Beams and beamgroups

Beams

Parent element name: hill
Element name: beam

The beam is a bollard. It's ideal to create for example simple handrail. Many beams can be defined as one element named beamgroup.

Positioning beams

NameTypeAllowed valuesDescriptionOptional
x1FloatThe starting point in position relative to the X-axis
x2FloatThe ending point in position relative to the X-axis
y1FloatThe starting point in position relative to the Y-axisTrue
y2FloatThe ending point in position relative to the Y-axisTrue
refx[1, 2]?StringA built-in reference which applies for refxA reference to the X-axis, which beam is based on
refy[1, 2]?StringA built-in reference which applies for refy or your defined profile nameA reference to the X-axis, which beam is based on
refz[1, 2]?StringA built-in reference which applies for refz or your defined profile nameA reference to the X-axis, which beam is based on

Sizing beams

NameTypeDescription
r+FloatRadius

Controlling sides

NameTypeDescriptionOptional
edges+IntegerEdges count
smoothBooleanToggles smooth sidesTrue
rectBooleanToggles a cuboid shapeTrue

Texturing beams

TIP

If you have two surfaces that are overlapping each other, specify the zbias attribute, so this surface will appear "above" the second surface

NameTypeDescriptionOptional
[t, m, c][Texture, Material, Color]Texture, material and color
zbias+IntegerZ-indexTrue

Beamgroups

Parent element name: hill
Element name: beamgroup

Beamgroup is a group of beams defined using one element named beamgroup. So instead of declaring beams multiple times, you can have one beamgroup.

TIP

All beams' attributes are working also with beamgroups. However, some extra attributes apply for beamgroup only.

TIP

The stepper attribute can't be described using only words, as it includes advanced math and deep knowledge of DSJ4 code. In most cases setting its value to 0 should be enough, however the difference between values can be noticed.

Managing steps

NameTypeDefault valueDescriptionOptional
step+FloatStep between beams
fitstepBooleanToggles equal beams arrangementTrue
stepper+integer<0; 5>Step management way

Rendering beamgroups

NameTypeDescriptionOptional
firstBooleanToggles rendering the first beam in beamgroupTrue
lastBooleanToggles rendering the last beam in beamgroupTrue

Positioning beamgroups

TIP

These attributes manage the position of the starting beam. The position of the next beam relative to the X-axis is calculated with formula dx[1, 2]? * n + step, where n is an index of the nth beam in beamgroup.

TIP

Beamgroups render multiple beams in a range of positions from x1 to x2.

NameTypeDescription
dx[1, 2]?FloatThe position relative to X-axis of starting beam
dy[1, 2]?FloatThe position relative to Y-axis of starting beam
dz[1, 2]?FloatThe position relative to Z-axis of starting beam