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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "SurfaceTool" inherits= "Reference" category= "Core" version= "3.1" >
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<brief_description >
Helper tool to create geometry.
</brief_description>
<description >
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The [code]SurfaceTool[/code] is used to construct a [Mesh] by specifying vertex attributes individually. It can be used to construct a [Mesh] from script. All properties except index need to be added before a call to [method add_vertex]. For example adding vertex colors and UVs looks like
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[codeblock]
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.add_color(Color(1, 0, 0))
st.add_uv(Vector2(0, 0))
st.add_vertex(Vector3(0, 0, 0))
[/codeblock]
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The [code]SurfaceTool[/code] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calls to [method add_uv] or [method add_color] then the last values would be used.
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It is very important that vertex attributes are passed [b]before[/b] the call to [method add_vertex], failure to do this will result in an error when committing the vertex information to a mesh.
</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "add_bones" >
<return type= "void" >
</return>
<argument index= "0" name= "bones" type= "PoolIntArray" >
</argument>
<description >
Add an array of bones for the next Vertex to use.
</description>
</method>
<method name= "add_color" >
<return type= "void" >
</return>
<argument index= "0" name= "color" type= "Color" >
</argument>
<description >
Specify a [Color] for the next Vertex to use.
</description>
</method>
<method name= "add_index" >
<return type= "void" >
</return>
<argument index= "0" name= "index" type= "int" >
</argument>
<description >
Adds an index to index array if you are using indexed Vertices. Does not need to be called before adding Vertex.
</description>
</method>
<method name= "add_normal" >
<return type= "void" >
</return>
<argument index= "0" name= "normal" type= "Vector3" >
</argument>
<description >
Specify a normal for the next Vertex to use.
</description>
</method>
<method name= "add_smooth_group" >
<return type= "void" >
</return>
<argument index= "0" name= "smooth" type= "bool" >
</argument>
<description >
Specify whether current Vertex (if using only Vertex arrays) or current index (if also using index arrays) should utilize smooth normals for normal calculation.
</description>
</method>
<method name= "add_tangent" >
<return type= "void" >
</return>
<argument index= "0" name= "tangent" type= "Plane" >
</argument>
<description >
Specify a Tangent for the next Vertex to use.
</description>
</method>
<method name= "add_to_format" >
<return type= "void" >
</return>
<argument index= "0" name= "flags" type= "int" >
</argument>
<description >
</description>
</method>
<method name= "add_triangle_fan" >
<return type= "void" >
</return>
<argument index= "0" name= "vertexes" type= "PoolVector3Array" >
</argument>
<argument index= "1" name= "uvs" type= "PoolVector2Array" default= "PoolVector2Array( )" >
</argument>
<argument index= "2" name= "colors" type= "PoolColorArray" default= "PoolColorArray( )" >
</argument>
<argument index= "3" name= "uv2s" type= "PoolVector2Array" default= "PoolVector2Array( )" >
</argument>
<argument index= "4" name= "normals" type= "PoolVector3Array" default= "PoolVector3Array( )" >
</argument>
<argument index= "5" name= "tangents" type= "Array" default= "[ ]" >
</argument>
<description >
Insert a triangle fan made of array data into [Mesh] being constructed.
</description>
</method>
<method name= "add_uv" >
<return type= "void" >
</return>
<argument index= "0" name= "uv" type= "Vector2" >
</argument>
<description >
Specify UV Coordinate for next Vertex to use.
</description>
</method>
<method name= "add_uv2" >
<return type= "void" >
</return>
<argument index= "0" name= "uv2" type= "Vector2" >
</argument>
<description >
Specify an optional second set of UV coordinates for next Vertex to use.
</description>
</method>
<method name= "add_vertex" >
<return type= "void" >
</return>
<argument index= "0" name= "vertex" type= "Vector3" >
</argument>
<description >
Specify position of current Vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
</description>
</method>
<method name= "add_weights" >
<return type= "void" >
</return>
<argument index= "0" name= "weights" type= "PoolRealArray" >
</argument>
<description >
Specify weight value for next Vertex to use.
</description>
</method>
<method name= "append_from" >
<return type= "void" >
</return>
<argument index= "0" name= "existing" type= "Mesh" >
</argument>
<argument index= "1" name= "surface" type= "int" >
</argument>
<argument index= "2" name= "transform" type= "Transform" >
</argument>
<description >
</description>
</method>
<method name= "begin" >
<return type= "void" >
</return>
<argument index= "0" name= "primitive" type= "int" enum= "Mesh.PrimitiveType" >
</argument>
<description >
Called before adding any Vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES).
</description>
</method>
<method name= "clear" >
<return type= "void" >
</return>
<description >
Clear all information passed into the surface tool so far.
</description>
</method>
<method name= "commit" >
<return type= "ArrayMesh" >
</return>
<argument index= "0" name= "existing" type= "ArrayMesh" default= "null" >
</argument>
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<argument index= "1" name= "flags" type= "int" default= "97280" >
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</argument>
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<description >
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].
</description>
</method>
<method name= "create_from" >
<return type= "void" >
</return>
<argument index= "0" name= "existing" type= "Mesh" >
</argument>
<argument index= "1" name= "surface" type= "int" >
</argument>
<description >
</description>
</method>
<method name= "deindex" >
<return type= "void" >
</return>
<description >
Removes index array by expanding Vertex array.
</description>
</method>
<method name= "generate_normals" >
<return type= "void" >
</return>
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<argument index= "0" name= "flip" type= "bool" default= "false" >
</argument>
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<description >
Generates normals from Vertices so you do not have to do it manually.
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Setting "flip" [code]true[/code] inverts resulting normals.
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</description>
</method>
<method name= "generate_tangents" >
<return type= "void" >
</return>
<description >
</description>
</method>
<method name= "index" >
<return type= "void" >
</return>
<description >
Shrinks Vertex array by creating an index array. Avoids reusing Vertices.
</description>
</method>
<method name= "set_material" >
<return type= "void" >
</return>
<argument index= "0" name= "material" type= "Material" >
</argument>
<description >
Sets [Material] to be used by the [Mesh] you are constructing.
</description>
</method>
</methods>
<constants >
</constants>
</class>