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Description
Compute the total UVLength/MeshLength ratio along the given VertexPath. Other 3D lengths can then be scaled to comparable UV-space lengths by multiplying by this value. Edges must exist between the vertices along the path, and loops are not considered. Each UV edge for a 3D edge is considered, ie if a 3D edge corresponds to 2 UV edges, both are counted, and if the 3D edge has no UV edges, it is skipped.
| Name | UE::Geometry::ComputeAverageUVScaleRatioAlongVertexPath |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/PolyEditingUVUtil.h |
| Include Path | #include "Operations/PolyEditingUVUtil.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Operations/PolyEditingUVUtil.cpp |
namespace UE
{
namespace Geometry
{
double UE::Geometry::ComputeAverageUVScaleRatioAlongVertexPath
(
const FDynamicMesh3 & Mesh,
const FDynamicMeshUVOverlay & UVOverlay,
const TArray < int32 > & VertexPath,
double * PathLengthOut,
double * UVPathLengthOut
)
}
}
UVPathLength / PathLength, or 1.0 if no valid UV edges along the path existed
Parameters
| Name | Remarks |
|---|---|
| VertexPath | list of vertices which are connected by edges |
| PathLengthOut | optional output param for sum of 3D edge lengths along path (arc length) |
| UVPathLengthOut | optional output param for sum of UV edge lengths along path |