TempUVHandle Struct Reference

#include <c4d_painter.h>

Public Member Functions

Int32 GetMode ()
 
const VectorGetPoint ()
 
const CPolygonGetPoly ()
 
BaseSelectGetPolySel ()
 
BaseSelectGetPolyHid ()
 
BaseSelectGetUVPointSel ()
 
EdgeBaseSelectGetUVEdgeSel ()
 
maxon::Block< Int32GetUVIslands ()
 
Int32 GetPointCount ()
 
Int32 GetPolyCount ()
 
BaseObjectGetBaseObject ()
 
Bool IsEditable ()
 
UVWStructGetUVW ()
 
Bool SetUVW (UVWStruct *uv)
 
Bool SetUVWFromTextureView (UVWStruct *uvw, Bool ignoreHidden, Bool ignoreUnselected, Bool autoSelectAll, Bool registerUndo=true)
 
Bool SetUVPointSelectionFromTextureView (const BaseSelect *uvPointSelection, Bool bleedSelection)
 

Private Member Functions

 TempUVHandle ()
 
 ~TempUVHandle ()
 

Constructor & Destructor Documentation

◆ TempUVHandle()

TempUVHandle ( )
private

◆ ~TempUVHandle()

~TempUVHandle ( )
private

Member Function Documentation

◆ GetMode()

Int32 GetMode ( )

Retrieves the current UV editor mode.

Returns
The mode: EditorModes

◆ GetPoint()

const Vector* GetPoint ( )

Retrieves the start of the read-only points array.

Returns
The pointer to the points array.

◆ GetPoly()

const CPolygon* GetPoly ( )

Retrieves the start of the read-only polygons array.

Returns
The pointer to the polygons array.

◆ GetPolySel()

BaseSelect* GetPolySel ( )

Retrieves the selected polygons.

Returns
The polygons selection.

◆ GetPolyHid()

BaseSelect* GetPolyHid ( )

Retrieves the hidden polygons.

Returns
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).

Returns
The UV points selection.

◆ GetUVEdgeSel()

EdgeBaseSelect* GetUVEdgeSel ( )

Retrieves the selected edges.

Returns
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.

Returns
The UV island per UV polygon array.

◆ GetPointCount()

Int32 GetPointCount ( )

Retrieves the point count.

Returns
The point count.

◆ GetPolyCount()

Int32 GetPolyCount ( )

Retrieves the polygon count.

Returns
The polygon count.

◆ GetBaseObject()

BaseObject* GetBaseObject ( )

Retrieves the object of the UV set.

Returns
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.

Returns
true if UVs are editable, otherwise false.

◆ GetUVW()

UVWStruct* GetUVW ( )

Retrieves the UV array.

Returns
The pointer to the UV array.

◆ SetUVW()

Bool SetUVW ( UVWStruct uv)

Applies changes of the UV set to the object.

Parameters
[in]uvThe pointer to the changed UV array.
Returns
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.

Parameters
[in]uvwThe pointer to the changed UV array.
[in]ignoreHiddenIf true, do not affect the UV coordinates of UV Polygons or UV Points of hidden polygons.
[in]ignoreUnselectedIf 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]autoSelectAllIf true, automatically selects all UV Polygons, or UV Points (depending on the current mode).
[in]registerUndoIf true, an undo is added for the operation. Since R16
Returns
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).

Parameters
[in]uvPointSelectionThe pointer to the new UV Point selection.
[in]bleedSelectionIf 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.
Returns
true if successful, otherwise false.