TempUVHandle Struct Reference

#include <c4d_painter.h>

公共成员函数

Int32   GetMode ()
const 向量 GetPoint ()
const CPolygon GetPoly ()
BaseSelect GetPolySel ()
BaseSelect GetPolyHid ()
BaseSelect GetUVPointSel ()
EdgeBaseSelect GetUVEdgeSel ()
maxon::Block < Int32 GetUVIslands ()
Int32   GetPointCount ()
Int32   GetPolyCount ()
BaseObject GetBaseObject ()
Bool   IsEditable ()
UVWStruct GetUVW ()
Bool   SetUVW ( UVWStruct *uv)
Bool   SetUVWFromTextureView ( UVWStruct *uvw, Bool ignoreHidden, Bool ignoreUnselected, Bool autoSelectAll, Bool registerUndo=true)
Bool   SetUVPointSelectionFromTextureView (const BaseSelect *uvPointSelection, Bool bleedSelection)

私有成员函数

  TempUVHandle ()
  ~TempUVHandle ()

构造函数 & 析构函数文档编制

◆  TempUVHandle()

TempUVHandle () private

◆  ~TempUVHandle()

~ TempUVHandle () private

成员函数文档编制

◆  GetMode()

Int32 GetMode ( )

Retrieves the current UV editor mode.

返回
The mode: EditorModes

◆  GetPoint()

const 向量 * GetPoint ( )

Retrieves the start of the read-only points array.

返回
The pointer to the points array.

◆  GetPoly()

const CPolygon * GetPoly ( )

Retrieves the start of the read-only polygons array.

返回
The pointer to the polygons array.

◆  GetPolySel()

BaseSelect * GetPolySel ( )

Retrieves the selected polygons.

返回
The polygons selection.

◆  GetPolyHid()

BaseSelect * GetPolyHid ( )

Retrieves the hidden polygons.

返回
The hidden polygons selection.

◆  GetUVPointSel()

BaseSelect * GetUVPointSel ( )

Retrieves the selected UV points.
The points are indexed by 4 * polygon + point where polygon is the polygon index and point is the point index between 0 and 3 (a, b, c, d).

返回
The UV points selection.

◆  GetUVEdgeSel()

EdgeBaseSelect * GetUVEdgeSel ( )

Retrieves the selected edges.

返回
The edge selection.

◆  GetUVIslands()

maxon::Block < Int32 > GetUVIslands ( )

Retrieves a list of UV island indexes to which each UV polygon belongs. A UV polygon can only belong to one UV island.

返回
The UV island per UV polygon array.

◆  GetPointCount()

Int32 GetPointCount ( )

Retrieves the point count.

返回
The point count.

◆  GetPolyCount()

Int32 GetPolyCount ( )

Retrieves the polygon count.

返回
The polygon count.

◆  GetBaseObject()

BaseObject * GetBaseObject ( )

Retrieves the object of the UV set.

返回
The object of the UV set.

◆  IsEditable()

Bool IsEditable ( )

Checks if UVs are editable or not. Polygon objects have editable UVs, object generators usually not.

返回
true if UVs are editable, otherwise false .

◆  GetUVW()

UVWStruct * GetUVW ( )

Retrieves the UV array.

返回
The pointer to the UV array.

◆  SetUVW()

Bool SetUVW ( UVWStruct uv )

Applies changes of the UV set to the object.

参数
[in] uv The pointer to the changed UV array.
返回
true if successful, otherwise false .

◆  SetUVWFromTextureView()

Bool SetUVWFromTextureView ( UVWStruct uvw ,
Bool   ignoreHidden ,
Bool   ignoreUnselected ,
Bool   autoSelectAll ,
Bool   registerUndo = true  
)

Applies changes of the UV set to the object, optionally using the components in the last active Texture View instance.

参数
[in] uvw The pointer to the changed UV array.
[in] ignoreHidden true , do not affect the UV coordinates of UV Polygons or UV Points of hidden polygons.
[in] ignoreUnselected true , do not affect the UV coordinates of UV Polygons, or UV Points (depending on the current mode) that are unselected in the Texture View.
[in] autoSelectAll true , automatically selects all UV Polygons, or UV Points (depending on the current mode).
[in] registerUndo true , an undo is added for the operation. Since R16
返回
true if successful, otherwise false .

◆  SetUVPointSelectionFromTextureView()

Bool SetUVPointSelectionFromTextureView ( const BaseSelect uvPointSelection ,
Bool   bleedSelection  
)

Sets the UV Point selection. The points have to be indexed as follows: 4 * polygon + point where polygon is the polygon index and point is the point index between 0 and 3 (a, b, c, d).

参数
[in] uvPointSelection The pointer to the new UV Point selection.
[in] bleedSelection If true, ensures that if one UV point is selected, all UV points having the same coordinates are selected as well. If false it doesn't check, which is faster.
返回
true if successful, otherwise false .