godot/doc/classes/SurfaceTool.xml
2018-02-19 22:40:34 +03:00

232 lines
7.2 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SurfaceTool" inherits="Reference" category="Core" version="3.0-stable">
<brief_description>
Helper tool to create geometry.
</brief_description>
<description>
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
[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]
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.
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>
<argument index="1" name="flags" type="int" default="97792">
</argument>
<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>
<argument index="0" name="flip" type="bool" default="false">
</argument>
<description>
Generates normals from Vertices so you do not have to do it manually.
Setting "flip" [code]true[/code] inverts resulting normals.
</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>