Component:GridMesh: Difference between revisions

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Created page with "<languages></languages> <translate> <!--T:1--> {{stub}} {{Infobox Component |Image=GridMeshComponent.png |Name=Grid Mesh }} <!--T:2--> == Fields == {{Table ComponentFields |H..."
 
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{{Infobox Component
{{Infobox Component
|Image=GridMeshComponent.png
|Image=GridMeshComponent.png
|Name=Grid Mesh
|Name=Grid Mesh
}}
}}
The '''GridMesh''' component generates a procedural mesh for use with [[Component:MeshRenderer|Mesh Renderers]] that is like a [[Component:QuadMesh|Quad Mesh]] but has multiple squares instead of being one big square.


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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}}
|Points|Int2|
|Profile|ColorProfile| {{Template:ProceduralMeshColorProfile}}
|Size|Float2|
|Points|Int2| how many vertex points should be used on each axis to make the grid of quads
|FlatShading|Bool|
|Size|Float2| how big the grid is scale wise.
|FlatShading|Bool| Disable smooth shading
|DisplacementMagnitude|Float| How far to displace the grid texture using <code>DisplacementTexture</code>
|DisplacementTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv8=true| The texture to use for displacement. must be set to Uncompressed.
}}
 
== Sync Delegates ==
{{Table ComponentTriggers
|BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}}
}}
}}


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== Usage ==
== Usage ==
Attach to a slot and insert into a [[Component:MeshRenderer]] to see the geometry. Don't forget to use a [[Material]].


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== Examples ==
== Examples ==
{{stub}}


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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Grid Mesh]]
[[Category:Components{{#translation:}}|Grid Mesh]]
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Grid Mesh]]
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Grid Mesh]]

Latest revision as of 19:22, 13 November 2024

Component image 
Grid Mesh component as seen in the Scene Inspector

The GridMesh component generates a procedural mesh for use with Mesh Renderers that is like a Quad Mesh but has multiple squares instead of being one big square.

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.
Points Int2 how many vertex points should be used on each axis to make the grid of quads
Size Float2 how big the grid is scale wise.
FlatShading Bool Disable smooth shading
DisplacementMagnitude Float How far to displace the grid texture using DisplacementTexture
DisplacementTexture Texture2D The texture to use for displacement. must be set to Uncompressed.

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

Attach to a slot and insert into a Component:MeshRenderer to see the geometry. Don't forget to use a Material.

Examples

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See Also