Component:TriangleMesh: Difference between revisions

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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 ==
{{stub}}  
{{Table TypeFields
Missing table.
|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]]
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[[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:ComponentStubs]]
[[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 
Triangle Mesh component as seen in the Scene Inspector

The TriangeMesh component is used to generate mesh data which is a triangle for use with a Component:MeshRenderer.

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 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

Triggers
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

Fields
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?)

See Also