Component:ConeMesh: Difference between revisions

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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=ConeMeshComponent.png
|Image=ConeMeshComponent.png
|Name=Cone Mesh
|Name=Cone Mesh
}}
}}
The '''ConeMesh''' component acts as a source of geometry for rendering a cone with x sides with an optionally flat end.


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{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|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}}
|Height|Float| Determines the height of the cone.
|Height|Float| Determines the height of the cone.
|RadiusBase|Float| Determines the width of the cone's base.
|RadiusBase|Float| Determines the width of the cone's base.
|RadiusTop|Float| Determines the width from the top of the cone.
|RadiusTop|Float| Determines the width from the top of the cone.
|Sides|Int| How smooth the roundness of the mesh.
|Sides|Int| How smooth the roundness of the mesh.
|Caps|Bool|
|Caps|Bool| Whether to cap the ends with geometry or leave them open.
|FlatShading|Bool| Toggles mesh smooth shading.
|FlatShading|Bool| Toggles mesh smooth shading.
|UVScale|Float2|
|UVScale|Float2| {{Template:Procedural Mesh UVScale}}
}}
 
== Sync Delegates ==
{{Table ComponentTriggers
|BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}}
}}
}}


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== Usage ==
== Usage ==
Attach to a slot, and assign to a [[Component:MeshRenderer|Mesh Renderer]] to see what it looks like. Don't forget to use a material.


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


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

Latest revision as of 17:46, 13 November 2024

Component image 
Cone Mesh component as seen in the Scene Inspector

The ConeMesh component acts as a source of geometry for rendering a cone with x sides with an optionally flat end.

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.
Height Float Determines the height of the cone.
RadiusBase Float Determines the width of the cone's base.
RadiusTop Float Determines the width from the top of the cone.
Sides Int How smooth the roundness of the mesh.
Caps Bool Whether to cap the ends with geometry or leave them open.
FlatShading Bool Toggles mesh smooth shading.
UVScale Float2 The scale of the procedural UV map. Larger values make textures appear smaller on the mesh's surface, and vice versa.

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 assign to a Mesh Renderer to see what it looks like. Don't forget to use a material.

Examples

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Related Components