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|Name=Circle Segment Shader Mesh | |Name=Circle Segment Shader Mesh | ||
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The '''CircleSegmentShaderMesh''' creates a single quad that covers the bounding box area of a flat torus circle defined by the given values. | |||
== | Note: The behavior of this mesh is inherently strange, as many of it's fields are UN-intuitive. | ||
For example, the first or default UV map for each vertex is assigned to the position of the vertex in local space. The second UV map for every vertex regardless of position is assigned to (<code>AngleStart</code>, <code>ArcAngle</code>) and then converted from degrees to radians. The third UV map for every vertex regardless of position is assigned to (<code>RadiusStart</code>, <code>RadiusEnd</code>). Finally the fourth UV map for every vertex regardless of position is assigned to (<code>BorderSize</code>, <code>RoundedCornerRadius</code>) | |||
== Fields == | |||
{{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}} | ||
|RadiusStart|Float| | |RadiusStart|Float| The inner radius of the circle | ||
|Thickness|Float| | |Thickness|Float| How thick the circle is outwards from the inner radius | ||
|AngleStart|Float| | |AngleStart|Float| What angle the circle starts at in degrees | ||
|ArcLength|Float| | |ArcLength|Float| The amount of degrees of the circle arch | ||
|FillColor|ColorX| | |FillColor|ColorX| Used to color the vertices of the mesh (vertex colors) | ||
|BorderColor|ColorX| | |BorderColor|ColorX| Assigned to every vertex's XYZW tangents (yes that is what it does) | ||
|BorderSize|Float| | |BorderSize|Float| Assigned as the X value on the 4th uv map of every vertex regardless of position (yes that is what it does) | ||
|RoundedCornerRadius|Float| | |RoundedCornerRadius|Float| Assigned as the Y value on the 4th uv map of every vertex regardless of position (yes that is what it does) | ||
}} | }} | ||
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}} | }} | ||
== | == Usage == | ||
== Examples == | == Examples == | ||
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[[Category:Components{{#translation:}}|Circle Segment Shader Mesh]] | [[Category:Components{{#translation:}}|Circle Segment Shader Mesh]] | ||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Circle Segment Shader Mesh]] | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|Circle Segment Shader Mesh]] | ||
Revision as of 20:03, 2 January 2025
Component image
The CircleSegmentShaderMesh creates a single quad that covers the bounding box area of a flat torus circle defined by the given values.
Note: The behavior of this mesh is inherently strange, as many of it's fields are UN-intuitive.
For example, the first or default UV map for each vertex is assigned to the position of the vertex in local space. The second UV map for every vertex regardless of position is assigned to (AngleStart
, ArcAngle
) and then converted from degrees to radians. The third UV map for every vertex regardless of position is assigned to (RadiusStart
, RadiusEnd
). Finally the fourth UV map for every vertex regardless of position is assigned to (BorderSize
, RoundedCornerRadius
)
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. |
RadiusStart
|
Float | The inner radius of the circle |
Thickness
|
Float | How thick the circle is outwards from the inner radius |
AngleStart
|
Float | What angle the circle starts at in degrees |
ArcLength
|
Float | The amount of degrees of the circle arch |
FillColor
|
ColorX | Used to color the vertices of the mesh (vertex colors) |
BorderColor
|
ColorX | Assigned to every vertex's XYZW tangents (yes that is what it does) |
BorderSize
|
Float | Assigned as the X value on the 4th uv map of every vertex regardless of position (yes that is what it does) |
RoundedCornerRadius
|
Float | Assigned as the Y value on the 4th uv map of every vertex regardless of position (yes that is what it does) |
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. |