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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| | |||
|RecalculateTangentsMikktspace()|null| | |||
|RecalculateTangentsSimple()|null| | |||
|FlipNormals()|null|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh) | |||
| Will generate a new asset and URL, without destroying or modifying the previous one. | |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. | ||
| Will recalculate all of the vertex normals on the mesh. | |ConvertToConvexHull()|null| | ||
| | |ConvertToPointCloud()|null| | ||
|MergeDoubles()|null| | |||
| | |StripEmptyBlendshapes()|null| | ||
| | |StripBlendshapeNormals()|null| | ||
| | |StripBlendshapeTangents()|null| | ||
| | |GetBoneList()|null| | ||
| | |GetBoneData()|null| | ||
| | |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. | ||
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| Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh) | |||
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| Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out") | |||
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| Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides. | |||
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| 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. | |||
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| Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones. | |||
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|Multiplies the texture coordinates of the mesh by the given value. | |||
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== Examples == | == Examples == |
Revision as of 20:11, 5 November 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image
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
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 |
Sync Delegates
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 | |
RecalculateTangentsMikktspace()
|
null | |
RecalculateTangentsSimple()
|
null | |
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 | |
ConvertToPointCloud()
|
null | |
MergeDoubles()
|
null | |
StripEmptyBlendshapes()
|
null | |
StripBlendshapeNormals()
|
null | |
StripBlendshapeTangents()
|
null | |
GetBoneList()
|
null | |
GetBoneData()
|
null | |
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. |