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API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/Parameterization
References
| Module | DynamicMesh |
| Header | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Parameterization/DynamicMeshUVEditor.h |
| Include | #include "Parameterization/DynamicMeshUVEditor.h" |
Syntax
class FDynamicMeshUVEditor
Remarks
FDynamicMeshUVEditor implements various UV overlay editing operations.
Constructors
| Type | Name | Description | |
|---|---|---|---|
FDynamicMeshUVEditor
(
FDynamicMesh3* MeshIn, |
Construct UV Editor for a UV Overlay of the given Mesh. | ||
FDynamicMeshUVEditor
(
FDynamicMesh3* MeshIn, |
Construct UV Editor for a UV Overlay of the given Mesh. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | AddUVLayer () |
Append new UV layer to the end of the array, returning the newly added index, or -1 if at max layers already | |
| 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. | |
| bool | CopyUVLayer
(
FDynamicMeshUVOverlay* FromUVOverlay |
Copy UVs from another overlay | |
| bool | CreateSeamsAtEdges
(
const TSet< int32 >& EidsToMakeIntoSeams, |
Cut existing UV topology with a set of edges. | |
| void | CreateUVLayer
(
int32 UVLayerIndex |
Create specified UVLayer if it does not exist | |
| double | DetermineAreaFromUVs
(
const FDynamicMeshUVOverlay& UVOverlay, |
Compute the occupied 2D area for the UVs for the specified triangles and channel. | |
| bool | EstimateGeodesicCenterFrameVertex
(
const FDynamicMesh3& Mesh, |
Compute geodesic center of given Mesh triangles (assumes they are connected) | |
| 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 | |
| const FDynamicMesh3 * | GetMesh () |
||
| FDynamicMesh3 * | GetMesh () |
||
| FDynamicMeshUVOverlay * | GetOverlay () |
||
| const FDynamicMeshUVOverlay * | GetOverlay () |
||
| bool | QuickPack
(
int32 TargetTextureResolution, |
Pack UVs into unit rectangle | |
| 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. | |
| int32 | Remove active layer, setting active layer to highest, preceeding layer. | ||
| void | Clear UVs for given triangles on active layer | ||
| void | ResetUVs () |
Clear UVs for all triangles on active layer | |
| 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. | |
| bool | ScaleUVAreaToBoundingBox
(
const TArray< int32 >& Triangles, |
Scale UVs of the given triangles to fit within the provided provided bounding box. | |
| void | SetPerTriangleUVs
(
const TArray< int32 >& Triangles, |
Create new UV island for each Triangle, by planar projection onto plane of Triangle. | |
| void | SetPerTriangleUVs
(
double ScaleFactor, |
Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame. | |
| void | SetTriangleUVsFromBoxProjection
(
const TArray< int32 >& Triangles, |
Set UVs by box projection. | |
| void | SetTriangleUVsFromCylinderProjection
(
const TArray< int32 >& Triangles, |
Set UVs by cylinder projection. | |
| bool | SetTriangleUVsFromExpMap
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Discrete Exponential Map. | |
| bool | SetTriangleUVsFromExpMap
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Discrete Exponential Map. | |
| 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) | |
| 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) | |
| bool | SetTriangleUVsFromFreeBoundarySpectralConformal
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs for that island using Spectral Conformal Map. | |
| void | SetTriangleUVsFromPlanarProjection
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame. | |
| void | SetTriangleUVsFromProjection
(
const TArray< int32 >& Triangles, |
Create new UV island for given Triangles, and set UVs by planar projection to ProjectionFrame. | |
| void | SwitchActiveLayer
(
int32 UVLayerIndex |
Switch to new layer | |
| void | TransformUVElements
(
const TArray< int32 >& ElementIDs, |
Apply arbitrary transform to UV elements | |
| bool | Pack specific UVs triangles into the specific unit rectangle at the specified index |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FExpMapOptions | FExpMapOptions provides additional control over ExpMap UV generation below |