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Arrow Mesh is a procedural [[Type:IAsset`1|Asset]] mesh that generates a cylinder with a cone on the end. Like a 3d arrow. The Arrow Mesh allows for vertex color customization, as well as defining a shape and a direction, aka a Vector. | |||
{{Infobox Component | {{Infobox Component | ||
|Image=ArrowMeshComponent.png | |Image=ArrowMeshComponent.png | ||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|OverrideBoundingBox|Bool| | |OverrideBoundingBox|Bool| {{Template:Override Bounding Box}} | ||
|OverridenBoundingBox|BoundingBox| | |OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}} | ||
|Profile|ColorProfile| | |Profile|ColorProfile| the color profile for the vertex colors of this mesh. | ||
|Vector|Float3| | |Vector|Float3| the direction in local space of the mesh render rendering this arrow that the arrow should point towards. Also defines the length. For more information on Local Space, see [[Coordinate Spaces]] | ||
|Sides|Int| | |Sides|Int| how many sides the cone and cylinder of this arrow should have. | ||
|BodyRadius|Float| Determines the thickness of the base under the arrow. | |BodyRadius|Float| Determines the thickness of the base under the arrow. | ||
|HeadRadius|Float| Determines the | |HeadRadius|Float| Determines the radius of the arrows head's base. | ||
|HeadLength|Float| Determines the length of the arrow's head. | |HeadLength|Float| Determines the length of the arrow's head. | ||
|MinimalBodyLength|Float| Determines the arrow's length. | |MinimalBodyLength|Float| Determines the arrow's length at minimum. In case the provided <code>Vector</code>'s magnitude is less than this number. | ||
|SphereOnZero|Bool| | |SphereOnZero|Bool| whether the arrow should render as a sphere instead when the <code>Vector</code> is (0,0,0) | ||
|BodyUVScale|Float2| | |BodyUVScale|Float2| the scale multipler of the uvs on the cylinder body. Uvs of the cylinder is the same as a procedural cylinder. | ||
|BodyUVOffset|Float2| | |BodyUVOffset|Float2| the shifted offset of the uvs for the cylinder body in 2d space | ||
|HeadUVScale|Float2| | |HeadUVScale|Float2| the scale multiplier of the uvs on the cone head. Uv of the cone is the same as a procedural cone. | ||
|HeadUVOffset|Float2| | |HeadUVOffset|Float2| the shifted offset of the uvs for the cone head in 2d space | ||
|BaseColor|ColorX| | |BaseColor|ColorX| Color of the vertices of the bottom edge of the arrow. | ||
|TopColor|ColorX| | |TopColor|ColorX| Color of the vertices of the top edge of the arrow. | ||
|HeadColor|ColorX| | |HeadColor|ColorX| Color of the vertices of the head of the arrow. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
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== Examples == | == Examples == | ||
Can be used to determine the direction an object is traveling. The vector can be driven using flux and is useful for debugging in cases where the [[ProtoFlux:Debug Vector|Debug Vector Flux Node]] is not very practical. | |||
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The arrow mesh is also used in Gizmos to draw the 3 arrow axes in the visual. | |||
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== Related Components == | == Related Components == | ||
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[[Category:Components{{#translation:}}|Arrow Mesh]] | [[Category:Components{{#translation:}}|Arrow Mesh]] | ||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Arrow Mesh]] | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|Arrow Mesh]] |
Revision as of 11:58, 1 August 2024
Arrow Mesh is a procedural Asset mesh that generates a cylinder with a cone on the end. Like a 3d arrow. The Arrow Mesh allows for vertex color customization, as well as defining a shape and a direction, aka a Vector.
Component image
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
HighPriorityIntegration
|
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. |
OverrideBoundingBox
|
Bool | Force the bounding box calculated from this component to use OverridenBoundingBox instead of calculating when requested.
|
OverridenBoundingBox
|
BoundingBox | the bounding box this component should say it has when OverrideBoundingBox is enabled. Useful for bounding box calculations with Flux, or changing the selection box for this component when rendered.
|
Profile
|
ColorProfile | the color profile for the vertex colors of this mesh. |
Vector
|
Float3 | the direction in local space of the mesh render rendering this arrow that the arrow should point towards. Also defines the length. For more information on Local Space, see Coordinate Spaces |
Sides
|
Int | how many sides the cone and cylinder of this arrow should have. |
BodyRadius
|
Float | Determines the thickness of the base under the arrow. |
HeadRadius
|
Float | Determines the radius of the arrows head's base. |
HeadLength
|
Float | Determines the length of the arrow's head. |
MinimalBodyLength
|
Float | Determines the arrow's length at minimum. In case the provided Vector 's magnitude is less than this number.
|
SphereOnZero
|
Bool | whether the arrow should render as a sphere instead when the Vector is (0,0,0)
|
BodyUVScale
|
Float2 | the scale multipler of the uvs on the cylinder body. Uvs of the cylinder is the same as a procedural cylinder. |
BodyUVOffset
|
Float2 | the shifted offset of the uvs for the cylinder body in 2d space |
HeadUVScale
|
Float2 | the scale multiplier of the uvs on the cone head. Uv of the cone is the same as a procedural cone. |
HeadUVOffset
|
Float2 | the shifted offset of the uvs for the cone head in 2d space |
BaseColor
|
ColorX | Color of the vertices of the bottom edge of the arrow. |
TopColor
|
ColorX | Color of the vertices of the top edge of the arrow. |
HeadColor
|
ColorX | Color of the vertices of the head of the arrow. |
Usage
Examples
Can be used to determine the direction an object is traveling. The vector can be driven using flux and is useful for debugging in cases where the Debug Vector Flux Node is not very practical.
The arrow mesh is also used in Gizmos to draw the 3 arrow axes in the visual.