Automated: update 'BakeMesh()' description |
Add info |
||
Line 2: | Line 2: | ||
<translate> | <translate> | ||
<!--T:1--> | <!--T:1--> | ||
{{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]]. | |||
<!--T:2--> | <!--T:2--> | ||
Line 12: | Line 12: | ||
{{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. | ||
}} | }} | ||
Line 38: | Line 38: | ||
<!--T:3--> | <!--T:3--> | ||
== Usage == | == Usage == | ||
Attach to a slot and insert into a [[Component:MeshRenderer]] to view the geometry generated. Don't forget to add a [[Material]]. | |||
<!--T:4--> | <!--T:4--> | ||
Line 43: | Line 44: | ||
<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[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
The StripeWireMesh component is used primarily in ProtoFlux wires, and generates mesh data for use with a Component:MeshRenderer.
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
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 view the geometry generated. Don't forget to add a Material.