were disconnected components. | Parameterization/PatchBasedMeshUVGenerator.h | |
| MaxNormalDeviationDeg | double | Parameterization/PatchBasedMeshUVGenerator.h | ||
| MergingThreshold | double | Parameters for island merging (ComputeIslandsByRegionMerging) | Parameterization/PatchBasedMeshUVGenerator.h | |
| MinPatchSize | int32 | Parameterization/PatchBasedMeshUVGenerator.h | ||
| NormalSmoothingAlpha | double | Parameterization/PatchBasedMeshUVGenerator.h | ||
| NormalSmoothingRounds | int32 | ExpMap parameters (ComputeUVsFromTriangleSets) | Parameterization/PatchBasedMeshUVGenerator.h | |
| PackingGutterWidth | float | Parameterization/PatchBasedMeshUVGenerator.h | ||
| PackingTextureResolution | int32 | Parameterization/PatchBasedMeshUVGenerator.h | ||
| PatchNormalWeight | double | Parameterization/PatchBasedMeshUVGenerator.h | ||
| TargetPatchCount | int32 | Parameters for patch generation (ComputeInitialMeshPatches) | Parameterization/PatchBasedMeshUVGenerator.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGeometryResult AutoComputeUVs
(
FDynamicMesh3& TargetMesh, |
Top-level driver function, automatically computes UVs on the given TargetMesh and stores in the given TargetUVOverlay, using the steps below, based on the parameters above | Parameterization/PatchBasedMeshUVGenerator.h | |
bool ComputeInitialMeshPatches
(
FDynamicMesh3& TargetMesh, |
Compute a decomposition of TargetMesh into many small patches (driven by TargetPatchCount). | Parameterization/PatchBasedMeshUVGenerator.h | |
bool ComputeIslandsByRegionMerging
(
FDynamicMesh3& TargetMesh, |
Incrementally combine existing mesh patches into larger patches that meet the various criteria defined by the parameters above. | Parameterization/PatchBasedMeshUVGenerator.h | |
bool ComputeIslandsByRegionMerging
(
FDynamicMesh3& TargetMesh, |
Incrementally combine existing mesh patches into larger patches that meet the various criteria defined by the parameters above | Parameterization/PatchBasedMeshUVGenerator.h | |
int32 ComputeUVsFromTriangleSets
(
FDynamicMesh3& TargetMesh, |
Calculate UVs for the input mesh patches of TargetMesh and store in TargetUVOVerlay | Parameterization/PatchBasedMeshUVGenerator.h |