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The '''StaticMesh''' component is used to load a static mesh asset from the Uri specified in `URL` | 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 [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]] | Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]] using the Sync Method <code>BakeMesh()</code> | ||
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{{Table ComponentFields | {{Table ComponentFields | ||
|URL|Uri| The Uri pointing to the .meshx asset to be loaded | |URL|Uri| The Uri pointing to the .meshx asset to be loaded | ||
|Readable|Bool| | |Readable|Bool| Whether this component's data can be read via protoflux. | ||
}} | }} | ||
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|ResaveMesh()|null|Will generate a new asset and URL, without destroying or modifying the previous one. | |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. | |RecalculateNormals()|null|Will recalculate all of the vertex normals on the mesh. | ||
|RecalculateNormalsMerged()|null| | |RecalculateNormalsMerged()|null| Recalculates this meshes vertex normals which effects shading. | ||
|RecalculateTangentsMikktspace()|null| | |RecalculateTangentsMikktspace()|null| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition. | ||
|RecalculateTangentsSimple()|null| | |RecalculateTangentsSimple()|null| Recalulates mesh tangents which affect shading. Simple mode. | ||
|FlipNormals()|null|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh) | |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") | |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. | |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. | |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| | |ConvertToConvexHull()|null| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape. | ||
|ConvertToPointCloud()|null| | |ConvertToPointCloud()|null| Creates a mesh that is a cloud of points using the vertices of this mesh. | ||
|MergeDoubles()|null| | |MergeDoubles()|null| Merges all the vertices in the exact same place on the mesh. | ||
|StripEmptyBlendshapes()|null| | |StripEmptyBlendshapes()|null| Strips blendshapes from the mesh that don't move any vertices. | ||
|StripBlendshapeNormals()|null| | |StripBlendshapeNormals()|null| Gets rid of per shapekey normal data | ||
|StripBlendshapeTangents()|null| | |StripBlendshapeTangents()|null| Gets rid of per shapekey tangent data. | ||
|GetBoneList()|null| | |GetBoneList()|null| Gets the names of bone data associated with this mesh. | ||
|GetBoneData()|null| | |GetBoneData()|null| Gets all the data about bones associated with this mesh. | ||
|TrimBoneWeightCount()|null|Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones. | |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. | |ScaleUVs()|null|Multiplies the texture coordinates of the mesh by the given value. | ||
}} | }} | ||
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== Examples == | == Examples == |
Revision as of 22:59, 10 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 using the Sync Method BakeMesh()
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 | Whether this component's data can be read via protoflux. |
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 | Recalculates this meshes vertex normals which effects shading. |
RecalculateTangentsMikktspace()
|
null | Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition. |
RecalculateTangentsSimple()
|
null | Recalulates mesh tangents which affect shading. Simple mode. |
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 | creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape. |
ConvertToPointCloud()
|
null | Creates a mesh that is a cloud of points using the vertices of this mesh. |
MergeDoubles()
|
null | Merges all the vertices in the exact same place on the mesh. |
StripEmptyBlendshapes()
|
null | Strips blendshapes from the mesh that don't move any vertices. |
StripBlendshapeNormals()
|
null | Gets rid of per shapekey normal data |
StripBlendshapeTangents()
|
null | Gets rid of per shapekey tangent data. |
GetBoneList()
|
null | Gets the names of bone data associated with this mesh. |
GetBoneData()
|
null | Gets all the data about bones associated with this mesh. |
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. |