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|Name=Triangle Mesh | |Name=Triangle Mesh | ||
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The '''TriangeMesh''' component is used to generate mesh data for use with a [[Component:MeshRenderer]]. | The '''TriangeMesh''' component is used to generate mesh data which is a triangle for use with a [[Component:MeshRenderer]]. | ||
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== Vertex == | == Vertex == | ||
{{ | {{Table TypeFields | ||
|Position|Float3| The position of the triangle vertex in global space. | |||
|UV0|Float2| The UV position of the vertex on the 0th uv map. | |||
|UV1|Float2| The UV position of the vertex on the 1st uv map. | |||
|UV2|Float2| The UV position of the vertex on the 2nd uv map. | |||
|UV3|Float2| The UV position of the vertex on the 3rd uv map. | |||
|Color|ColorX| The vertex color of this vertex. | |||
|Normal|Float3| the normal direction of this vertex | |||
|Tangent|Float4| the tangent direction of this vertex. | |||
}} | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
(Maybe show [[User:Magglor|Magglor's]] triangle tool? And maybe one other example?) | |||
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== See Also == | == See Also == | ||
* [[Component:StaticMesh]] | |||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Triangle Mesh]] | [[Category:Components{{#translation:}}|Triangle Mesh]] | ||
[[Category:Components With Nested Types{{#translation:}}|Triangle Mesh]] | [[Category:Components With Nested Types{{#translation:}}|Triangle Mesh]] | ||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Triangle Mesh]] | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|Triangle Mesh]] |
Latest revision as of 17:25, 11 November 2024
Component image
The TriangeMesh component is used to generate mesh data which is a triangle 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. |
Vertex0
|
direct Vertex | The first vertex point of the triangle. |
Vertex1
|
direct Vertex | The second vertex point of the triangle. |
Vertex2
|
direct Vertex | The third vertex point of the triangle. |
AutoNormals
|
Bool | whether to automatically generate the triangle normals |
AutoTangents
|
Bool | whether to automatically generate the triangle tangents |
DualSided
|
Bool | whether to make this visible from the back. |
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. |
Vertex
Name | Type | Description |
---|---|---|
Position
|
Float3 | The position of the triangle vertex in global space. |
UV0
|
Float2 | The UV position of the vertex on the 0th uv map. |
UV1
|
Float2 | The UV position of the vertex on the 1st uv map. |
UV2
|
Float2 | The UV position of the vertex on the 2nd uv map. |
UV3
|
Float2 | The UV position of the vertex on the 3rd uv map. |
Color
|
ColorX | The vertex color of this vertex. |
Normal
|
Float3 | the normal direction of this vertex |
Tangent
|
Float4 | the tangent direction of this vertex. |
Usage
Attach to a slot and insert the component into a Component:MeshRenderer to see what the mesh looks like. Don't forget to add a Material.
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
(Maybe show Magglor's triangle tool? And maybe one other example?)