m Zandario moved page BevelSoliStripeMesh (Component) to BevelStripeMesh (Component) |
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{{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| {{ | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|OverrideBoundingBox|Bool| {{ | |OverrideBoundingBox|Bool| {{Template:Override Bounding Box}} | ||
|OverridenBoundingBox|BoundingBox| {{ | |OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}} | ||
| | |Profile|ColorProfile| {{Template:ProceduralMeshColorProfile}} | ||
|Height|Float| | |Width|Float| The width of the cube | ||
|Thickness|Float| | |Height|Float| the height of the cube | ||
|SlantLeft|Float| | |Thickness|Float| the length of the cube. | ||
|SlantRight|Float| {{ | |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 == | |||
{{Table ComponentTriggers | |||
|BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}} | |||
}} | }} | ||
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== Usage == | == Usage == | ||
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 == | ||
Used for the visuals of the ToolShelves that are used on most avatars. | |||
[[Category: | [[Category:Components:Assets:Procedural Meshes:Legacy UI{{#translation:}}|Bevel Stripe Mesh]] | ||
[[Category:Components{{#translation:}}|Bevel Stripe Mesh]] | |||
[[Category:Components: |
Latest revision as of 16:18, 7 November 2024
Component image
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
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
Name | 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.