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{{Infobox Component | {{Infobox Component | ||
|Image=TriangleMeshComponent.png | |Image=TriangleMeshComponent.png | ||
|Name=Triangle Mesh | |Name=Triangle Mesh | ||
}} | }} | ||
The '''TriangeMesh''' component is used to generate mesh data for use with a [[Component:MeshRenderer]]. | |||
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{{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}} | ||
|Vertex0|{{RootFieldType|(nested)|[[#Vertex|Vertex]]}}|TypeAdv4=true| | |Vertex0|{{RootFieldType|(nested)|[[#Vertex|Vertex]]}}|TypeAdv4=true| The first vertex point of the triangle. | ||
|Vertex1|{{RootFieldType|(nested)|[[#Vertex|Vertex]]}}|TypeAdv5=true| | |Vertex1|{{RootFieldType|(nested)|[[#Vertex|Vertex]]}}|TypeAdv5=true|The second vertex point of the triangle. | ||
|Vertex2|{{RootFieldType|(nested)|[[#Vertex|Vertex]]}}|TypeAdv6=true| | |Vertex2|{{RootFieldType|(nested)|[[#Vertex|Vertex]]}}|TypeAdv6=true|The third vertex point of the triangle. | ||
|AutoNormals|Bool| | |AutoNormals|Bool| whether to automatically generate the triangle normals | ||
|AutoTangents|Bool| | |AutoTangents|Bool| whether to automatically generate the triangle tangents | ||
|DualSided|Bool| | |DualSided|Bool| whether to make this visible from the back. | ||
}} | }} | ||
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|BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}} | |BakeMesh()|[[Type:Action|Action]]|{{Template:BakeMeshSyncMethod}} | ||
}} | }} | ||
== Vertex == | |||
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Missing table. | |||
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== Usage == | == 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]]. | |||
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== | == See Also == | ||
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Revision as of 20:56, 10 November 2024
Component image
The TriangeMesh component is used to generate 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. |
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
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Missing table.
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.