godot/doc/classes/ImmediateMesh.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImmediateMesh" inherits="Mesh" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Mesh optimized for creating geometry manually.
</brief_description>
<description>
A mesh type optimized for creating geometry manually, similar to OpenGL 1.x immediate mode.
Here's a sample on how to generate a triangular face:
[codeblocks]
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[gdscript]
var mesh = ImmediateMesh.new()
mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
mesh.surface_add_vertex(Vector3.LEFT)
mesh.surface_add_vertex(Vector3.FORWARD)
mesh.surface_add_vertex(Vector3.ZERO)
mesh.surface_end()
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[/gdscript]
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[csharp]
var mesh = new ImmediateMesh();
mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
mesh.SurfaceAddVertex(Vector3.Left);
mesh.SurfaceAddVertex(Vector3.Forward);
mesh.SurfaceAddVertex(Vector3.Zero);
mesh.SurfaceEnd();
[/csharp]
[/codeblocks]
[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly inefficient. Instead, it is designed to generate simple geometry that changes often.
</description>
<tutorials>
<link title="Using ImmediateMesh">$DOCS_URL/tutorials/3d/procedural_geometry/immediatemesh.html</link>
</tutorials>
<methods>
<method name="clear_surfaces">
<return type="void" />
<description>
Clear all surfaces.
</description>
</method>
<method name="surface_add_vertex">
<return type="void" />
<param index="0" name="vertex" type="Vector3" />
<description>
Add a 3D vertex using the current attributes previously set.
</description>
</method>
<method name="surface_add_vertex_2d">
<return type="void" />
<param index="0" name="vertex" type="Vector2" />
<description>
Add a 2D vertex using the current attributes previously set.
</description>
</method>
<method name="surface_begin">
<return type="void" />
<param index="0" name="primitive" type="int" enum="Mesh.PrimitiveType" />
<param index="1" name="material" type="Material" default="null" />
<description>
Begin a new surface.
</description>
</method>
<method name="surface_end">
<return type="void" />
<description>
End and commit current surface. Note that surface being created will not be visible until this function is called.
</description>
</method>
<method name="surface_set_color">
<return type="void" />
<param index="0" name="color" type="Color" />
<description>
Set the color attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_normal">
<return type="void" />
<param index="0" name="normal" type="Vector3" />
<description>
Set the normal attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_tangent">
<return type="void" />
<param index="0" name="tangent" type="Plane" />
<description>
Set the tangent attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_uv">
<return type="void" />
<param index="0" name="uv" type="Vector2" />
<description>
Set the UV attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_uv2">
<return type="void" />
<param index="0" name="uv2" type="Vector2" />
<description>
Set the UV2 attribute that will be pushed with the next vertex.
</description>
</method>
</methods>
</class>