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+.. _doc_procedural_geometry:
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+
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+Procedural geometry generation
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+===============================
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+
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+Users often ask how to generate geometry from easily code. This is not very complicated, but it's not obvious.
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+Godot provides a few classes entirely dedicated to make it this easy. Still, the best tool for the job depends
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+entirely on the use case.
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+
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+SurfaceTool
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+-----------
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+
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+This is the most common helper. :ref:`SurfaceTool<class_SurfaceTool>` is a class you can instantiate to generate :ref:`Meshes<class_Mesh>`, specifically *Mesh Surfaces*.
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+
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+It has a similar API to OpenGL 1.x, and it's meant for static content. This means, the mesh is generated once and then used.
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+
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+Here is a simple example of how to use it to add a single triangle.
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ var st = SurfaceTool.new()
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+
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+ st.begin(Mesh::PRIMITIVE_TRIANGLE)
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+
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+ # Prepares attributes for add_vertex
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+ st.add_normal( Vector3(0,0,1) )
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+ st.add_uv( Vector2(0,0) )
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+ # Call last for each vertex, adds the above attributes
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+ st.add_vertex( Vector3(-1,-1,0) )
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+
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+ st.add_normal( Vector3(0,0,1) )
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+ st.add_uv( Vector2(0,1) )
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+ st.add_vertex( Vector3(-1,1,0) )
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+
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+ st.add_normal( Vector3(0,0,1) )
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+ st.add_uv( Vector2(1,1) )
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+ st.add_vertex( Vector3(1,1,0) )
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+
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+ # Create indices, indices are optional
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+ st.index()
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+
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+ # Commit to a mesh
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+
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+ var mesh = st.commit()
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+
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+Just explore the APIs and the possibilities.
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+
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+ImmediateGeometry
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+-----------------
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+
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+Unlike *SurfaceTool*, :ref:`ImmediateGeometry<class_ImmediateGeometry>` is an actual node. It's similar in the "OpenGL 1.x" style API,
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+but it's actually designed to create content on the fly and modify it every frame efficiently.
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+
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+Generating complex geometry (several thousand vertices) with this node is inefficient, even if it's done only once. Instead, *ImmediateGeometry* is designed to generate simple geometry every frame.
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+
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+It's used similar to *SurfaceTool*.
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ extends ImmediateGeometry
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+
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+
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+ void _process(delta):
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+
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+ # Clean up before drawing
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+
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+ clear()
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+
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+ # Begin draw
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+ begin(Mesh::PRIMITIVE_TRIANGLE)
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+
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+ # Prepares attributes for add_vertex
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+ set_normal( Vector3(0,0,1) )
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+ set_uv( Vector2(0,0) )
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+ # Call last for each vertex, adds the above attributes
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+ add_vertex( Vector3(-1,-1,0) )
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+
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+ set_normal( Vector3(0,0,1) )
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+ set_uv( Vector2(0,1) )
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+ add_vertex( Vector3(-1,1,0) )
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+
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+ set_normal( Vector3(0,0,1) )
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+ set_uv( Vector2(1,1) )
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+ add_vertex( Vector3(1,1,0) )
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+
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+ # End drawing
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+ end()
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+
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+Arrays
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+------
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+
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+Lastly, the final way to do this is to create arrays themselves. This is the most efficient way to create static geometry, and is only
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+recommended when SurfaceTool is not fast enough.
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+
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+Similar code as before, but draw a square using indices:
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+
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ var array = []
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+ array.resize(Mesh::ARRAY_MAX)
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+
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+ var normal_array = []
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+ var uv_array = []
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+ var vertex_array = []
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+ var index_array = []
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+
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+ normal_array.resize(4)
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+ uv_array.resize(4)
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+ vertex_array.resize(4)
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+ index_array.resize(6)
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+
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+ normal_array[0]=Vector3(0,0,1)
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+ uv_array[0]=Vector2(0,0)
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+ vertex_array[0]=Vector3(-1,-1)
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+
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+ normal_array[1]=Vector3(0,0,1)
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+ uv_array[1]=Vector2(0,1)
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+ vertex_array[1]=Vector3(-1, 1)
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+
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+ normal_array[2]=Vector3(0,0,1)
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+ uv_array[2]=Vector2(1,1)
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+ vertex_array[2]=Vector3( 1, 1)
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+
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+ normal_array[3]=Vector3(0,0,1)
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+ uv_array[3]=Vector2(1,0)
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+ vertex_array[3]=Vector3( 1, -1)
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+
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+ # indices are optional in Godot, but if they exist they are used
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+ index_array[0]=0
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+ index_array[1]=1
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+ index_array[2]=2
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+
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+ index_array[3]=2
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+ index_array[4]=3
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+ index_array[5]=0
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+
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+ arrays[Mesh::ARRAY_VERTEX]=vertex_array
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+ arrays[Mesh::ARRAY_NORMAL]=normal_array
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+ arrays[Mesh::ARRAY_TEX_UV]=uv_array
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+ arrays[Mesh::ARRAY_INDEX]=index_array
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+
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+ var mesh = ArrayMesh.new()
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+
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+ mesh.add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES,arrays)
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+
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+
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