Component:ArrowMesh: Difference between revisions

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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool| {{Stub}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|OverrideBoundingBox|Bool| {{Template:Override Bounding Box}}
|OverrideBoundingBox|Bool| {{Template:Override Bounding Box}}
|OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}}
|OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}}

Revision as of 11:58, 1 August 2024

Arrow Mesh is a procedural Asset mesh that generates a cylinder with a cone on the end. Like a 3d arrow. The Arrow Mesh allows for vertex color customization, as well as defining a shape and a direction, aka a Vector.

Component image 
Arrow Mesh component as seen in the Scene Inspector


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 color profile for the vertex colors of this mesh.
Vector Float3 the direction in local space of the mesh render rendering this arrow that the arrow should point towards. Also defines the length. For more information on Local Space, see Coordinate Spaces
Sides Int how many sides the cone and cylinder of this arrow should have.
BodyRadius Float Determines the thickness of the base under the arrow.
HeadRadius Float Determines the radius of the arrows head's base.
HeadLength Float Determines the length of the arrow's head.
MinimalBodyLength Float Determines the arrow's length at minimum. In case the provided Vector's magnitude is less than this number.
SphereOnZero Bool whether the arrow should render as a sphere instead when the Vector is (0,0,0)
BodyUVScale Float2 the scale multipler of the uvs on the cylinder body. Uvs of the cylinder is the same as a procedural cylinder.
BodyUVOffset Float2 the shifted offset of the uvs for the cylinder body in 2d space
HeadUVScale Float2 the scale multiplier of the uvs on the cone head. Uv of the cone is the same as a procedural cone.
HeadUVOffset Float2 the shifted offset of the uvs for the cone head in 2d space
BaseColor ColorX Color of the vertices of the bottom edge of the arrow.
TopColor ColorX Color of the vertices of the top edge of the arrow.
HeadColor ColorX Color of the vertices of the head of the arrow.

Usage

Examples

Can be used to determine the direction an object is traveling. The vector can be driven using flux and is useful for debugging in cases where the Debug Vector Flux Node is not very practical.

The arrow mesh is also used in Gizmos to draw the 3 arrow axes in the visual.

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