Returns a 2D rectangle around the UV face
Get the face center by weight in local space
Return all edges of the face
Returns the face key
Returns the face normal in mesh space as calculated from the vertex positions
If true, the values will be normalized.
Optionalalt_tri: booleanOn quads, if true, this will return the normal of the second tri instead of the first
Calculates which pixels the UV face occupies, and returns them as a map
Optionaltexture_space: booleanOptionalstart_offset: ArrayVector2Optionalmatrix: OccupationMatrixReturns a save copy of the face, ready for serialization
Returns the vertices of a quad in an order that creates a convex quad shape if possible. If the face has less than 4 vertices, it just returns the vertices in original order.
Get a copy for undo tracking
Get the keys of this face and all faces that are connected with it on the UV map
Inverts the direction of the face
Returns whether the face is selected
Takes a 3D coordinate in local space of the mesh, and turns it into a coordinate on the UV map using barycentric coordinates. On quads, the first triangle is used for calculation, so the coordinates on warped quads may be inaccurate.
Takes a UV coordinate and turns it into a 3D space coordinate in local space of the mesh. On quads, the first triangle is used for calculation, so the coordinates on warped quads may be inaccurate.
The vertices that make up the face, as vertex keys. The vertices go around the face counter-clockwise when looking at the front side of the face. That also means that reversing the vertex order reverses the face direction.