Component:BevelStripeMesh: Difference between revisions

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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=BevelStripeMeshComponent.png
|Image=BevelStripeMeshComponent.png
|Name=Bevel Stripe Mesh
|Name=Bevel Stripe Mesh
}}
}}
{{stub}}
Bevel Stripe Mesh is a component that generates Mesh data for cube with a different bevel depth on the top left edge and bottom right edge of the cube. It can also be indented in the middle on two opposite sides.


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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool| {{stub}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|OverrideBoundingBox|Bool| {{stub}}
|OverrideBoundingBox|Bool| {{Template:Override Bounding Box}}
|OverridenBoundingBox|BoundingBox| {{stub}}
|OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}}
|Profile|ColorProfile|
|Profile|ColorProfile| {{Template:ProceduralMeshColorProfile}}
|Width|Float| {{stub}}
|Width|Float| The width of the cube
|Height|Float| {{stub}}
|Height|Float| the height of the cube
|Thickness|Float| {{stub}}
|Thickness|Float| the length of the cube.
|SlantLeft|Float| {{stub}}
|SlantLeft|Float| the Bevel angle of the length wise edge on the top left.
|SlantRight|Float| {{stub}}
|SlantRight|Float| the Bevel angle of the length wise edge on the bottom right.
|Relief|Bool| {{stub}}
|Relief|Bool| Whether to indent the cube in the center.
}}
 
== Sync Delegates ==
{{Table ComponentTriggers
|BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}}
}}
}}


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== Usage ==
== Usage ==
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The geometry this generates can be viewed by inserting the component into a [[Component:MeshRenderer|Mesh Renderer component]]. Don't forget to use a material with the mesh renderer.


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== Examples ==
== Examples ==
{{stub}}
Used for the visuals of the ToolShelves that are used on most avatars.


[[Category:ComponentStubs]]
[[Category:Components:Assets:Procedural Meshes:Legacy UI{{#translation:}}|Bevel Stripe Mesh]]
[[Category:Components:Assets:Procedural Meshes:Legacy UI{{#translation:}}|Bevel Stripe Mesh]]
[[Category:Components{{#translation:}}|Bevel Stripe Mesh]]
[[Category:Components{{#translation:}}|Bevel Stripe Mesh]]

Latest revision as of 16:18, 7 November 2024

Component image 
Bevel Stripe Mesh component as seen in the Scene Inspector


This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Bevel Stripe Mesh is a component that generates Mesh data for cube with a different bevel depth on the top left edge and bottom right edge of the cube. It can also be indented in the middle on two opposite sides.

Fields

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 profile that the vertex colors for this mesh should be displayed in.
Width Float The width of the cube
Height Float the height of the cube
Thickness Float the length of the cube.
SlantLeft Float the Bevel angle of the length wise edge on the top left.
SlantRight Float the Bevel angle of the length wise edge on the bottom right.
Relief Bool Whether to indent the cube in the center.

Sync Delegates

Triggers
Method Name Method type and Arguments. Description
BakeMesh() Action Bake meshes is a sync method that creates a static mesh component with this component, replaces all references to this component with the static mesh component, then deletes this component.

Usage

The geometry this generates can be viewed by inserting the component into a Mesh Renderer component. Don't forget to use a material with the mesh renderer.

Examples

Used for the visuals of the ToolShelves that are used on most avatars.