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== See Also == | == See Also == | ||
* [[Component:SegmentMesh]] | |||
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[[Category:Components{{#translation:}}|Slot Segment Mesh]] | [[Category:Components{{#translation:}}|Slot Segment Mesh]] | ||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Slot Segment Mesh]] | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|Slot Segment Mesh]] |
Latest revision as of 17:35, 11 November 2024
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Component image
The SlotSegmentMesh component generates mesh data of a line between PointA
and PointB
. This is to be used with a Component:MeshRenderer.
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. |
Radius
|
Float | The radius of the line from PointA to PointB
|
PointA
|
Slot | The starting point of the generated line. |
PointB
|
Slot | The ending point of the generated line. |
Sync Delegates
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
Attach to a slot and then insert into a Component:MeshRenderer. Don't forget to use a Material.