WrapTextureTransfer
WrapTextureTransfer allows a parent Decal to be wrapped around its parent MeshPart based on the cage of its WrapTarget.
| Memory category | Instances |
|---|
Member index 4
Description
WrapTextureTransfer provides an alternative projection mode for Decal where this Decal is fit to the parent MeshPart based on it's CageMesh provided in WrapTarget.
This is useful as it allows fitting of Decals to a wide variety of differently shaped MeshParts that share a similar WrapTarget CageMesh topology. By authoring textures that are in the WrapTarget UV space, these textures can be reused across many different MeshParts with different texture layouts.
- DataModel Structure
A way to visualize how this works is to imagine the Decals textures on the WrapTarget CageMesh, which is wrapped around the MeshPart. These textures are then projected from the CageMesh onto the MeshPart surface. Geometry that is internal to the MeshPart, or that is not covered by the CageMesh, will not receive any projected decal textures. Segmented regions of the target MeshPart are used to improve projection quality near holes or boundaries in the CageMesh.
History 7
- 740 Add PrepareProjectionMeshDataAsync
- 713 Change Tags of WrapTextureTransfer from [NotBrowsable] to []
- 693 Change Tags of WrapTextureTransfer from [] to [NotBrowsable]
- 691 Add UVMinBound
- 691 Add UVMaxBound
- 691 Add ReferenceCageMeshContent
- 686 Add WrapTextureTransfer
Members 4
PrepareProjectionMeshDataAsync
| Parameters (0) | ||
|---|---|---|
| No parameters. | ||
| Returns (1) | ||
| null | ||
Prepares this WrapTextureTransfer for use as the
projectionSource in EditableImage:DrawImageProjected() and
EditableImage:SampleImageProjected(). This method takes no
parameters, yields until preparation completes, and returns no value.
This allows projected texture editing, such as painting makeup on a player's current head, without creating an EditableMesh from the target asset or requiring permission to create one. The prepared data is cached internally; it is not returned to scripts and cannot be inspected, converted to Content, or published.
The WrapTextureTransfer must be parented to a Decal whose parent is a MeshPart with mesh content and a valid WrapTarget child. This hierarchy must be in the data model. Configure WrapTextureTransfer.ReferenceCageMeshContent, WrapTextureTransfer.UVMinBound, and WrapTextureTransfer.UVMaxBound as needed before calling this method.
The prepared data combines the target mesh's positions, normals, and triangle connectivity within the region covered by the transfer with the transferred UVs computed from the current cage configuration and UV bounds. The geometry is scaled to match the target MeshPart's current BasePart.Size. Projection positions and directions use the target MeshPart's local space.
Preparation is reused across projected image operations while the data remains valid. Changes to the target mesh or its size, cage configuration, UV bounds, or hierarchy invalidate the cached data. Call this method again after such a change. Both projection methods raise an error if preparation has not completed successfully or the cached data has been invalidated. Passing an EditableMesh to those methods does not require this preparation.
Use pcall() to handle preparation errors, including invalid hierarchy,
unavailable mesh or cage data, failed UV transfer, or inputs changing
during preparation. Only perform projected image operations after the call
succeeds.
For example, with the head, decal, images, reference cage content, UV bounds, and brush configurations already defined:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | |
| Thread safety | Unsafe |
|---|
History 1
ReferenceCageMeshContent
| Type | Default | |
|---|---|---|
| Content | ||
The reference cage mesh is the cage mesh that the texture was authored
for. This target cage mesh defined in WrapTarget is pruned against
this ReferenceCageMeshContent. If the target cage mesh contains vertices
or faces that are not present in the reference cage mesh, these vertices
and faces are removed from the target cage mesh before performing the
texture transfer. If there are no shared UVs between
ReferenceCageMeshContent and cage mesh defined in WrapTarget,
the texture transfer fails.
When not defined, the cage in WrapTarget in ancestor MeshPart is used for transfer without any pruning or validation.
| Thread safety | ReadSafe |
|---|---|
| Category | Appearance |
| Loaded/Saved | true |
History 1
UVMaxBound
| Type | Default | |
|---|---|---|
| Vector2 | -INF, -INF | |
Determines the maximum bound of the UV space to include in the transfer. Areas of the cage mesh with UV values greater than the maximum bound aren't included when applying the texture.
The Decal textures apply to the parent MeshPart with the textures scaling linearly between UVMinBound and UVMaxBound.
When set to default -inf, the maximum UV value is used from WrapTarget's cage.
| Thread safety | ReadSafe |
|---|---|
| Category | Appearance |
| Loaded/Saved | true |
History 1
- 691 Add UVMaxBound
UVMinBound
| Type | Default | |
|---|---|---|
| Vector2 | INF, INF | |
Determines the minimum bound of the UV space to include in the transfer. Areas of the cage mesh with UV values smaller than the minimum bound aren't included when applying the texture.
The Decal textures apply to the parent MeshPart with the textures scaling linearly between UVMinBound and UVMaxBound.
When set to default inf, uses the minimum UV value from WrapTarget's cage.
| Thread safety | ReadSafe |
|---|---|
| Category | Appearance |
| Loaded/Saved | true |
History 1
- 691 Add UVMinBound