Component:BallisticPathMesh

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Component image 
Ballistic Path Mesh component as seen in the Scene Inspector

The ballistics path mesh is a component that generates a stripe or tube mesh that traces the future path of a virtual thrown object.

Tube mode currently does not work due to a small oversight. See issue 2901

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.
InitialPosition Float3 The initial position of the ballistics path.
InitialVelocity Float3 The initial velocity of the ballistics path.
Gravity Float3 The gravity affecting the ballistics path (m/s^2)
Drag Float the resistance through the air of the generated ballistics path
Mode StepMode What units StepSize is in.
StepSize Float How many units maximum every bend/segment is in length (the last segment may be shorter).
TotalUnits Float How many segments the path mesh will have give or take 1 or 2.
Shape PathShape What shape the arc should be rendered as.
Size Float How big to scale this ballisitics path
Points Int how many sides the tube mesh uses. Only accepts values greater than or equal to 3.
DualSided Bool whether the generated mesh should be dual sided.
Up Float3 The up direction against gravity for the generated mesh (local space)
DistanceSizeGrowth Float How much to make the width/radius of the path mesh grow as it progresses along the arc.
MinGrownSize Float How skinny at minimum the Ballistic Path Mesh will get from applying DistanceSizeGrowth.
MaxGrownSize Float How wide at maximum the Ballistic Path Mesh will get from applying DistanceSizeGrowth.
UseLastSegment Bool Whether to add one final segment that goes to <codr>LastSegmentPosition
LastSegmentPosition Float3 The local position to place the end of the last segment at if UseLastSegment is enabled.

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.

StepMode

Values
Name Value Description
Time 0 StepSize refers to units of time
Distance 1 StepSize refers to distance in meters.


PathShape

Values
Name Value Description
Stripe 0 Make the path segment shape a sripe.
Tube 1 Make the path segment shape a tube.


Usage

Examples

This is commonly used in the teleport to locomotion for the indication visual for teleporting. The teleport locomotion uses Stripe for the path shape.

See Also