Component:AxisAligner

From Resonite Wiki
Revision as of 18:35, 31 December 2024 by 989onan (talk | contribs) (add needed info)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Component image 
Axis Aligner component as seen in the Scene Inspector

The AxisAligner component is used to Align elements along a single line axis in local space under a slot based on their Bounding boxes. It also allows for excluding bounded elements from calculations, and for aligning elements themselves so that they can be centered like varied sized beads on a string or like boxes into the corner edge between a wall and floor. These calculations are heavy, and this component is best used lightly. Remove this component after using it to Align world elements, as it will be constantly active and will behave violently if used to Align shelves for example in a world and left unremoved.

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.
AutoAddChildren Bool Controls whether slots below this component's slot in the hierarchy are automatically added to _targets
AutoAddIgnoreTags direct SyncFieldList`1<String> if AutoAddChildren is enabled. A slot will not be added to _targets if it's tag is in this list.
Direction AxisDir The axis and direction the items will be aligned on
GlobalAxisXAlign Align Controls how items will be aligned globally, with each other in the X Axis
GlobalAxisYAlign Align Controls how items will be aligned globally, with each other in the Y Axis
GlobalAxisZAlign Align Controls how items will be aligned globally, with each other in the Z Axis
ElementAxisXAlign Align Controls how each item aligns itself, within the align, in the X Axis
ElementAxisYAlign Align Controls how each item aligns itself, within the align, in the Y Axis
ElementAxisZAlign Align Controls how each item aligns itself, within the align, in the Z Axis
Separation Float The spacing between each item in _targets along the specified axis
ExcludeList list of IBounded A list of Bounded elements under target slots which are excluded from the aligners bounds calculations
_targets list of Target A list of slots which will be aligned. This will be automatically generated if AutoAddChildren is enabled.

Target

Fields
Name Type Description
TargetSlot Slot The slot to read bounds data from.
PositionDrive field drive of Float3 The position of TargetSlot to drive in order to align it.

Align

Note: changing the alignment does not change the order of elements. Just how the bounding box for the elements is positioned relative to 0. Basically this acts as a translation alignment, rather than a reordering of elements.

Values
Name Value Description
Neg 0 Align the elements on this axis starting at zero going towards the negative direction.
Mid 1 Align the elements on this axis so that the Bounded center ends up at 0 on this axis.
Pos 2 Align the elements on this axis starting at 0 going towards the positive direction.


AxisDir

This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Values
Name Value Description
Xpos 0 Align elements in a line towards the positive X axis locally.
Xneg 1 Align elements in a line towards the negative X axis locally.
Ypos 2 Align elements in a line towards the positive Y axis locally.
Yneg 3 Align elements in a line towards the negative Y axis locally.
Zpos 4 Align elements in a line towards the positive Z axis locally.
Zneg 5 Align elements in a line towards the negative Z axis locally.


Disadvantages and Alternatives

As the Axis Aligner works off of Bounds Calculations, and runs its calculations under a wide range of criteria, it can quickly become heavy with a doezen slots or so. Its Bounds-based nature alao makes it unsuited for evenly spacing objects with different bounds.

To mitigate these kinds of issues, one can make their own version of this in Protoflux, by having OnChange or other triggers fire a ForLoop, which iterates through all Slot Children, and gives them an offset based on the Iteration multiplied by a Float3 for the position. To further implement the bounds functionality, one can use a value that increases by the bounds calculation every iteration, instead of a number based on the Iteration itself.

A simple example was used to align the Avatars in Avatar Station, and is available in Nuki's Public Folder.

Examples

See Also