HammeriteFaceUvAnchor
Core: the map. Inherits RefCounted
Three points on this face and where they land on the texture, taken before the geometry moves.
Three is exactly enough to pin an affine transform, which is what uv_transform is - so putting a texture back is solving for the transform that lands the same three points on the same three places, whatever the geometry did in between. That covers translation and scale exactly, and rotation for as long as the projection axes hold.
Properties
| Type | Name | Default |
|---|---|---|
Vector3[] | points | |
Vector2[] | uvs |
Methods
| Returns | Method |
|---|---|
bool | is_valid() |
Property descriptions
points
var points: Vector3[]
Three points on the face, in map space, before the move.
uvs
var uvs: Vector2[]
Where each of points landed on the texture, HammeriteFace.uv_transform included.
Method descriptions
is_valid()
func is_valid() -> bool
Whether it holds the three points and three UVs HammeriteFace.apply_uv_anchor() needs.