Files
UnrealEngine/Engine/Plugins/Experimental/GeometryFlow/Source/GeometryFlowMeshProcessing/Private/MeshProcessingNodes/MeshRepackUVsNode.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

54 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshProcessingNodes/MeshRepackUVsNode.h"
#include "Parameterization/MeshUVPacking.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshRepackUVsNode)
using namespace UE::Geometry;
using namespace UE::GeometryFlow;
void FMeshRepackUVsNode::RepackUVsForMesh(FDynamicMesh3& EditMesh, const FMeshRepackUVsSettings& Settings)
{
if ( !(EditMesh.HasAttributes() && EditMesh.Attributes()->GetUVLayer(Settings.UVLayer)) )
{
return;
}
if (EditMesh.TriangleCount() == 0)
{
return;
}
FDynamicMeshUVOverlay* UVLayer = EditMesh.Attributes()->GetUVLayer(Settings.UVLayer);
UVLayer->SplitBowties();
FDynamicMeshUVPacker Packer(UVLayer);
Packer.TextureResolution = Settings.TextureResolution;
Packer.GutterSize = Settings.GutterSize;
Packer.bAllowFlips = Settings.bAllowFlips;
bool bOK = Packer.StandardPack();
if (!ensure(bOK)) { return; }
if (Settings.UVScale != FVector2f::One() || Settings.UVTranslation != FVector2f::Zero())
{
for (int ElementID : UVLayer->ElementIndicesItr())
{
FVector2f UV = UVLayer->GetElement(ElementID);
UV.X *= Settings.UVScale.X;
UV.Y *= Settings.UVScale.Y;
UV += Settings.UVTranslation;
UVLayer->SetElement(ElementID, UV);
}
}
}