Mesh scatter layout

Mesh scatter layout

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

 


Attributes

Attributes

Type

Overridable

Description

agentType

string

yes

The agent type name.

useNavMesh

bool

no

If on, a nav mesh will be used instead of the mesh.

navMesh

string 

no

The nav mesh name

direction

vector3

yes

The agent directions.

upVector

vector3 

yes 

Agent up vector. 

 scale

vector3 

yes 

Agent scale. 

iterations

int

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.

mesh

mesh

no

The reference mesh.

meshMatrix

matrix

no

The reference mesh world matrix.

radius

double

no

The minimum distance between each agent.

maxRadius

double 

no 

The maximum distance between each agents 

randomSeed

int

no

Random seed

randomizeRadius

bool

no

If true, the radius value is randomized per agent.

spacingMap

image 

no 

Texture used to modulate the radius between the radius and max radius value.

eraseMap

image 

no 

Texture used to erase agents. Value above the erase threshold will erase the agents.

eraseThreshold

double 

no 

Erase threshold.

meshTriangulate

bool

no

If true, the mesh will be triangulated (Unreal Engine always triangulate meshes)

scatterMode

int

no

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

groupIdOffset

int

no

Applies the offset to the agent ids if there are multiple layout modules

isDynamic

bool

no

If true, generate agents dynamically

dynamicMethod

int

no

The method to be used for dynamic agent generation: Timer (0), Generator Trigger(1)

timer

vector2

no

Range 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)

generatorTrigger

bool

no

Flag to trigger a new generation of agents (if the module is dynamic and dynamic method is by Generator Trigger)

resetSeed

bool

no

If true, reset the seed at each generation (only used if the module is dynamic)

generateOnInitSimulation

bool

no

If true, generate agents at first frame (only used if the module is dynamic)

randomizeAgentTypes

bool

no

If true, pick random agent type on dynamic generations (only if the module is dynamic)

randomAgentTypes

stringArray

no

The list of agent types to be used on dynamic generations (only if the module is dynamic)

applyPelvisHeightOffset

bool

no

If true, offsets the agent height according to the distance between the average feet position and the pelvis position in bind pose

agentMaxNum

int

no

The maximum number of agents to be created. This ensures a fixed number of agents is created by stopping the iterations if needed.

useClampVector

bool

no

If 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.

clampUpVector

vector3

no

The clamp up vector

clampAngle

double

no

The clamp up angle

agentGroups

stringarray

no

Array of agent group names. The agent groups will be considered for filtering out agents from this mesh scatter layout.


 

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