SurfaceTool
继承: RefCounted
< Object
Helper tool to create geometry.
描述
The SurfaceTool is used to construct a Mesh
by specifying vertex attributes individually. It can be used to construct a Mesh
from a script. All properties except indices need to be added before calling add_vertex
. For example, to add vertex colors and UVs:
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.set_color(Color(1, 0, 0))
st.set_uv(Vector2(0, 0))
st.add_vertex(Vector3(0, 0, 0))
var st = new SurfaceTool();
st.Begin(Mesh.PrimitiveType.Triangles);
st.SetColor(new Color(1, 0, 0));
st.SetUV(new Vector2(0, 0));
st.AddVertex(new Vector3(0, 0, 0));
The above SurfaceTool now contains one vertex of a triangle which has a UV coordinate and a specified Color
. If another vertex were added without calling set_uv
or set_color
, then the last values would be used.
Vertex attributes must be passed before calling add_vertex
. Failure to do so 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.
See also ArrayMesh
, ImmediateMesh
and MeshDataTool
for procedural geometry generation.
Note: Godot uses clockwise winding order for front faces of triangle primitive modes.
方法
void | add_index ( index: int ) |
void | add_triangle_fan ( vertices: PackedVector3Array , uvs: PackedVector2Array = PackedVector2Array(), colors: PackedColorArray = PackedColorArray(), uv2s: PackedVector2Array = PackedVector2Array(), normals: PackedVector3Array = PackedVector3Array(), tangents: Array Plane = [] ) |
void | add_vertex ( vertex: Vector3 ) |
void | append_from ( existing: Mesh , surface: int , transform: Transform3D ) |
void | begin ( primitive: PrimitiveType ) |
void | clear ( ) |
ArrayMesh | commit ( existing: ArrayMesh = null, flags: int = 0 ) |
Array | commit_to_arrays ( ) |
void | create_from ( existing: Mesh , surface: int ) |
void | create_from_arrays ( arrays: Array , primitive_type: PrimitiveType = 3 ) |
void | create_from_blend_shape ( existing: Mesh , surface: int , blend_shape: String ) |
void | deindex ( ) |
PackedInt32Array | generate_lod ( nd_threshold: float , target_index_count: int = 3 ) |
void | generate_normals ( flip: bool = false ) |
void | generate_tangents ( ) |
AABB | get_aabb ( ) const1 |
CustomFormat | get_custom_format ( channel_index: int ) const1 |
PrimitiveType | get_primitive_type ( ) const1 |
SkinWeightCount | get_skin_weight_count ( ) const1 |
void | index ( ) |
void | optimize_indices_for_cache ( ) |
void | set_bones ( bones: PackedInt32Array ) |
void | set_color ( color: Color ) |
void | set_custom ( channel_index: int , custom_color: Color ) |
void | set_custom_format ( channel_index: int , format: CustomFormat ) |
void | set_material ( material: Material ) |
void | set_normal ( normal: Vector3 ) |
void | set_skin_weight_count ( count: SkinWeightCount ) |
void | set_smooth_group ( index: int ) |
void | set_tangent ( tangent: Plane ) |
void | set_uv ( uv: Vector2 ) |
void | set_uv2 ( uv2: Vector2 ) |
void | set_weights ( weights: PackedFloat32Array ) |
枚举
enum CustomFormat:
CustomFormat CUSTOM_RGBA8_UNORM = 0
Limits range of data passed to set_custom
to unsigned normalized 0 to 1 stored in 8 bits per channel. See Mesh.ARRAY_CUSTOM_RGBA8_UNORM
.
CustomFormat CUSTOM_RGBA8_SNORM = 1
Limits range of data passed to set_custom
to signed normalized -1 to 1 stored in 8 bits per channel. See Mesh.ARRAY_CUSTOM_RGBA8_SNORM
.
CustomFormat CUSTOM_RG_HALF = 2
Stores data passed to set_custom
as half precision floats, and uses only red and green color channels. See Mesh.ARRAY_CUSTOM_RG_HALF
.
CustomFormat CUSTOM_RGBA_HALF = 3
Stores data passed to set_custom
as half precision floats and uses all color channels. See Mesh.ARRAY_CUSTOM_RGBA_HALF
.
CustomFormat CUSTOM_R_FLOAT = 4
Stores data passed to set_custom
as full precision floats, and uses only red color channel. See Mesh.ARRAY_CUSTOM_R_FLOAT
.
CustomFormat CUSTOM_RG_FLOAT = 5
Stores data passed to set_custom
as full precision floats, and uses only red and green color channels. See Mesh.ARRAY_CUSTOM_RG_FLOAT
.
CustomFormat CUSTOM_RGB_FLOAT = 6
Stores data passed to set_custom
as full precision floats, and uses only red, green and blue color channels. See Mesh.ARRAY_CUSTOM_RGB_FLOAT
.
CustomFormat CUSTOM_RGBA_FLOAT = 7
Stores data passed to set_custom
as full precision floats, and uses all color channels. See Mesh.ARRAY_CUSTOM_RGBA_FLOAT
.
CustomFormat CUSTOM_MAX = 8
Used to indicate a disabled custom channel.
enum SkinWeightCount:
SkinWeightCount SKIN_4_WEIGHTS = 0
Each individual vertex can be influenced by only 4 bone weights.
SkinWeightCount SKIN_8_WEIGHTS = 1
Each individual vertex can be influenced by up to 8 bone weights.
方法说明
void
add_index ( index: int
)
Adds a vertex to index array if you are using indexed vertices. Does not need to be called before adding vertices.
void
add_triangle_fan ( vertices: PackedVector3Array
, uvs: PackedVector2Array
= PackedVector2Array(), colors: PackedColorArray
= PackedColorArray(), uv2s: PackedVector2Array
= PackedVector2Array(), normals: PackedVector3Array
= PackedVector3Array(), tangents: Array Plane
= [] )
Inserts a triangle fan made of array data into Mesh
being constructed.
