MeshRoad

consoledoc.h

A strip of rectangular mesh segments defined by a 3D spline for prototyping road-shaped objects in your scene.

More...

MeshRoad

string

Material for the upper surface of the road.

assetIdString

Material for the upper surface of the road.

string

Material for the bottom surface of the road.

assetIdString

Material for the bottom surface of the road.

string

Material for the left, right, front, and back surfaces of the road.

assetIdString

Material for the left, right, front, and back surfaces of the road.

float

The length in meters of textures mapped to the MeshRoad.

float

Angle in degrees - MeshRoad will subdivide the spline if its curve is greater than this threshold.

int

Subdivide segments widthwise this many times when generating vertices.

Internal

string

Do not modify, for internal use.

string

Do not modify, for internal use.

Public Static Attributes

bool

True if the MeshRoad editor is open, otherwise false.

bool

Disables rendering of all instances of this type.

bool

Disables selection of all instances of this type.

bool

Determines if the debug rendering of the batches cubes is displayed or not.

bool

If true, the road will be rendered. When in the editor, roads are always rendered regardless of this flag.

bool

If true, the road profile will be shown in the editor.

bool

If true, the spline on which the curvature of this road is based will be rendered.

bool

If true, will render the wireframe of the road.

Public Functions

void

Intended as a helper to developers and editor scripts.

void

Intended as a helper to developers and editor scripts.

void
setNodeDepth(int idx, float meters)

Intended as a helper to developers and editor scripts.

Detailed Description

A strip of rectangular mesh segments defined by a 3D spline for prototyping road-shaped objects in your scene.

User may control width and depth per node, overall spline shape in three dimensions, and seperate Materials for rendering the top, bottom, and side surfaces.

MeshRoad is not capable of handling intersections, branches, curbs, or other desirable features in a final 'road' asset and is therefore intended for prototyping and experimentation.

Materials assigned to MeshRoad should tile vertically.

MeshRoad

string topMaterial 

Material for the upper surface of the road.

assetIdString TopMaterialAsset 

Material for the upper surface of the road.

string bottomMaterial 

Material for the bottom surface of the road.

assetIdString BottomMaterialAsset 

Material for the bottom surface of the road.

string sideMaterial 

Material for the left, right, front, and back surfaces of the road.

assetIdString SideMaterialAsset 

Material for the left, right, front, and back surfaces of the road.

float textureLength 

The length in meters of textures mapped to the MeshRoad.

float breakAngle 

Angle in degrees - MeshRoad will subdivide the spline if its curve is greater than this threshold.

int widthSubdivisions 

Subdivide segments widthwise this many times when generating vertices.

Internal

string Node 

Do not modify, for internal use.

string ProfileNode 

Do not modify, for internal use.

Public Static Attributes

bool EditorOpen 

True if the MeshRoad editor is open, otherwise false.

bool isRenderable 

Disables rendering of all instances of this type.

bool isSelectable 

Disables selection of all instances of this type.

bool showBatches 

Determines if the debug rendering of the batches cubes is displayed or not.

bool showRoad 

If true, the road will be rendered. When in the editor, roads are always rendered regardless of this flag.

bool showRoadProfile 

If true, the road profile will be shown in the editor.

bool showSpline 

If true, the spline on which the curvature of this road is based will be rendered.

bool wireframe 

If true, will render the wireframe of the road.

Public Functions

postApply()

Intended as a helper to developers and editor scripts.

Force trigger an inspectPostApply. This will transmit material and other fields ( not including nodes ) to client objects.

regenerate()

Intended as a helper to developers and editor scripts.

Force MeshRoad to recreate its geometry.

setNodeDepth(int idx, float meters)

Intended as a helper to developers and editor scripts.

Sets the depth in meters of a particular node.