unreal-modeling-uv
DesignGeometryScript UV 操作。当用户要求生成、投影、布局、变换 UV 或进行 UV 相关处理时使用。
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建模 — UV
前置条件:先阅读 unreal-modeling。
库
CDO:/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshUVFunctions
TargetMesh 为 UDynamicMesh* 路径字符串。UVSetIndex(别名 UVChannel)为 int,通常 0。Debug 省略。需要 FGeometryScriptMeshSelection 的函数,用 MeshOperationLibrary 桥接(见 unreal-modeling)。
主要函数
UV 通道管理
| 函数 | 关键参数 | 说明 |
|---|---|---|
SetNumUVSets | TargetMesh, NumUVSets | 设置 UV 通道数量 |
ClearUVChannel | TargetMesh, UVChannel | 清空指定 UV 通道 |
CopyUVSet | TargetMesh, FromUVSet, ToUVSet | 复制 UV 通道 |
UV 自动生成
| 函数 | 关键参数 | 说明 |
|---|---|---|
AutoGenerateXAtlasMeshUVs | TargetMesh, UVSetIndex, Options | XAtlas 自动展开(推荐通用方案) |
AutoGeneratePatchBuilderMeshUVs | TargetMesh, UVSetIndex, Options | PatchBuilder 自动展开(更多控制) |
RecomputeMeshUVs | TargetMesh, UVSetIndex, Options, Selection | 基于已有岛或 Polygroup 重新计算 UV |
UV 投影
| 函数 | 关键参数 | 说明 |
|---|---|---|
SetMeshUVsFromPlanarProjection | TargetMesh, UVSetIndex, PlaneTransform, Selection | 平面投影。PlaneTransform 的 Scale 定义映射到 1 UV 的世界尺寸 |
SetMeshUVsFromBoxProjection | TargetMesh, UVSetIndex, BoxTransform, Selection, MinIslandTriCount | 盒体投影 |
SetMeshUVsFromCylinderProjection | TargetMesh, UVSetIndex, CylinderTransform, Selection, SplitAngle | 圆柱投影 |
UV 布局与打包
| 函数 | 关键参数 | 说明 |
|---|---|---|
RepackMeshUVs | TargetMesh, UVSetIndex, RepackOptions | 重新打包 UV 岛 |
LayoutMeshUVs | TargetMesh, UVSetIndex, LayoutOptions, Selection | 布局 UV(支持多种模式) |
ApplyTexelDensityUVScaling | TargetMesh, UVSetIndex, Options, Selection | 按纹素密度缩放 UV |
UV 变换
| 函数 | 关键参数 | 说明 |
|---|---|---|
TranslateMeshUVs | TargetMesh, UVSetIndex, Translation, Selection | 平移 UV |
ScaleMeshUVs | TargetMesh, UVSetIndex, Scale, ScaleOrigin, Selection | 缩放 UV |
RotateMeshUVs | TargetMesh, UVSetIndex, RotationAngle, RotationOrigin, Selection | 旋转 UV(角度制) |
UV 查询
| 函数 | 关键参数 | 说明 |
|---|---|---|
GetMeshUVSizeInfo | TargetMesh, UVSetIndex, Selection | 返回 3D 面积、UV 面积、3D 包围盒、UV 包围盒等 |
GetMeshPerVertexUVs | TargetMesh, UVSetIndex | 获取每顶点 UV 列表 |
UV 传输
| 函数 | 关键参数 | 说明 |
|---|---|---|
TransferMeshUVsByProjection | TargetMesh, TargetUVChannel, TargetSelection, TargetTransform, SourceMesh, SourceMeshOptionalBVH, SourceUVChannel, SourceSelection, SourceTransform, Settings, ProjectionDirection | 通过投影从源 mesh 传输 UV |
SetUVSeamsAlongSelectedEdges | TargetMesh, UVChannel, Selection, bInsertSeams | 沿选中边设置/移除 UV 接缝 |
UV 底层操作
| 函数 | 关键参数 | 说明 |
|---|---|---|
SetMeshTriangleUVs | TargetMesh, UVSetIndex, TriangleID, UVs | 设置单个三角形的 UV |
AddUVElementToMesh | TargetMesh, UVSetIndex, NewUVPosition | 添加 UV 元素 |
SetMeshUVElementPosition | TargetMesh, UVSetIndex, ElementID, NewUVPosition | 设置 UV 元素位置 |
CopyMeshUVLayerToMesh | CopyFromMesh, UVSetIndex, CopyToUVMesh | 将 UV 通道导出为独立 mesh |
CopyMeshToMeshUVLayer | CopyFromUVMesh, ToUVSetIndex, CopyToMesh | 将 mesh 写回 UV 通道 |
