Datatypes

A Curvy Generator module usually gets input data from one or more input slots and, after processing, writes data to one or more output slots.

Data Types do inherit. For example, if a slot wants a Shape, you can plug in a Path as well because Path is subclassed from shape.

When adding modules using Filter mode (CTRL pressed), only modules matching the direct datatype are shown

Rich datatype classes

Most datatype classes offer a variety of constructors and helper methods to manipulate or use it's data. E.g. a Volume offers methods to calculate points on it's surface.

Datatype hierarchy

CGDATA is the base class for all data types!

Reference

CGData

  • Name
  • Timestamp

Shape

Represents a polygon line, e.g. a rasterized spline shape. Shapes in this context need to be strictly 2D on the X/Y plane!

  • Position
  • Normal
  • Material settings for groups of line segments

This datatype usually is used in a non-rasterized way (see OnRequestProcessing)

Path

Inherits from Shape

Represents a full polygon line:

  • Position (from Shape)
  • Normal (from Shape
  • Material settings for groups of line segments (from Shape)
  • Direction/Tangents

This datatype usually is used in a non-rasterized way (see OnRequestProcessing)

Volume

Inherits from PathShape

Represents a extruded volume:

  • Position (from Shape)
  • Normal (from Shape
  • Material settings for groups of line segments (from Shape)
  • Direction/Tangents (from Path)
  • Vertex
  • VertexNormal
  • UV

Bounds

Encapsulates a bounding box. Bounds are usually taken from Mesh or GameObject input modules and can be used to properly place the source objects or other calculations.

  • Bounds

GameObject

Represents a GameObject/Prefab

  • Object

VMesh

Represents mesh data:

  • Vertex
  • UV,UV2
  • Normals
  • Tangents
  • List of VSubmeshes

VSubMesh

Represents a submesh:

  • Triangles
  • Material

Spots

Represents an array of spots that can be used to place objects or other calculations. A spot, much like a transform, is defined by:

  • Position
  • Rotation
  • Scale
Last modified: 2015/09/07 21:06 by Jake