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.

GDScriptC#

  1. var mesh = ArrayMesh.new()
  2. mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new().get_mesh_arrays())
  3. var mdt = MeshDataTool.new()
  4. mdt.create_from_surface(mesh, 0)
  5. for i in range(mdt.get_vertex_count()):
  6. var vertex = mdt.get_vertex(i)
  7. # In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
  8. vertex += mdt.get_vertex_normal(i)
  9. # Save your change.
  10. mdt.set_vertex(i, vertex)
  11. mesh.clear_surfaces()
  12. mdt.commit_to_surface(mesh)
  13. var mi = MeshInstance.new()
  14. mi.mesh = mesh
  15. add_child(mi)
  1. var mesh = new ArrayMesh();
  2. mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
  3. var mdt = new MeshDataTool();
  4. mdt.CreateFromSurface(mesh, 0);
  5. for (var i = 0; i < mdt.GetVertexCount(); i++)
  6. {
  7. Vector3 vertex = mdt.GetVertex(i);
  8. // In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
  9. vertex += mdt.GetVertexNormal(i);
  10. // Save your change.
  11. mdt.SetVertex(i, vertex);
  12. }
  13. mesh.ClearSurfaces();
  14. mdt.CommitToSurface(mesh);
  15. var mi = new MeshInstance();
  16. mi.Mesh = mesh;
  17. 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()

Error

commit_to_surface(mesh: ArrayMesh, compression_flags: int = 0)

Error

create_from_surface(mesh: ArrayMesh, surface: int)

int

get_edge_count() const

PackedInt32Array

get_edge_faces(idx: int) const

Variant

get_edge_meta(idx: int) const

int

get_edge_vertex(idx: int, vertex: int) const

int

get_face_count() const

int

get_face_edge(idx: int, edge: int) const

Variant

get_face_meta(idx: int) const

Vector3

get_face_normal(idx: int) const

int

get_face_vertex(idx: int, vertex: int) const

int

get_format() const

Material

get_material() const

Vector3

get_vertex(idx: int) const

PackedInt32Array

get_vertex_bones(idx: int) const

Color

get_vertex_color(idx: int) const

int

get_vertex_count() const

PackedInt32Array

get_vertex_edges(idx: int) const

PackedInt32Array

get_vertex_faces(idx: int) const

Variant

get_vertex_meta(idx: int) const

Vector3

get_vertex_normal(idx: int) const

Plane

get_vertex_tangent(idx: int) const

Vector2

get_vertex_uv(idx: int) const

Vector2

get_vertex_uv2(idx: int) const

PackedFloat32Array

get_vertex_weights(idx: int) const

void

set_edge_meta(idx: int, meta: Variant)

void

set_face_meta(idx: int, meta: Variant)

void

set_material(material: Material)

void

set_vertex(idx: int, vertex: Vector3)

void

set_vertex_bones(idx: int, bones: PackedInt32Array)

void

set_vertex_color(idx: int, color: Color)

void

set_vertex_meta(idx: int, meta: Variant)

void

set_vertex_normal(idx: int, normal: Vector3)

void

set_vertex_tangent(idx: int, tangent: Plane)

void

set_vertex_uv(idx: int, uv: Vector2)

void

set_vertex_uv2(idx: int, uv2: Vector2)

void

set_vertex_weights(idx: int, weights: PackedFloat32Array)


Method Descriptions

void clear() 🔗

Clears all data currently in MeshDataTool.


Error commit_to_surface(mesh: ArrayMesh, compression_flags: int = 0) 🔗

Adds a new surface to specified Mesh with edited data.


Error create_from_surface(mesh: ArrayMesh, surface: int) 🔗

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.


PackedInt32Array get_edge_faces(idx: int) const 🔗

Returns array of faces that touch given edge.


Variant get_edge_meta(idx: int) const 🔗

Returns meta information assigned to given edge.


int get_edge_vertex(idx: int, vertex: int) const 🔗

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.


int get_face_edge(idx: int, edge: int) const 🔗

Returns specified edge associated with given face.

