SurfaceTool¶
Category: Core
Brief Description¶
Helper tool to create geometry.
Methods¶
void | add_bones ( PoolIntArray bones ) |
void | add_color ( Color color ) |
void | add_index ( int index ) |
void | add_normal ( Vector3 normal ) |
void | add_smooth_group ( bool smooth ) |
void | add_tangent ( Plane tangent ) |
void | add_triangle_fan ( PoolVector3Array vertices, PoolVector2Array uvs=PoolVector2Array( ), PoolColorArray colors=PoolColorArray( ), PoolVector2Array uv2s=PoolVector2Array( ), PoolVector3Array normals=PoolVector3Array( ), Array tangents=[ ] ) |
void | add_uv ( Vector2 uv ) |
void | add_uv2 ( Vector2 uv2 ) |
void | add_vertex ( Vector3 vertex ) |
void | add_weights ( PoolRealArray weights ) |
void | append_from ( Mesh existing, int surface, Transform transform ) |
void | begin ( PrimitiveType primitive ) |
void | clear ( ) |
ArrayMesh | commit ( ArrayMesh existing=null, int flags=97280 ) |
void | create_from ( Mesh existing, int surface ) |
void | deindex ( ) |
void | generate_normals ( bool flip=false ) |
void | generate_tangents ( ) |
void | index ( ) |
void | set_material ( Material material ) |
Description¶
The SurfaceTool
is used to construct a Mesh by specifying vertex attributes individually. It can be used to construct a Mesh from script. All properties except index need to be added before a call to add_vertex. For example adding vertex colors and UVs looks like
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.add_color(Color(1, 0, 0))
st.add_uv(Vector2(0, 0))
st.add_vertex(Vector3(0, 0, 0))
The SurfaceTool
now contains one vertex of a triangle which has a UV coordinate and a specified Color. If another vertex were added without calls to add_uv or add_color then the last values would be used.
It is very important that vertex attributes are passed before the call to add_vertex, failure to do this will result in an error when committing the vertex information to a mesh.
Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.
Method Descriptions¶
- void add_bones ( PoolIntArray bones )
Add an array of bones for the next Vertex to use. Array must contain 4 integers.
- void add_color ( Color color )
Specify a Color for the next Vertex to use.
- void add_index ( int index )
Adds an index to index array if you are using indexed Vertices. Does not need to be called before adding Vertex.
- void add_normal ( Vector3 normal )
Specify a normal for the next Vertex to use.
- void add_smooth_group ( bool smooth )
Specify whether current Vertex (if using only Vertex arrays) or current index (if also using index arrays) should utilize smooth normals for normal calculation.
- void add_tangent ( Plane tangent )
Specify a Tangent for the next Vertex to use.
- void add_triangle_fan ( PoolVector3Array vertices, PoolVector2Array uvs=PoolVector2Array( ), PoolColorArray colors=PoolColorArray( ), PoolVector2Array uv2s=PoolVector2Array( ), PoolVector3Array normals=PoolVector3Array( ), Array tangents=[ ] )
Insert a triangle fan made of array data into Mesh being constructed.
Requires primitive type be set to Mesh.PRIMITIVE_TRIANGLES.
- void add_uv ( Vector2 uv )
Specify UV Coordinate for next Vertex to use.
- void add_uv2 ( Vector2 uv2 )
Specify an optional second set of UV coordinates for next Vertex to use.
- void add_vertex ( Vector3 vertex )
Specify position of current Vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
- void add_weights ( PoolRealArray weights )
Specify weight values for next Vertex to use. Array must contain 4 values.
Append vertices from a given Mesh surface onto the current vertex array with specified Transform.
- void begin ( PrimitiveType primitive )
Called before adding any Vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES).
- void clear ( )
Clear all information passed into the surface tool so far.
Returns a constructed ArrayMesh from current information passed in. If an existing ArrayMesh is passed in as an argument, will add an extra surface to the existing ArrayMesh.
Creates a vertex array from an existing Mesh.
- void deindex ( )
Removes index array by expanding Vertex array.
- void generate_normals ( bool flip=false )
Generates normals from Vertices so you do not have to do it manually.
Setting flip
to true
inverts the resulting normals.
Requires primitive type to be set to Mesh.PRIMITIVE_TRIANGLES.
- void generate_tangents ( )
Generates a tangent vector for each vertex.
Requires that each vertex have UVs and normals set already.
- void index ( )
Shrinks Vertex array by creating an index array. Avoids reusing Vertices.
- void set_material ( Material material )