Mesh scatter layout

The mesh scatter layout module places randomly agents on a mesh.



Attributes

AttributesTypeOverridableDescription
agentTypestringyesThe agent type name.
useNavMeshboolnoIf on, a nav mesh will be used instead of the mesh.
navMeshstring noThe nav mesh name
directionvector3yesThe agent directions.
upVectorvector3 yes Agent up vector. 
 scalevector3 yes Agent scale. 
iterationsint
no

The number of iterations used for building the agents.
This is not the actual number of agents. At each iteration a random point of the mesh is picked and Atoms will make sure there is no agent closer than "radius". If this condition fails, no agent will be placed at this iteration.

meshmeshnoThe reference mesh.
meshMatrixmatrixnoThe reference mesh world matrix.
radiusdoublenoThe minimum distance between each agent.
maxRadiusdouble no The maximum distance between each agents 
randomSeedintnoRandom seed
randomizeRadiusboolnoIf true, the radius value is randomized per agent.
spacingMapimage no Texture used to modulate the radius between the radius and max radius value.
eraseMapimage no Texture used to erase agents. Value above the erase threshold will erase the agents.
eraseThresholddouble no Erase threshold.
meshTriangulateboolnoIf true, the mesh will be triangulated (Unreal Engine always triangulate meshes)
scatterModeintno

0: Creates agents randomly on the surface

1: Creates an agent for each vertex (ignores iterations)

2: Creates an agent for each face center of the mesh (ignores iterations)

3: Creates an agent randomly on the mesh vertices

3: Creates an agent randomly on the mesh faces

groupIdOffsetintnoApplies the offset to the agent ids if there are multiple layout modules
isDynamicboolnoIf true, generate agents dynamically
dynamicMethodintnoThe method to be used for dynamic agent generation: Timer (0), Generator Trigger(1)
timervector2noRange to pick a random value of frames to trigger a new generation of agents (if the module is dynamic and dynamic method is by timer)
generatorTriggerboolnoFlag to trigger a new generation of agents (if the module is dynamic and dynamic method is by Generator Trigger)
resetSeedboolnoIf true, reset the seed at each generation (only used if the module is dynamic)
generateOnInitSimulationboolnoIf true, generate agents at first frame (only used if the module is dynamic)
randomizeAgentTypesboolnoIf true, pick random agent type on dynamic generations (only if the module is dynamic)
randomAgentTypesstringArraynoThe list of agent types to be used on dynamic generations (only if the module is dynamic)
applyPelvisHeightOffsetboolnoIf true, offsets the agent height according to the distance between the average feet position and the pelvis position in bind pose
agentMaxNumintnoThe maximum number of agents to be created. This ensures a fixed number of agents is created by stopping the iterations if needed.
useClampVector
boolnoIf true, the tool will not place any agents where the angle between the ClampVector and the normal of the mesh location is more than the ClampAngle. Does not work when a nav mesh is used as source.
clampUpVectorvector3noThe clamp up vector
clampAngledoublenoThe clamp up angle
agentGroupsstringarraynoArray of agent group names. The agent groups will be considered for filtering out agents from this mesh scatter layout.


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