class MAGES::MeshDeformations::Editor::BakeUvsEditorWindow¶
Overview¶
Editor window that generates seamed per-wedge UVs directly from a SimulationMesh via AutoUV, bakes a new albedo from the original (pre-tetrahedralization) mesh onto that layout, and writes a .tetuv sidecar (+ _Albedo.png) beside the simulation mesh. More…
class BakeUvsEditorWindow: public EditorWindow
{
public:
// methods
static void OpenWindow();
static void OpenWindowFromAsset();
static bool ValidateOpenWindowFromAsset();
};
Detailed Documentation¶
Editor window that generates seamed per-wedge UVs directly from a SimulationMesh via AutoUV, bakes a new albedo from the original (pre-tetrahedralization) mesh onto that layout, and writes a .tetuv sidecar (+ _Albedo.png) beside the simulation mesh.
The .tetuv payload is laid out per face-corner (vc*12 + faceSlot*3 + cornerInFace, see WedgeUvLayout) so it drops straight into DynamicSoftbodyActor.tetCornerUVs. All non-UI logic lives in SimulationMeshSurface, AlbedoBaker and TetUvSidecar so it can run without opening the window.
Methods¶
static void OpenWindow()
Opens an empty Bake UVs window from the top menu.
static void OpenWindowFromAsset()
Opens the window from an asset right-click, pre-filling the sim-mesh field with the selection.
static bool ValidateOpenWindowFromAsset()
Validates the asset right-click item: only enabled when a SimulationMesh is selected.
Returns:
true when the active selection is a simulation mesh.