class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCounted SurfaceTool
Helper tool to create geometry.
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 [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
Enum CustomFormat<>():Enum

CUSTOM_RGBA8_UNORM:null = 0
Limits range of data passed to set_custom to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM].


CUSTOM_RGBA8_SNORM:null = 1
Limits range of data passed to set_custom to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM].


CUSTOM_RG_HALF:null = 2
Stores data passed to set_custom as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF].


CUSTOM_RGBA_HALF:null = 3
Stores data passed to set_custom as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF].


CUSTOM_R_FLOAT:null = 4
Stores data passed to set_custom as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT].


CUSTOM_RG_FLOAT:null = 5
Stores data passed to set_custom as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT].


CUSTOM_RGB_FLOAT:null = 6
Stores data passed to set_custom as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT].


CUSTOM_RGBA_FLOAT:null = 7
Stores data passed to set_custom as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT].


CUSTOM_MAX:null = 8
Used to indicate a disabled custom channel.
Enum SkinWeightCount<>():Enum

SKIN_4_WEIGHTS:null = 0
Each individual vertex can be influenced by only 4 bone weights.


SKIN_8_WEIGHTS:null = 1
Each individual vertex can be influenced by up to 8 bone weights.
void add_index<>( int index=, index:int=, ):void
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<>( PackedVector3Array vertices=, vertices:PackedVector3Array=, PackedVector2Array uvs=PackedVector2Array(), uvs:PackedVector2Array=PackedVector2Array(), PackedColorArray colors=PackedColorArray(), colors:PackedColorArray=PackedColorArray(), PackedVector2Array uv2s=PackedVector2Array(), uv2s:PackedVector2Array=PackedVector2Array(), PackedVector3Array normals=PackedVector3Array(), normals:PackedVector3Array=PackedVector3Array(), Plane[] tangents=[], tangents:Plane[]=[], ):void
Inserts a triangle fan made of array data into Mesh being constructed.

Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES].
void add_vertex<>( Vector3 vertex=, vertex:Vector3=, ):void
Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).

void append_from<>( Mesh existing=, existing:Mesh=, int surface=, surface:int=, Transform3D transform=, transform:Transform3D=, ):void
Append vertices from a given Mesh surface onto the current vertex array with specified Transform3D.

void begin<>( int primitive=, primitive:int=, ):void
Called before adding any vertices. Takes the primitive type as an argument (e.g. [constant Mesh.PRIMITIVE_TRIANGLES]).

void clear<>():void
Clear all information passed into the surface tool so far.

ArrayMesh commit<>( ArrayMesh existing=null, existing:ArrayMesh=null, int flags=0, flags:int=0, ):ArrayMesh
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.

The flags argument can be the bitwise OR of [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].
Array commit_to_arrays<>():Array
Commits the data to the same format used by [method ArrayMesh.add_surface_from_arrays], [method 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<>( Mesh existing=, existing:Mesh=, int surface=, surface:int=, ):void
Creates a vertex array from an existing Mesh.

void create_from_arrays<>( Array arrays=, arrays:Array=, int primitive_type=3, primitive_type:int=3, ):void
Creates this SurfaceTool from existing vertex arrays such as returned by commit_to_arrays, [method Mesh.surface_get_arrays], [method Mesh.surface_get_blend_shape_arrays], [method ImporterMesh.get_surface_arrays], and [method ImporterMesh.get_surface_blend_shape_arrays]. primitive_type controls the type of mesh data, defaulting to [constant Mesh.PRIMITIVE_TRIANGLES].

void create_from_blend_shape<>( Mesh existing=, existing:Mesh=, int surface=, surface:int=, String blend_shape=, blend_shape:String=, ):void
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<>():void
Removes the index array by expanding the vertex array.

PackedInt32Array generate_lod<>( float nd_threshold=, nd_threshold:float=, int target_index_count=3, target_index_count:int=3, ):PackedInt32Array
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<>( bool flip=false, flip:bool=false, ):void
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 is set to [constant 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<>():void
Generates a tangent vector for each vertex. Requires that each vertex already has UVs and normals set (see generate_normals).

AABB get_aabb<>():AABB
Returns the axis-aligned bounding box of the vertex positions.

int get_custom_format<>( int channel_index=, channel_index:int=, ):int
Returns the format for custom channel_index (currently up to 4). Returns CUSTOM_MAX if this custom channel is unused.

int get_primitive_type<>():int
Returns the type of mesh geometry, such as [constant Mesh.PRIMITIVE_TRIANGLES].

int get_skin_weight_count<>():int
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<>():void
Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.

void optimize_indices_for_cache<>():void
Optimizes triangle sorting for performance. Requires that get_primitive_type is [constant Mesh.PRIMITIVE_TRIANGLES].

void set_bones<>( PackedInt32Array bones=, bones:PackedInt32Array=, ):void
Specifies an array of bones to use for the next vertex. bones must contain 4 integers.

void set_color<>( Color color=, color:Color=, ):void
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 [member BaseMaterial3D.vertex_color_use_as_albedo] enabled for the vertex color to be visible.
void set_custom<>( int channel_index=, channel_index:int=, Color custom_color=, custom_color:Color=, ):void
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<>( int channel_index=, channel_index:int=, int format=, format:int=, ):void
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=, material:Material=, ):void
Sets Material to be used by the Mesh you are constructing.

void set_normal<>( Vector3 normal=, normal:Vector3=, ):void
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<>( int count=, count:int=, ):void
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<>( int index=, index:int=, ):void
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<>( Plane tangent=, tangent:Plane=, ):void
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.

Note: Even though tangent is a Plane, it does not directly represent the tangent plane. Its [member Plane.x], [member Plane.y], and [member Plane.z] represent the tangent vector and [member Plane.d] should be either -1 or 1. See also [constant Mesh.ARRAY_TANGENT].
void set_uv<>( Vector2 uv=, uv:Vector2=, ):void
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<>( Vector2 uv2=, uv2:Vector2=, ):void
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<>( PackedFloat32Array weights=, weights:PackedFloat32Array=, ):void
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.




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