Requires the primitive type be set to Mesh.PRIMITIVE_TRIANGLES
.
void
add_vertex ( vertex: Vector3
)
Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
void
append_from ( existing: Mesh
, surface: int
, transform: Transform3D
)
Append vertices from a given Mesh
surface onto the current vertex array with specified Transform3D
.
void
begin ( primitive: PrimitiveType )
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.
ArrayMesh
commit ( existing: ArrayMesh
= null, flags: int
= 0 )
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
.
FIXME: Document possible values for flags
, it changed in 4.0. Likely some combinations of ArrayFormat.
Array
commit_to_arrays ( )
Commits the data to the same format used by ArrayMesh.add_surface_from_arrays
, ImporterMesh.add_surface
, and create_from_arrays
. This way you can further process the mesh data using the ArrayMesh
or ImporterMesh
APIs.
void
create_from ( existing: Mesh
, surface: int
)
Creates a vertex array from an existing Mesh
.
void
create_from_arrays ( arrays: Array
, primitive_type: PrimitiveType = 3 )
Creates this SurfaceTool from existing vertex arrays such as returned by commit_to_arrays
, Mesh.surface_get_arrays
, Mesh.surface_get_blend_shape_arrays
, ImporterMesh.get_surface_arrays
, and ImporterMesh.get_surface_blend_shape_arrays
. primitive_type
controls the type of mesh data, defaulting to Mesh.PRIMITIVE_TRIANGLES
.
void
create_from_blend_shape ( existing: Mesh
, surface: int
, blend_shape: String
)
Creates a vertex array from the specified blend shape of an existing Mesh
. This can be used to extract a specific pose from a blend shape.
void
deindex ( )
Removes the index array by expanding the vertex array.
PackedInt32Array
generate_lod ( nd_threshold: float
, target_index_count: int
= 3 )
已弃用: This method is unused internally, as it does not preserve normals or UVs. Consider using ImporterMesh.generate_lods
instead.
Generates an LOD for a given nd_threshold
in linear units (square root of quadric error metric), using at most target_index_count
indices.
void
generate_normals ( flip: bool
= false )
Generates normals from vertices so you do not have to do it manually. If flip
is true
, the resulting normals will be inverted. generate_normals
should be called after generating geometry and before committing the mesh using commit
or commit_to_arrays
. For correct display of normal-mapped surfaces, you will also have to generate tangents using generate_tangents
.
Note: generate_normals
only works if the primitive type to be set to Mesh.PRIMITIVE_TRIANGLES
.
Note: generate_normals
takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to 0
using set_smooth_group
or leave the smooth group at the default of 0
. To generate flat normals, set the smooth group to -1
using set_smooth_group
prior to adding vertices.
void
generate_tangents ( )
Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already (see generate_normals
).
Returns the axis-aligned bounding box of the vertex positions.
CustomFormat get_custom_format ( channel_index: int
) const1
Returns the format for custom channel_index
(currently up to 4). Returns CUSTOM_MAX
if this custom channel is unused.
PrimitiveType get_primitive_type ( ) const1
Returns the type of mesh geometry, such as Mesh.PRIMITIVE_TRIANGLES
.
SkinWeightCount get_skin_weight_count ( ) const1
By default, returns SKIN_4_WEIGHTS
to indicate only 4 bone influences per vertex are used.
Returns SKIN_8_WEIGHTS
if up to 8 influences are used.
Note: This function returns an enum, not the exact number of weights.
void
index ( )
Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.
void
optimize_indices_for_cache ( )
Optimizes triangle sorting for performance. Requires that get_primitive_type
is Mesh.PRIMITIVE_TRIANGLES
.
void
set_bones ( bones: PackedInt32Array
)
Specifies an array of bones to use for the next vertex. bones
must contain 4 integers.
void
set_color ( color: Color
)
Specifies a Color
to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Note: The material must have BaseMaterial3D.vertex_color_use_as_albedo
enabled for the vertex color to be visible.
void
set_custom ( channel_index: int
, custom_color: Color
)
Sets the custom value on this vertex for channel_index
.
set_custom_format
must be called first for this channel_index
. Formats which are not RGBA will ignore other color channels.
void
set_custom_format ( channel_index: int
, format: CustomFormat )
Sets the color format for this custom channel_index
. Use CUSTOM_MAX
to disable.
Must be invoked after begin
and should be set before commit
or commit_to_arrays
.
void
set_material ( material: Material
)
Sets Material
to be used by the Mesh
you are constructing.
void
set_normal ( normal: Vector3
)
Specifies a normal to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
void
set_skin_weight_count ( count: SkinWeightCount )
Set to SKIN_8_WEIGHTS
to indicate that up to 8 bone influences per vertex may be used.
By default, only 4 bone influences are used (SKIN_4_WEIGHTS
).
Note: This function takes an enum, not the exact number of weights.
void
set_smooth_group ( index: int
)
Specifies the smooth group to use for the next vertex. If this is never called, all vertices will have the default smooth group of 0
and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to -1
.
Note: This function actually takes a uint32_t
, so C# users should use uint32.MaxValue
instead of -1
to produce a mesh with flat normals.
void
set_tangent ( tangent: Plane
)
Specifies a tangent to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
void
set_uv ( uv: Vector2
)
Specifies a set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
void
set_uv2 ( uv2: Vector2
)
Specifies an optional second set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
void
set_weights ( weights: PackedFloat32Array
)
Specifies weight values to use for the next vertex. weights
must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。