Component:StaticMesh: Difference between revisions

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The '''StaticMesh''' component is used to load a static mesh asset from the Uri specified in `URL`
The '''StaticMesh''' component is used to load a static mesh asset from the Uri specified in `URL`


Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]]
Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]] using the Sync Method <code>BakeMesh()</code>


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{{Table ComponentFields
{{Table ComponentFields
|URL|Uri| The Uri pointing to the .meshx asset to be loaded
|URL|Uri| The Uri pointing to the .meshx asset to be loaded
|Readable|Bool|
|Readable|Bool| Whether this component's data can be read via protoflux.
}}
}}


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== Sync Delegates ==
{{Table ComponentTriggers
|ResaveMesh()|null|Will generate a new asset and URL, without destroying or modifying the previous one.
|RecalculateNormals()|null|Will recalculate all of the vertex normals on the mesh.
|RecalculateNormalsMerged()|null| Recalculates this meshes vertex normals which effects shading.
|RecalculateTangentsMikktspace()|null| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
|RecalculateTangentsSimple()|null| Recalulates mesh tangents which affect shading. Simple mode.
|FlipNormals()|null|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|ReverseWinding()|null|Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|MakeDualSided()|null|Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
|ConvertToFlatShading()|null|Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
|ConvertToConvexHull()|null| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
|ConvertToPointCloud()|null| Creates a mesh that is a cloud of points using the vertices of this mesh.
|MergeDoubles()|null| Merges all the vertices in the exact same place on the mesh.
|StripEmptyBlendshapes()|null| Strips blendshapes from the mesh that don't move any vertices.
|StripBlendshapeNormals()|null| Gets rid of per shapekey normal data
|StripBlendshapeTangents()|null| Gets rid of per shapekey tangent data.
|GetBoneList()|null| Gets the names of bone data associated with this mesh.
|GetBoneData()|null| Gets all the data about bones associated with this mesh.
|TrimBoneWeightCount()|null|Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
|ScaleUVs()|null|Multiplies the texture coordinates of the mesh by the given value.
}}
== Usage ==
== Usage ==
Attach to a slot, provide a <code>URL</code> and insert into a [[Component:SkinnedMeshRenderer]] or [[Component:MeshRenderer]]. Don't forget the [[Material]](s).


{| class="wikitable" style="font-size:10pt;"
! colspan="2" style="background: lightblue; font-size:10pt;" | Custom UI Elements
|- style="font-size:10pt; text-align:center; font-weight:bold;"
| Name
| Description
|-
| Resave Mesh
| Will generate a new asset and URL, without destroying or modifying the previous one.
|-
| Recalculate Normals
| Will recalculate all of the vertex normals on the mesh.
|-
| Recalculate Normals (Smooth Shading)
|
|-
| Recalculate Tangents (Mikktspace)
|
|-
| Recalculate Tangents (Simple)
|
|-
| Flip Normals
| Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|-
| Reverse Winding
| Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|-
| Make Dual Sided
| Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
|-
| Convert to Flat Shading
| Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
|-
| Convert to Convex Hull
|
|-
| Convert to Point Cloud
|
|-
| Merge Doubles
|
|-
| Strip Empty Blendshapes
|
|-
| Strip Blendshape Normals
|
|-
| Strip Blendshape Tangents
|
|-
| Get Bone List
|
|-
| Get Bone Data
|
|-
| Trim Vertex Bone Weights To <i>X</i>
| Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
|-
|Scale UVs
|Multiplies the texture coordinates of the mesh by the given value.
|-
|}
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== Examples ==
== Examples ==


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== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Static Mesh]]
[[Category:Components{{#translation:}}|Static Mesh]]
[[Category:Components:Assets{{#translation:}}|Static Mesh]]
[[Category:Components:Assets{{#translation:}}|Static Mesh]]

Latest revision as of 23:03, 10 November 2024


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Component image 
Static Mesh component as seen in the Scene Inspector


The StaticMesh component is used to load a static mesh asset from the Uri specified in `URL`

Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a Procedural Mesh using the Sync Method BakeMesh()

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.
URL Uri The Uri pointing to the .meshx asset to be loaded
Readable Bool Whether this component's data can be read via protoflux.

Sync Delegates

Triggers
Method Name Method type and Arguments. Description
ResaveMesh() null Will generate a new asset and URL, without destroying or modifying the previous one.
RecalculateNormals() null Will recalculate all of the vertex normals on the mesh.
RecalculateNormalsMerged() null Recalculates this meshes vertex normals which effects shading.
RecalculateTangentsMikktspace() null Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
RecalculateTangentsSimple() null Recalulates mesh tangents which affect shading. Simple mode.
FlipNormals() null Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
ReverseWinding() null Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
MakeDualSided() null Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
ConvertToFlatShading() null Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
ConvertToConvexHull() null creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
ConvertToPointCloud() null Creates a mesh that is a cloud of points using the vertices of this mesh.
MergeDoubles() null Merges all the vertices in the exact same place on the mesh.
StripEmptyBlendshapes() null Strips blendshapes from the mesh that don't move any vertices.
StripBlendshapeNormals() null Gets rid of per shapekey normal data
StripBlendshapeTangents() null Gets rid of per shapekey tangent data.
GetBoneList() null Gets the names of bone data associated with this mesh.
GetBoneData() null Gets all the data about bones associated with this mesh.
TrimBoneWeightCount() null Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
ScaleUVs() null Multiplies the texture coordinates of the mesh by the given value.

Usage

Attach to a slot, provide a URL and insert into a Component:SkinnedMeshRenderer or Component:MeshRenderer. Don't forget the Material(s).

Examples

See Also