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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FDynamicMeshEditor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetTriangleUVsFromProjection
(
const TArray< int32 >& Triangles, |
Project triangles onto a plane defined by the ProjectionFrame and use that to create/set new shared per-triangle UVs. | DynamicMeshEditor.h | |
void SetTriangleUVsFromProjection
(
const TArray< int >& Triangles, |
Project triangles onto a plane defined by the ProjectionFrame and use that to create/set new shared per-triangle UVs. | DynamicMeshEditor.h |
SetTriangleUVsFromProjection(const TArray< int32 > &, const FFrame3d &, float, const FVector2f &, bool, int32)
Description
Project triangles onto a plane defined by the ProjectionFrame and use that to create/set new shared per-triangle UVs. UVs can be translated so that their bbox min-corner is at origin, and scaled by given scale factor This is an older function signature that forwards to the more specific one.
| Name | SetTriangleUVsFromProjection |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
void SetTriangleUVsFromProjection
(
const TArray < int32 > & Triangles,
const FFrame3d & ProjectionFrame,
float UVScaleFactor,
const FVector2f & UVTranslation,
bool bShiftToOrigin,
int32 UVLayerIndex
)
Parameters
| Name | Remarks |
|---|---|
| Triangles | TArray of triangle IDs |
| ProjectFrame | vertices are projected into XY axes of this frame |
| UVScaleFactor | UVs are scaled by this uniform scale factor |
| UVTranslation | UVs are translated after scaling |
| bShiftToOrigin | Whether to translate the UV coordinates to make their bounding box min corner be (0,0) before applying UVTranslation |
| UVLayerIndex | which UV layer to operate on (must exist) |
SetTriangleUVsFromProjection(const TArray< int > &, const FFrame3d &, const FVector2f &, const FVector2f &, int, bool, bool)
Description
Project triangles onto a plane defined by the ProjectionFrame and use that to create/set new shared per-triangle UVs.
| Name | SetTriangleUVsFromProjection |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMeshEditor.cpp |
void SetTriangleUVsFromProjection
(
const TArray < int > & Triangles,
const FFrame3d & ProjectionFrame,
const FVector2f & UVScale,
const FVector2f & UVTranslation,
int UVLayerIndex,
bool bShiftToOrigin,
bool bNormalizeBeforeScaling
)
Parameters
| Name | Remarks |
|---|---|
| Triangles | TArray of triangle IDs |
| ProjectFrame | Vertices are projected into XY axes of this frame |
| UVScaleFactor | UVs are scaled by these factors |
| UVTranslation | UVs are translated after scaling by these amounts |
| UVLayerIndex | Which UV layer to operate on (must exist) |
| bShiftToOrigin | Whether to translate the UV coordinates to make their bounding box min corner be (0,0) before applying UVTranslation |
| bNormalizeBeforeScaling | Whether to place the UV coordinates into the range [0,1] before applying UVScaleFactor and UVTranslation |