Builtin Library
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- .metadata177 B
- README.md1.3 KB
- geometry.module
- init.luau2.1 KB
README.md
entity.geometry (procNode)
The mesh a live scene entity's Model draws, as a Geometry: in its own space, or posed into the world. What brings an authored model into a graph to scatter on, cut or rebuild.
Built from a CPU read of the entity's Model asset and pose, and io.import of the mesh. With "world" each point's P is scaled by the entity's lossy scale, turned by its rotation and moved to its position, and each normal N takes the inverse scale and the same rotation and is normalized again.
Inputs
entity(Entity). Default"". The scene entity whose Model mesh is read. An entity with no Model is refused naming it.space(one of object, world). Default"object". Where the mesh lands: "object" keeps it in its own space, the shape as authored; "world" bakes the entity's position, rotation and lossy scale into the points and normals.
Outputs
geometry: the mesh as a Geometry, with every attribute the mesh carries.
Example
local mesh = g.entity.geometry({ entity = "Crate", space = "world" })
For an entity named Crate drawing the cube model at (5, 0, 0) with scale 2, mesh holds the cube's 24 points and 12 triangles, spanning (4, -1, -1) to (6, 1, 1); with space = "object" it spans (-0.5, -0.5, -0.5) to (0.5, 0.5, 0.5).