MeshDataTool
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, CubeMesh.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.surface_remove(0)
mdt.commit_to_surface(mesh)
var mi = MeshInstance.new()
mi.mesh = mesh
add_child(mi)
See also ArrayMesh, ImmediateGeometry and SurfaceTool for procedural geometry generation.
Note: Godot uses clockwise winding order for front faces of triangle primitive modes.
Methods
Method Descriptions
- void clear ( )
Clears all data currently in MeshDataTool.
Adds a new surface to specified Mesh with edited data.
Uses specified surface of given Mesh to populate data for MeshDataTool.
Requires Mesh with primitive type Mesh.PRIMITIVE_TRIANGLES.
- int get_edge_count ( ) const
Returns the number of edges in this Mesh.
- PoolIntArray get_edge_faces ( int idx ) const
Returns array of faces that touch given edge.
Returns meta information assigned to given edge.
Returns index of specified vertex connected to given edge.
Vertex argument can only be 0 or 1 because edges are comprised of two vertices.
- int get_face_count ( ) const
Returns the number of faces in this Mesh.
Returns specified edge associated with given face.
Edge argument must 2 or less because a face only has three edges.
Returns the metadata associated with the given face.
Calculates and returns the face normal of the given face.
Returns the specified vertex of the given face.
Vertex argument must be 2 or less because faces contain three vertices.
- int get_format ( ) const
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 3
because ArrayMesh.ARRAY_FORMAT_VERTEX is 1
and ArrayMesh.ARRAY_FORMAT_NORMAL is 2
.
See ArrayFormat for a list of format flags.
- Material get_material ( ) const
Returns the material assigned to the Mesh.
Returns the vertex at given index.
- PoolIntArray get_vertex_bones ( int idx ) const
Returns the bones of the given vertex.
Returns the color of the given vertex.
- int get_vertex_count ( ) const
Returns the total number of vertices in Mesh.
- PoolIntArray get_vertex_edges ( int idx ) const
Returns an array of edges that share the given vertex.
- PoolIntArray get_vertex_faces ( int idx ) const
Returns an array of faces that share the given vertex.
Returns the metadata associated with the given vertex.
Returns the normal of the given vertex.
Returns the tangent of the given vertex.
Returns the UV of the given vertex.
Returns the UV2 of the given vertex.
- PoolRealArray get_vertex_weights ( int idx ) const
Returns bone weights of the given vertex.
Sets the metadata of the given edge.
Sets the metadata of the given face.
- void set_material ( Material material )
Sets the material to be used by newly-constructed Mesh.
Sets the position of the given vertex.
- void set_vertex_bones ( int idx, PoolIntArray bones )
Sets the bones of the given vertex.
Sets the color of the given vertex.
Sets the metadata associated with the given vertex.
Sets the normal of the given vertex.
Sets the tangent of the given vertex.
Sets the UV of the given vertex.
Sets the UV2 of the given vertex.
- void set_vertex_weights ( int idx, PoolRealArray weights )
Sets the bone weights of the given vertex.