d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
229 lines
7.0 KiB
XML
229 lines
7.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SurfaceTool" inherits="Reference" category="Core" version="3.0-stable">
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<brief_description>
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Helper tool to create geometry.
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</brief_description>
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<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]
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var st = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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st.add_color(Color(1, 0, 0))
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st.add_uv(Vector2(0, 0))
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st.add_vertex(Vector3(0, 0, 0))
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[/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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="add_bones">
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<return type="void">
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</return>
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<argument index="0" name="bones" type="PoolIntArray">
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</argument>
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<description>
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Add an array of bones for the next Vertex to use.
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</description>
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</method>
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<method name="add_color">
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<return type="void">
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</return>
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<argument index="0" name="color" type="Color">
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</argument>
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<description>
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Specify a [Color] for the next Vertex to use.
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</description>
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</method>
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<method name="add_index">
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<return type="void">
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</return>
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<argument index="0" name="index" type="int">
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</argument>
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<description>
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Adds an index to index array if you are using indexed Vertices. Does not need to be called before adding Vertex.
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</description>
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</method>
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<method name="add_normal">
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<return type="void">
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</return>
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<argument index="0" name="normal" type="Vector3">
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</argument>
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<description>
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Specify a normal for the next Vertex to use.
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</description>
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</method>
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<method name="add_smooth_group">
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<return type="void">
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</return>
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<argument index="0" name="smooth" type="bool">
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</argument>
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<description>
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Specify whether current Vertex (if using only Vertex arrays) or current index (if also using index arrays) should utilize smooth normals for normal calculation.
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</description>
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</method>
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<method name="add_tangent">
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<return type="void">
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</return>
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<argument index="0" name="tangent" type="Plane">
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</argument>
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<description>
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Specify a Tangent for the next Vertex to use.
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</description>
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</method>
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<method name="add_to_format">
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<return type="void">
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</return>
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<argument index="0" name="flags" type="int">
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</argument>
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<description>
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</description>
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</method>
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<method name="add_triangle_fan">
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<return type="void">
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</return>
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<argument index="0" name="vertexes" type="PoolVector3Array">
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</argument>
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<argument index="1" name="uvs" type="PoolVector2Array" default="PoolVector2Array( )">
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</argument>
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<argument index="2" name="colors" type="PoolColorArray" default="PoolColorArray( )">
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</argument>
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<argument index="3" name="uv2s" type="PoolVector2Array" default="PoolVector2Array( )">
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</argument>
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<argument index="4" name="normals" type="PoolVector3Array" default="PoolVector3Array( )">
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</argument>
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<argument index="5" name="tangents" type="Array" default="[ ]">
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</argument>
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<description>
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Insert a triangle fan made of array data into [Mesh] being constructed.
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</description>
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</method>
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<method name="add_uv">
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<return type="void">
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</return>
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<argument index="0" name="uv" type="Vector2">
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</argument>
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<description>
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Specify UV Coordinate for next Vertex to use.
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</description>
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</method>
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<method name="add_uv2">
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<return type="void">
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</return>
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<argument index="0" name="uv2" type="Vector2">
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</argument>
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<description>
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Specify an optional second set of UV coordinates for next Vertex to use.
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</description>
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</method>
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<method name="add_vertex">
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<return type="void">
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</return>
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<argument index="0" name="vertex" type="Vector3">
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</argument>
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<description>
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Specify position of current Vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
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</description>
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</method>
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<method name="add_weights">
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<return type="void">
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</return>
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<argument index="0" name="weights" type="PoolRealArray">
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</argument>
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<description>
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Specify weight value for next Vertex to use.
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</description>
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</method>
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<method name="append_from">
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<return type="void">
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</return>
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<argument index="0" name="existing" type="Mesh">
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</argument>
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<argument index="1" name="surface" type="int">
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</argument>
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<argument index="2" name="transform" type="Transform">
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</argument>
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<description>
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</description>
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</method>
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<method name="begin">
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<return type="void">
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</return>
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<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
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</argument>
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<description>
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Called before adding any Vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES).
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</description>
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</method>
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<method name="clear">
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<return type="void">
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</return>
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<description>
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Clear all information passed into the surface tool so far.
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</description>
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</method>
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<method name="commit">
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<return type="ArrayMesh">
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</return>
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<argument index="0" name="existing" type="ArrayMesh" default="null">
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</argument>
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<argument index="1" name="flags" type="int" default="97792">
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</argument>
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<description>
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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].
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</description>
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</method>
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<method name="create_from">
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<return type="void">
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</return>
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<argument index="0" name="existing" type="Mesh">
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</argument>
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<argument index="1" name="surface" type="int">
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</argument>
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<description>
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</description>
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</method>
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<method name="deindex">
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<return type="void">
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</return>
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<description>
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Removes index array by expanding Vertex array.
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</description>
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</method>
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<method name="generate_normals">
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<return type="void">
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</return>
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<description>
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Generates normals from Vertices so you do not have to do it manually.
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</description>
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</method>
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<method name="generate_tangents">
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<return type="void">
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</return>
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<description>
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</description>
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</method>
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<method name="index">
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<return type="void">
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</return>
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<description>
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Shrinks Vertex array by creating an index array. Avoids reusing Vertices.
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</description>
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</method>
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<method name="set_material">
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<return type="void">
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</return>
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<argument index="0" name="material" type="Material">
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</argument>
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<description>
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Sets [Material] to be used by the [Mesh] you are constructing.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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