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Refactored existing LSCM/DNCP UV unwrapping since a lot of code is shared with the Spectral method. #rb david.hill #rb nathan.mitchell #jira None #preflight 62433f4de434babd8ad4ca34 [CL 19547023 by rinat abdrashitov in ue5-main branch]
30 lines
934 B
C++
30 lines
934 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Templates/UniquePtr.h"
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#include "Solvers/ConstrainedMeshSolver.h"
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#include "DynamicMesh/DynamicMesh3.h"
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namespace UE
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{
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namespace MeshDeformation
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{
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using namespace UE::Geometry;
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/**
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* Create solver for the Least Squares Conformal UV Parameterization for this mesh.
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* @warning Assumption is that mesh is a single connected component.
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*/
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TUniquePtr<UE::Solvers::IConstrainedMeshUVSolver> DYNAMICMESH_API ConstructNaturalConformalParamSolver(const FDynamicMesh3& DynamicMesh);
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/**
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* Create solver for the Spectral Conformal UV Parameterization for this mesh.
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* @warning Assumption is that mesh is a single connected component.
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*/
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TUniquePtr<UE::Solvers::IConstrainedMeshUVSolver> DYNAMICMESH_API ConstructSpectralConformalParamSolver(const FDynamicMesh3& DynamicMesh, bool bPreserveIrregularity);
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}
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}
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