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Class

WrapTextureTransfer

Inherits
Instance › Object
Memory category
Instances

WrapTextureTransfer allows a parent Decal to be wrapped around its parent MeshPart based on the cage of its WrapTarget.

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.

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.

Properties 3#

ReferenceCageMeshContentContentAn optional reference mesh used for pruning and validating the target cage.ReadSafe
UVMaxBoundVector2Determines the maximum bound of the UV space to include in the transfer.ReadSafe
UVMinBoundVector2Determines the minimum bound of the UV space to include in the transfer.ReadSafe

ReferenceCageMeshContent: Content#

ReadSafe

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.

UVMaxBound: Vector2#

ReadSafe

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.

UVMinBound: Vector2#

ReadSafe

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.

Methods 1#

PrepareProjectionMeshDataAsyncPrepares and caches projection data for using this WrapTextureTransfer with projected EditableImage operations.Yields

PrepareProjectionMeshDataAsync(): ()#

Yields

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:

Luau
local projectionTransfer = Instance.new("WrapTextureTransfer")
projectionTransfer.ReferenceCageMeshContent = referenceCageContent
projectionTransfer.UVMinBound = makeupUVMin
projectionTransfer.UVMaxBound = makeupUVMax
projectionTransfer.Parent = makeupDecal
makeupDecal.Parent = playerHead

local success, errorMessage = pcall(function()
    projectionTransfer:PrepareProjectionMeshDataAsync()
end)

if not success then
    warn("Failed to prepare makeup projection: " .. tostring(errorMessage))
    return
end

makeupTexture:DrawImageProjected(projectionTransfer, projection, brushConfig)
sampledBrush:SampleImageProjected(
    projectionTransfer,
    makeupTexture,
    projection,
    sampleBrushConfig
)
Returns
  • ()

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed