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https://github.com/godotengine/godot.git
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bc9df365b0
- Fixed missing "be" typo in MeshDataTool's get_face_edge function - Corrected documentation to say negative values aren't valid
336 lines
11 KiB
XML
336 lines
11 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MeshDataTool" inherits="RefCounted" version="4.0">
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<brief_description>
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Helper tool to access and edit [Mesh] data.
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</brief_description>
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<description>
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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.
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To use MeshDataTool, load a mesh with [method create_from_surface]. When you are finished editing the data commit the data to a mesh with [method commit_to_surface].
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Below is an example of how MeshDataTool may be used.
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[codeblocks]
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[gdscript]
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var mesh = ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new().get_mesh_arrays())
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var mdt = MeshDataTool.new()
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mdt.create_from_surface(mesh, 0)
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for i in range(mdt.get_vertex_count()):
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var vertex = mdt.get_vertex(i)
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# In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
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vertex += mdt.get_vertex_normal(i)
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# Save your change.
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mdt.set_vertex(i, vertex)
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mesh.surface_remove(0)
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mdt.commit_to_surface(mesh)
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var mi = MeshInstance.new()
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mi.mesh = mesh
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add_child(mi)
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[/gdscript]
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[csharp]
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var mesh = new ArrayMesh();
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mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
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var mdt = new MeshDataTool();
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mdt.CreateFromSurface(mesh, 0);
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for (var i = 0; i < mdt.GetVertexCount(); i++)
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{
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Vector3 vertex = mdt.GetVertex(i);
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// In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
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vertex += mdt.GetVertexNormal(i);
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// Save your change.
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mdt.SetVertex(i, vertex);
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}
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mesh.SurfaceRemove(0);
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mdt.CommitToSurface(mesh);
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var mi = new MeshInstance();
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mi.Mesh = mesh;
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AddChild(mi);
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[/csharp]
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[/codeblocks]
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See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural geometry generation.
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[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="clear">
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<return type="void" />
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<description>
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Clears all data currently in MeshDataTool.
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</description>
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</method>
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<method name="commit_to_surface">
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<return type="int" enum="Error" />
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<argument index="0" name="mesh" type="ArrayMesh" />
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<description>
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Adds a new surface to specified [Mesh] with edited data.
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</description>
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</method>
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<method name="create_from_surface">
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<return type="int" enum="Error" />
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<argument index="0" name="mesh" type="ArrayMesh" />
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<argument index="1" name="surface" type="int" />
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<description>
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Uses specified surface of given [Mesh] to populate data for MeshDataTool.
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Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES].
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</description>
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</method>
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<method name="get_edge_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of edges in this [Mesh].
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</description>
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</method>
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<method name="get_edge_faces" qualifiers="const">
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<return type="PackedInt32Array" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns array of faces that touch given edge.
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</description>
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</method>
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<method name="get_edge_meta" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns meta information assigned to given edge.
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</description>
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</method>
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<method name="get_edge_vertex" qualifiers="const">
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<return type="int" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="vertex" type="int" />
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<description>
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Returns index of specified vertex connected to given edge.
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Vertex argument can only be 0 or 1 because edges are comprised of two vertices.
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</description>
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</method>
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<method name="get_face_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of faces in this [Mesh].
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</description>
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</method>
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<method name="get_face_edge" qualifiers="const">
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<return type="int" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="edge" type="int" />
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<description>
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Returns specified edge associated with given face.
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Edge argument must be either 0, 1, or 2 because a face only has three edges.
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</description>
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</method>
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<method name="get_face_meta" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the metadata associated with the given face.
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</description>
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</method>
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<method name="get_face_normal" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="idx" type="int" />
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<description>
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Calculates and returns the face normal of the given face.
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</description>
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</method>
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<method name="get_face_vertex" qualifiers="const">
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<return type="int" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="vertex" type="int" />
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<description>
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Returns the specified vertex of the given face.
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Vertex argument must be either 0, 1, or 2 because faces contain three vertices.
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</description>
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</method>
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<method name="get_format" qualifiers="const">
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<return type="int" />
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<description>
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Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format flags combined together. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code].
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See [enum Mesh.ArrayFormat] for a list of format flags.
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</description>
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</method>
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<method name="get_material" qualifiers="const">
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<return type="Material" />
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<description>
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Returns the material assigned to the [Mesh].
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</description>
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</method>
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<method name="get_vertex" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the vertex at given index.
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</description>
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</method>
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<method name="get_vertex_bones" qualifiers="const">
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<return type="PackedInt32Array" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the bones of the given vertex.
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</description>
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</method>
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<method name="get_vertex_color" qualifiers="const">
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<return type="Color" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the color of the given vertex.
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</description>
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</method>
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<method name="get_vertex_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the total number of vertices in [Mesh].
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</description>
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</method>
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<method name="get_vertex_edges" qualifiers="const">
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<return type="PackedInt32Array" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns an array of edges that share the given vertex.
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</description>
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</method>
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<method name="get_vertex_faces" qualifiers="const">
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<return type="PackedInt32Array" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns an array of faces that share the given vertex.
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</description>
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</method>
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<method name="get_vertex_meta" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the metadata associated with the given vertex.
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</description>
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</method>
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<method name="get_vertex_normal" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the normal of the given vertex.
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</description>
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</method>
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<method name="get_vertex_tangent" qualifiers="const">
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<return type="Plane" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the tangent of the given vertex.
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</description>
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</method>
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<method name="get_vertex_uv" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the UV of the given vertex.
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</description>
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</method>
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<method name="get_vertex_uv2" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns the UV2 of the given vertex.
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</description>
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</method>
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<method name="get_vertex_weights" qualifiers="const">
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<return type="PackedFloat32Array" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns bone weights of the given vertex.
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</description>
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</method>
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<method name="set_edge_meta">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="meta" type="Variant" />
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<description>
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Sets the metadata of the given edge.
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</description>
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</method>
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<method name="set_face_meta">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="meta" type="Variant" />
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<description>
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Sets the metadata of the given face.
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</description>
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</method>
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<method name="set_material">
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<return type="void" />
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<argument index="0" name="material" type="Material" />
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<description>
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Sets the material to be used by newly-constructed [Mesh].
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</description>
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</method>
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<method name="set_vertex">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="vertex" type="Vector3" />
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<description>
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Sets the position of the given vertex.
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</description>
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</method>
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<method name="set_vertex_bones">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="bones" type="PackedInt32Array" />
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<description>
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Sets the bones of the given vertex.
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</description>
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</method>
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<method name="set_vertex_color">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="color" type="Color" />
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<description>
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Sets the color of the given vertex.
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</description>
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</method>
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<method name="set_vertex_meta">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="meta" type="Variant" />
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<description>
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Sets the metadata associated with the given vertex.
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</description>
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</method>
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<method name="set_vertex_normal">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="normal" type="Vector3" />
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<description>
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Sets the normal of the given vertex.
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</description>
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</method>
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<method name="set_vertex_tangent">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="tangent" type="Plane" />
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<description>
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Sets the tangent of the given vertex.
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</description>
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</method>
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<method name="set_vertex_uv">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="uv" type="Vector2" />
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<description>
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Sets the UV of the given vertex.
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</description>
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</method>
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<method name="set_vertex_uv2">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="uv2" type="Vector2" />
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<description>
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Sets the UV2 of the given vertex.
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</description>
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</method>
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<method name="set_vertex_weights">
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<return type="void" />
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<argument index="0" name="idx" type="int" />
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<argument index="1" name="weights" type="PackedFloat32Array" />
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<description>
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Sets the bone weights of the given vertex.
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</description>
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</method>
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</methods>
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</class>
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