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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}} | ||
|Profile|ColorProfile| | |Profile|ColorProfile| {{Template:ProceduralMeshColorProfile}} | ||
|Points|Int2| | |Points|Int2| how many vertex points should be used on each axis to make the grid of quads | ||
|Size|Float2| | |Size|Float2| how big the grid is scale wise. | ||
|FlatShading|Bool| | |FlatShading|Bool| Disable smooth shading | ||
|DisplacementMagnitude|Float| | |DisplacementMagnitude|Float| How far to displace the grid texture using <code>DisplacementTexture</code> | ||
|DisplacementTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv8=true| | |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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== | == See Also == | ||
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[[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
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
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
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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