Edge argument must be either 0, 1, or 2 because a face only has three edges.


Variant get_face_meta(idx: int) const 🔗

Returns the metadata associated with the given face.


Vector3 get_face_normal(idx: int) const 🔗

Calculates and returns the face normal of the given face.


int get_face_vertex(idx: int, vertex: int) const 🔗

Returns the specified vertex index of the given face.

Vertex argument must be either 0, 1, or 2 because faces contain three vertices.

Example:

GDScriptC#

  1. var index = mesh_data_tool.get_face_vertex(0, 1) # Gets the index of the second vertex of the first face.
  2. var position = mesh_data_tool.get_vertex(index)
  3. var normal = mesh_data_tool.get_vertex_normal(index)
  1. int index = meshDataTool.GetFaceVertex(0, 1); // Gets the index of the second vertex of the first face.
  2. Vector3 position = meshDataTool.GetVertex(index);
  3. Vector3 normal = meshDataTool.GetVertexNormal(index);

int get_format() const 🔗

Returns the Mesh‘s format as a combination of the ArrayFormat flags. For example, a mesh containing both vertices and normals would return a format of 3 because Mesh.ARRAY_FORMAT_VERTEX is 1 and Mesh.ARRAY_FORMAT_NORMAL is 2.


Material get_material() const 🔗

Returns the material assigned to the Mesh.


Vector3 get_vertex(idx: int) const 🔗

Returns the position of the given vertex.


PackedInt32Array get_vertex_bones(idx: int) const 🔗

Returns the bones of the given vertex.


Color get_vertex_color(idx: int) const 🔗

Returns the color of the given vertex.


int get_vertex_count() const 🔗

Returns the total number of vertices in Mesh.


PackedInt32Array get_vertex_edges(idx: int) const 🔗

Returns an array of edges that share the given vertex.


PackedInt32Array get_vertex_faces(idx: int) const 🔗

Returns an array of faces that share the given vertex.


Variant get_vertex_meta(idx: int) const 🔗

Returns the metadata associated with the given vertex.


Vector3 get_vertex_normal(idx: int) const 🔗

Returns the normal of the given vertex.


Plane get_vertex_tangent(idx: int) const 🔗

Returns the tangent of the given vertex.


Vector2 get_vertex_uv(idx: int) const 🔗

Returns the UV of the given vertex.


Vector2 get_vertex_uv2(idx: int) const 🔗

Returns the UV2 of the given vertex.


PackedFloat32Array get_vertex_weights(idx: int) const 🔗

Returns bone weights of the given vertex.


void set_edge_meta(idx: int, meta: Variant) 🔗

Sets the metadata of the given edge.


void set_face_meta(idx: int, meta: Variant) 🔗

Sets the metadata of the given face.


void set_material(material: Material) 🔗

Sets the material to be used by newly-constructed Mesh.


void set_vertex(idx: int, vertex: Vector3) 🔗

Sets the position of the given vertex.


void set_vertex_bones(idx: int, bones: PackedInt32Array) 🔗

Sets the bones of the given vertex.


void set_vertex_color(idx: int, color: Color) 🔗

Sets the color of the given vertex.


void set_vertex_meta(idx: int, meta: Variant) 🔗

Sets the metadata associated with the given vertex.


void set_vertex_normal(idx: int, normal: Vector3) 🔗

Sets the normal of the given vertex.


void set_vertex_tangent(idx: int, tangent: Plane) 🔗

Sets the tangent of the given vertex.


void set_vertex_uv(idx: int, uv: Vector2) 🔗

Sets the UV of the given vertex.


void set_vertex_uv2(idx: int, uv2: Vector2) 🔗

Sets the UV2 of the given vertex.


void set_vertex_weights(idx: int, weights: PackedFloat32Array) 🔗

Sets the bone weights of the given vertex.


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