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The tolerance for rounding errors\. Math operations with floating point values are not exact, so equality comparisons should allow for slightly different values\. If the difference between A and B is less than Tolerance, the result will be true\.
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## Output Properties
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| Property | Display Name | Type | IO Type | Default Value | Optional |
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This component supports flexible types. The following type combinations are valid:
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# Mesh Hash Checker
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Detects if a specific mesh is currently being drawn in the scene\.<br/><br/>Checks if a specific mesh hash was processed in the current frame\.
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Detects if a specific mesh is currently being drawn in the scene\.<br/><br/>This checks all meshes that the game sends to Remix in the current frame, which will probably include meshes that are off camera or occluded\.
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# Mesh Proximity
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Measures how far a point is from a mesh's bounding box\. This can be used to determine if the camera is close to a mesh, or inside of a room\.<br/><br/>Calculates the signed distance from a world position to a mesh's bounding box\. Positive values indicate the point is outside the bounding box, negative values indicate it's inside\.<br/><br/>Note that the output is in object space\.
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Measures how far a point is from a mesh's bounding box\. This can be used to determine if the camera is close to a mesh, or inside of a room\.<br/><br/>Calculates the signed distance from a world position to a mesh's bounding box\. Positive values indicate the point is outside the bounding box, negative values indicate it's inside\.<br/><br/>Note that the output is in object space, so if the mesh is scaled, the distance may not correspond to world units\.
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## Component Information
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### Target
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The mesh prim to get bounding box from\. Must be a mesh prim\.
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The mesh prim to get bounding box from\. Must be a UsdGeomMesh prim\(the actual geometry\)\.
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### World Position
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The world space position to test against the mesh bounding box\.
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The world space position to test against the mesh bounding box\. This is often the \`Position\` output from the \`Camera\` component, if checking how close the camera is to the mesh\.
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### Inactive Distance
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The distance inside the bounding box that corresponds to a normalized value of 0\.0\.Positive numbers represent values outside the AABB\.
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When the \`World Position\` is this far from the mesh's bounding box, \`Activation Strength\` will be 0\. Positive numbers represent mean \`World Position\` is outside the box, negative numbers mean it is inside the box\.
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### Full Activation Distance
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The distance inside the bounding box that corresponds to a normalized value of 1\.0\.Positive numbers represent values outside the AABB\.
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When the \`World Position\` is this far from the mesh's bounding box, \`Activation Strength\` will be 1\.Positive numbers represent mean \`World Position\` is outside the box, negative numbers mean it is inside the box\.
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### Easing Type
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The type of easing to apply to the normalized output\.
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The type of easing to apply to the \`Activation Strength\`output\.
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Underlying Type: `Enum`
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### Signed Distance
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Distance in object space to the nearest bounding box plane\. Positive when outside, negative when inside\.Outputs FLT\_MAX when no valid bounding box is found\.
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Distance in object space to the nearest point on the surface of the bounding box\. Positive when outside the bounding box, negative when inside\. Outputs a very large number when no valid bounding box is found\. Because this is in object space, if the object is scaled, the distance may not correspond to world units\.
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### Activation Strength
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Normalized 0\-1 value: 0 when on bounding box surface, 1 when at max distance inside \(with easing applied\)\.
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Normalized 0\-1 value: 0 when \`Signed Distance\` = \`Inactive Distance\`, 1 when it equals \`Full Activation Distance\`\. This is often passed directly to the \`Blend Strength\` of \`Rtx Option Layer Action\` to enable a conf layer when the camera is close to the mesh\.
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|[Fog Hash Checker](FogHashChecker.md)| Detects if a specific fog state is currently active in the scene\.<br/><br/>Checks if a given fog hash matche\.\.\.| 1 |
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|[Keyboard Input](KeyboardInput.md)| Detects when keyboard keys are pressed, held, or released\.<br/><br/>Checks the state of a keyboard key or ke\.\.\.| 1 |
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|[Light Hash Checker](LightHashChecker.md)| Detects if a specific light is currently active in the scene\.<br/><br/>Checks if a specific light hash is pr\.\.\.| 1 |
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|[Mesh Hash Checker](MeshHashChecker.md)| Detects if a specific mesh is currently being drawn in the scene\.<br/><br/>Checks if a specific mesh hash wa\.\.\.| 1 |
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|[Mesh Hash Checker](MeshHashChecker.md)| Detects if a specific mesh is currently being drawn in the scene\.<br/><br/>This checks all meshes that the g\.\.\.| 1 |
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|[Mesh Proximity](MeshProximity.md)| Measures how far a point is from a mesh's bounding box\. This can be used to determine if the camera \.\.\.| 1 |
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|[Ray Mesh Intersection](RayMeshIntersection.md)| Tests if a ray intersects with a mesh\.<br/><br/>Performs a ray\-mesh intersection test\. Currently supports bo\.\.\.| 1 |
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|[Read Bone Transform](ReadBoneTransform.md)| Reads the transform \(position, rotation, scale\) of a bone from a skinned mesh\.<br/><br/>Extracts the transfo\.\.\.| 1 |
X(RtComponentPropertyType::Float3, Vector3(0.0f, 0.0f, 0.0f), worldPosition, "World Position", "The world space position to test against the mesh bounding box.") \
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X(RtComponentPropertyType::Float, 1.0f, inactiveDistance, "Inactive Distance", "The distance inside the bounding box that corresponds to a normalized value of 0.0. Positive numbers represent values outside the AABB. ", property.optional = true) \
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X(RtComponentPropertyType::Float, 0.0f, fullActivationDistance, "Full Activation Distance", "The distance inside the bounding box that corresponds to a normalized value of 1.0. Positive numbers represent values outside the AABB. ", property.optional = true) \
X(RtComponentPropertyType::Float, 0.0f, signedDistance, "Signed Distance", "Distance in object space to the nearest bounding box plane. Positive when outside, negative when inside. Outputs FLT_MAX when no valid bounding box is found.") \
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X(RtComponentPropertyType::Float, 0.0f, activationStrength, "Activation Strength", "Normalized 0-1 value: 0 when on bounding box surface, 1 when at max distance inside (with easing applied).")
"Normalized 0-1 value: 0 when `Signed Distance` = `Inactive Distance`, 1 when it equals `Full Activation Distance`." \
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" This is often passed directly to the `Blend Strength` of `Rtx Option Layer Action` to enable a conf layer when the camera is close to the mesh.") \
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REMIX_COMPONENT( \
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/* the Component name */ MeshProximity, \
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/* the UI name */"Mesh Proximity", \
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/* the UI categories */"Sense", \
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/* the doc string */"Measures how far a point is from a mesh's bounding box. This can be used to determine if the camera is close to a mesh, or inside of a room.\n\n" \
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"Calculates the signed distance from a world position to a mesh's bounding box. Positive values indicate the point is outside the bounding box, negative values indicate it's inside.\n\n" \
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"Note that the output is in object space.", \
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"Note that the output is in object space, so if the mesh is scaled, the distance may not correspond to world units.", \
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