Navigation
API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UGeometryScriptLibrary_MeshNormalsFunctions
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshNormalsFunctions.h |
| Include | #include "GeometryScript/MeshNormalsFunctions.h" |
Syntax
UCLASS&40;Meta&61;&40;ScriptName&61;"GeometryScript_Normals"&41;&41;
class UGeometryScriptLibrary_MeshNormalsFunctions : public UBlueprintFunctionLibrary
Functions
| Type | Name | Description | |
|---|---|---|---|
| UDynamicMesh * | AutoRepairNormals
(
UDynamicMesh* TargetMesh, |
Attempt to repair inconsistent normals in TargetMesh. | |
| UDynamicMesh * | ComputeSplitNormals
(
UDynamicMesh* TargetMesh, |
Recompute hard edges / split-normals for TargetMesh based on the provided SplitOptions, and then recompute the new shared triangle-vertex normals using the given CalculateOptions. | |
| UDynamicMesh * | ComputeTangents
(
UDynamicMesh* TargetMesh, |
Recompute Tangents for the TargetMesh, using the method and settings specified by FGeometryScriptTangentsOptions | |
| UDynamicMesh * | DiscardTangents
(
UDynamicMesh* TargetMesh, |
Remove any existing Tangents Attribute Layer from the TargetMesh | |
| UDynamicMesh * | FlipNormals
(
UDynamicMesh* TargetMesh, |
Flip/Invert the normal vectors of TargetMesh by multiplying them by -1, as well as reversing the mesh triangle orientations, ie triangle (a,b,c) becomes (b,a,c) | |
| UDynamicMesh * | GetMeshHasTangents
(
UDynamicMesh* TargetMesh, |
Check if the TargetMesh has a Tangents Attribute Layer enabled | |
| UDynamicMesh * | GetMeshPerVertexNormals
(
UDynamicMesh* TargetMesh, |
Get a list of single normal vectors for each mesh vertex in the TargetMesh, derived from the Normals Overlay. | |
| UDynamicMesh * | GetMeshPerVertexTangents
(
UDynamicMesh* TargetMesh, |
Get a list of single tangent vectors for each mesh vertex in the TargetMesh, derived from the Tangents Overlays. | |
| UDynamicMesh * | RecomputeNormals
(
UDynamicMesh* TargetMesh, |
Recompute the normals of TargetMesh using the given CalculateOptions. | |
| UDynamicMesh * | RecomputeNormalsForMeshSelection
(
UDynamicMesh* TargetMesh, |
Recompute the normals of TargetMesh on all the triangles/vertices of the given Selection using the given CalculateOptions. | |
| UDynamicMesh * | SetMeshPerVertexNormals
(
UDynamicMesh* TargetMesh, |
Set all normals in the TargetMesh Normals Overlay to the specified per-vertex normals | |
| UDynamicMesh * | SetMeshPerVertexTangents
(
UDynamicMesh* TargetMesh, |
Set all tangents in the TargetMesh Tangents Overlays to the specified per-vertex tangents | |
| UDynamicMesh * | SetMeshTriangleNormals
(
UDynamicMesh* TargetMesh, |
Set the triangle-vertex normals for the given TriangleID on the TargetMesh. | |
| UDynamicMesh * | SetPerFaceNormals
(
UDynamicMesh* TargetMesh, |
Recompute the normals of TargetMesh by setting the normals of each triangle vertex to the triangle/face normal. | |
| UDynamicMesh * | SetPerVertexNormals
(
UDynamicMesh* TargetMesh, |
Recompute the normals of TargetMesh by averaging the triangle/face normals around each vertex, using combined area and angle weighting. | |
| UDynamicMesh * | UpdateVertexNormal
(
UDynamicMesh* TargetMesh, |
Update the Normals and/or Tangents at VertexID of TargetMesh. |