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|Name=Tube Wire Mesh  | |Name=Tube Wire Mesh  | ||
}}  | }}  | ||
The '''TubeWireMesh''' component acts as a source of procedural Mesh data. This creates a mesh like the [[Component:StripeWireMesh]] but is a tube instead.  | |||
==   | == Fields ==  | ||
{{Table ComponentFields  | {{Table ComponentFields  | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}  | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}  | ||
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|OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}}  | |OverridenBoundingBox|BoundingBox| {{Template:Overridden Bounding Box}}  | ||
|Profile|ColorProfile| {{Template:ProceduralMeshColorProfile}}  | |Profile|ColorProfile| {{Template:ProceduralMeshColorProfile}}  | ||
|Point0|Float3|  | |Point0|Float3| The starting point for the tube mesh.  | ||
|Point1|Float3|  | |Point1|Float3| The ending point for the tube mesh.  | ||
|Tangent0|Float3|  | |Tangent0|Float3| The bend towards point at the beginning.  | ||
|Tangent1|Float3|  | |Tangent1|Float3| The bend towards point at the end.  | ||
|Orientation0|FloatQ|  | |Orientation0|FloatQ| The rotation of the end cap at the beginning of the tube.  | ||
|Orientation1|FloatQ|  | |Orientation1|FloatQ| The rotation of the end cap at the end of the tube.  | ||
|Steps|Int|  | |Steps|Int| How many length wise subdivisions there is.  | ||
|Exp|Float|  | |Exp|Float| How much to stretch mesh geometry towards the tangent points.  | ||
|Color0|ColorX|  | |Color0|ColorX| The color of the vertex colors at the starting point.  | ||
|Color1|ColorX|  | |Color1|ColorX| The color of the vertex colors at the ending point.  | ||
|UVScale|Float2|  | |UVScale|Float2| The scale of the texture detail on this mesh's surface.  | ||
|UVOffset|Float2|  | |UVOffset|Float2| The offset of the texture detail on this mesh's surface.  | ||
|Radius0|Float|  | |Radius0|Float| The starting radius of the tube.  | ||
|Radius1|Float|  | |Radius1|Float| The ending radius of the tube.  | ||
|Ends|Ends|  | |Ends|Ends| How to seal the ends of the mesh, if at all.  | ||
|Shading|Shading|  | |Shading|Shading| How to shade the tube.  | ||
|Points|Int|  | |Points|Int| How many subdivisions circumference wise the tube has.  | ||
}}  | }}  | ||
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}}  | }}  | ||
==   | == Usage ==  | ||
Attach to a slot, then insert into a [[Component:MeshRenderer]] with a material to view what this mesh looks like.  | |||
== Examples ==  | == Examples ==  | ||
{{stub}}  | |||
== See Also ==  | == See Also ==  | ||
* [[Component:StripeWireMesh]]  | |||
[[Category:Components:Assets:Procedural Meshes{{#translation:}}|Tube Wire Mesh]]  | [[Category:Components:Assets:Procedural Meshes{{#translation:}}|Tube Wire Mesh]]  | ||
[[Category:Components{{#translation:}}|Tube Wire Mesh]]  | [[Category:Components{{#translation:}}|Tube Wire Mesh]]  | ||
Revision as of 03:58, 6 February 2025
Component image 
Tube Wire Mesh component as seen in the Scene Inspector 

The TubeWireMesh component acts as a source of procedural Mesh data. This creates a mesh like the Component:StripeWireMesh but is a tube instead.
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. Some components stop their functionality when this field is disabled, but some don't. | 
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. | 
Point0
 | 
Float3 | The starting point for the tube mesh. | 
Point1
 | 
Float3 | The ending point for the tube mesh. | 
Tangent0
 | 
Float3 | The bend towards point at the beginning. | 
Tangent1
 | 
Float3 | The bend towards point at the end. | 
Orientation0
 | 
FloatQ | The rotation of the end cap at the beginning of the tube. | 
Orientation1
 | 
FloatQ | The rotation of the end cap at the end of the tube. | 
Steps
 | 
Int | How many length wise subdivisions there is. | 
Exp
 | 
Float | How much to stretch mesh geometry towards the tangent points. | 
Color0
 | 
ColorX | The color of the vertex colors at the starting point. | 
Color1
 | 
ColorX | The color of the vertex colors at the ending point. | 
UVScale
 | 
Float2 | The scale of the texture detail on this mesh's surface. | 
UVOffset
 | 
Float2 | The offset of the texture detail on this mesh's surface. | 
Radius0
 | 
Float | The starting radius of the tube. | 
Radius1
 | 
Float | The ending radius of the tube. | 
Ends
 | 
Ends | How to seal the ends of the mesh, if at all. | 
Shading
 | 
Shading | How to shade the tube. | 
Points
 | 
Int | How many subdivisions circumference wise the tube has. | 
Sync Delegates
| Method Name | Method type and Arguments. | Is the method hidden? | Description | 
|---|
Usage
Attach to a slot, then insert into a Component:MeshRenderer with a material to view what this mesh looks like.
Examples
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