Component:StripeWireMesh: Difference between revisions

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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=StripeWireMeshComponent.png
|Image=StripeWireMeshComponent.png
|Name=Stripe Wire Mesh
|Name=Stripe Wire Mesh
}}
}}
The '''StripeWireMesh''' component is used primarily in ProtoFlux wires, and generates mesh data for use with a [[Component:MeshRenderer]].


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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}}
|Point0|Float3|
|Point0|Float3| The start point in local space for this mesh
|Point1|Float3|
|Point1|Float3| The end point for this mesh in local space.
|Tangent0|Float3|
|Tangent0|Float3| the direction the mesh should bend after exiting start point
|Tangent1|Float3|
|Tangent1|Float3| the direction the mesh should bend while entering exit point.
|Orientation0|FloatQ|
|Orientation0|FloatQ| How much to rotate the starting point edge by after applying <code>Tangent0</code>
|Orientation1|FloatQ|
|Orientation1|FloatQ| How much to rotate the end point edge by after applying <code>Tangent1</code>
|Steps|Int|
|Steps|Int| how many segments the mesh should have between <code>Point0</code> and <code>Point1</code>.
|Exp|Float|
|Exp|Float| how much the mesh should be forced in the direction of the start and end tangents when starting and ending it's path.
|Color0|ColorX|
|Color0|ColorX| The vertex color to give the part of the mesh starting at <code>Point0</code>. Is interpolated along the mesh to <code>Point1</code> to color <code>Color1</code>
|Color1|ColorX|
|Color1|ColorX| The vertex color for <code>Point1</code> to interpolate towards.
|UVScale|Float2|
|UVScale|Float2| the scale of the material detail on the mesh.
|UVOffset|Float2|
|UVOffset|Float2| the offset of the material detail on the mesh.
|Width0|Float|
|Width0|Float| the width of the mesh in local space at <code>Point0</code> on the mesh. Is interpolated along the mesh to <code>Point1</code> to width <code>Width1</code>
|Width1|Float|
|Width1|Float| The width in local space for <code>Point1</code> to interpolate towards.
}}
 
== 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 view the geometry generated. Don't forget to add a [[Material]].


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

Latest revision as of 22:44, 10 November 2024

Component image 
Stripe Wire Mesh component as seen in the Scene Inspector

The StripeWireMesh component is used primarily in ProtoFlux wires, and generates mesh data for use with a Component:MeshRenderer.

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.
Point0 Float3 The start point in local space for this mesh
Point1 Float3 The end point for this mesh in local space.
Tangent0 Float3 the direction the mesh should bend after exiting start point
Tangent1 Float3 the direction the mesh should bend while entering exit point.
Orientation0 FloatQ How much to rotate the starting point edge by after applying Tangent0
Orientation1 FloatQ How much to rotate the end point edge by after applying Tangent1
Steps Int how many segments the mesh should have between Point0 and Point1.
Exp Float how much the mesh should be forced in the direction of the start and end tangents when starting and ending it's path.
Color0 ColorX The vertex color to give the part of the mesh starting at Point0. Is interpolated along the mesh to Point1 to color Color1
Color1 ColorX The vertex color for Point1 to interpolate towards.
UVScale Float2 the scale of the material detail on the mesh.
UVOffset Float2 the offset of the material detail on the mesh.
Width0 Float the width of the mesh in local space at Point0 on the mesh. Is interpolated along the mesh to Point1 to width Width1
Width1 Float The width in local space for Point1 to interpolate towards.

Sync Delegates

Triggers
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

Attach to a slot and insert into a Component:MeshRenderer to view the geometry generated. Don't forget to add a Material.

Examples

See Also