结构体与枚举
FGeometryScriptRecomputeUVsOptions
| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
Method | EGeometryScriptUVFlattenMethod | SpectralConformal | 展平算法 |
IslandSource | EGeometryScriptUVIslandSource | UVIslands | 岛来源 |
ExpMapOptions | struct | — | ExpMap 专用选项 |
SpectralConformalOptions | struct | — | SpectralConformal 专用选项 |
GroupLayer | FGeometryScriptGroupLayer | 默认层 | Polygroup 层(当 IslandSource=PolyGroups 时) |
bAutoAlignIslandsWithAxes | bool | true | 自动对齐岛到坐标轴 |
EGeometryScriptUVFlattenMethod
| 值 | 说明 |
|---|---|
ExpMap | 指数映射 |
Conformal | 保角映射 |
SpectralConformal | 谱保角映射(推荐) |
EGeometryScriptUVIslandSource
| 值 | 说明 |
|---|---|
PolyGroups | 按 Polygroup 分岛 |
UVIslands | 按已有 UV 岛分岛 |
FGeometryScriptXAtlasOptions
| 字段 | 类型 | 默认值 |
|---|---|---|
MaxIterations | int | 2 |
FGeometryScriptPatchBuilderOptions
| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
InitialPatchCount | int | 100 | 初始 patch 数量 |
MinPatchSize | int | 2 | 最小 patch 大小 |
PatchCurvatureAlignmentWeight | float | 1.0 | 曲率对齐权重 |
PatchMergingMetricThresh | float | 1.5 | 合并度量阈值 |
PatchMergingAngleThresh | float | 45.0 | 合并角度阈值 |
bRespectInputGroups | bool | false | 尊重输入 Polygroup |
bAutoPack | bool | true | 自动打包 |
PackingOptions | FGeometryScriptRepackUVsOptions | — | 打包选项 |
FGeometryScriptRepackUVsOptions
| 字段 | 类型 | 默认值 |
|---|---|---|
TargetImageWidth | int | 512 |
bOptimizeIslandRotation | bool | true |
FGeometryScriptLayoutUVsOptions
| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
LayoutType | EGeometryScriptUVLayoutType | Repack | 布局类型 |
TextureResolution | int | 1024 | 纹理分辨率 |
Scale | float | 1 | 打包后缩放 |
Translation | FVector2D | (0,0) | 打包后平移 |
bPreserveScale | bool | false | 保留岛缩放 |
bPreserveRotation | bool | false | 保留岛旋转 |
bAllowFlips | bool | false | 允许翻转 |
EGeometryScriptUVLayoutType
| 值 | 说明 |
|---|---|
Transform | 应用 Scale/Translation |
Stack | 每个岛独立缩放到单位正方形 |
Repack | 集体打包到单位正方形(无重叠) |
Normalize | 归一化纹素密度 |
JSON 示例
XAtlas 自动展开:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshUVFunctions","function":"AutoGenerateXAtlasMeshUVs","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","UVSetIndex":0,"Options":{"MaxIterations":2}}}
盒体投影:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshUVFunctions","function":"SetMeshUVsFromBoxProjection","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","UVSetIndex":0,"BoxTransform":{"Rotation":{"X":0,"Y":0,"Z":0,"W":1},"Translation":{"X":0,"Y":0,"Z":0},"Scale3D":{"X":100,"Y":100,"Z":100}},"Selection":{},"MinIslandTriCount":2}}
重新计算 UV(SpectralConformal):
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshUVFunctions","function":"RecomputeMeshUVs","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","UVSetIndex":0,"Options":{"Method":"SpectralConformal","IslandSource":"UVIslands","bAutoAlignIslandsWithAxes":true},"Selection":{}}}
发现
对 CDO 路径调用 DescribeObject 可查看完整函数列表和参数签名。