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MeshDataTool¶
Inherits: RefCounted < Object
Helper tool to access and edit Mesh data.
Description¶
MeshDataTool provides access to individual vertices in a Mesh. It allows users to read and edit vertex data of meshes. It also creates an array of faces and edges.
To use MeshDataTool, load a mesh with create_from_surface. When you are finished editing the data commit the data to a mesh with commit_to_surface.
Below is an example of how MeshDataTool may be used.
var mesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new().get_mesh_arrays())
var mdt = MeshDataTool.new()
mdt.create_from_surface(mesh, 0)
for i in range(mdt.get_vertex_count()):
var vertex = mdt.get_vertex(i)
# In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
vertex += mdt.get_vertex_normal(i)
# Save your change.
mdt.set_vertex(i, vertex)
mesh.clear_surfaces()
mdt.commit_to_surface(mesh)
var mi = MeshInstance.new()
mi.mesh = mesh
add_child(mi)
var mesh = new ArrayMesh();
mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
var mdt = new MeshDataTool();
mdt.CreateFromSurface(mesh, 0);
for (var i = 0; i < mdt.GetVertexCount(); i++)
{
Vector3 vertex = mdt.GetVertex(i);
// In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
vertex += mdt.GetVertexNormal(i);
// Save your change.
mdt.SetVertex(i, vertex);
}
mesh.ClearSurfaces();
mdt.CommitToSurface(mesh);
var mi = new MeshInstance();
mi.Mesh = mesh;
AddChild(mi);
See also ArrayMesh, ImmediateMesh and SurfaceTool for procedural geometry generation.
Note: Godot uses clockwise winding order for front faces of triangle primitive modes.
Tutorials¶
Methods¶
void |
clear ( ) |
commit_to_surface ( ArrayMesh mesh, int compression_flags=0 ) |
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create_from_surface ( ArrayMesh mesh, int surface ) |
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get_edge_count ( ) const |
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get_edge_faces ( int idx ) const |
|
get_edge_meta ( int idx ) const |
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get_edge_vertex ( int idx, int vertex ) const |
|