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- .. _doc_surfacetool:
- Using the SurfaceTool
- =====================
- The :ref:`SurfaceTool <class_surfacetool>` provides a useful interface for constructing geometry.
- The interface is similar to the :ref:`ImmediateMesh <class_ImmediateMesh>` class. You
- set each per-vertex attribute (e.g. normal, uv, color) and then when you add a vertex it
- captures the attributes.
- The SurfaceTool also provides some useful helper functions like ``index()`` and ``generate_normals()``.
- Attributes are added before each vertex is added:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var st = SurfaceTool.new()
- st.begin(Mesh.PRIMITIVE_TRIANGLES)
- st.set_normal() # Overwritten by normal below.
- st.set_normal() # Added to next vertex.
- st.set_color() # Added to next vertex.
- st.add_vertex() # Captures normal and color above.
- st.set_normal() # Normal never added to a vertex.
- .. code-tab:: csharp
-
- st.SetNormal(); // Overwritten by normal below.
- st.SetNormal(); // Added to next vertex.
- st.SetColor(); // Added to next vertex.
- st.AddVertex(); // Captures normal and color above.
- st.SetNormal(); // Normal never added to a vertex.
- When finished generating your geometry with the :ref:`SurfaceTool <class_surfacetool>`,
- call ``commit()`` to finish generating the mesh. If an :ref:`ArrayMesh <class_ArrayMesh>` is passed
- to ``commit()``, then it appends a new surface to the end of the ArrayMesh. While if nothing is passed
- in, ``commit()`` returns an ArrayMesh.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Add surface to existing ArrayMesh.
- st.commit(mesh)
- # -- Or Alternatively --
- # Create new ArrayMesh.
- var mesh = st.commit()
- .. code-tab:: csharp
- st.Commit(mesh);
- // Or:
- var mesh = st.Commit();
- The code below creates a triangle without indices.
- .. tabs::
- .. code-tab:: gdscript GDScript
- var st = SurfaceTool.new()
- st.begin(Mesh.PRIMITIVE_TRIANGLES)
- # Prepare attributes for add_vertex.
- st.set_normal(Vector3(0, 0, 1))
- st.set_uv(Vector2(0, 0))
- # Call last for each vertex, adds the above attributes.
- st.add_vertex(Vector3(-1, -1, 0))
- st.set_normal(Vector3(0, 0, 1))
- st.set_uv(Vector2(0, 1))
- st.add_vertex(Vector3(-1, 1, 0))
- st.set_normal(Vector3(0, 0, 1))
- st.set_uv(Vector2(1, 1))
- st.add_vertex(Vector3(1, 1, 0))
- # Commit to a mesh.
- var mesh = st.commit()
- .. code-tab:: csharp
- var st = new SurfaceTool();
- st.Begin(Mesh.PrimitiveType.Triangles);
- // Prepare attributes for AddVertex.
- st.SetNormal(new Vector3(0, 0, 1));
- st.SetUV(new Vector2(0, 0));
- // Call last for each vertex, adds the above attributes.
- st.AddVertex(new Vector3(-1, -1, 0));
- st.SetNormal(new Vector3(0, 0, 1));
- st.SetUV(new Vector2(0, 1));
- st.AddVertex(new Vector3(-1, 1, 0));
- st.SetNormal(new Vector3(0, 0, 1));
- st.SetUV(new Vector2(1, 1));
- st.AddVertex(new Vector3(1, 1, 0));
- // Commit to a mesh.
- var mesh = st.Commit();
- You can optionally add an index array, either by calling ``add_index()`` and adding
- vertices to the index array manually, or by calling ``index()`` once,
- which generates the index array automatically and
- shrinks the vertex array to remove duplicate vertices.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Suppose we have a quad defined by 6 vertices as follows
- st.add_vertex(Vector3(-1, 1, 0))
- st.add_vertex(Vector3(1, 1, 0))
- st.add_vertex(Vector3(-1, -1, 0))
- st.add_vertex(Vector3(1, 1, 0))
- st.add_vertex(Vector3(1, -1, 0))
- st.add_vertex(Vector3(-1, -1, 0))
- # We can make the quad more efficient by using an index array and only utilizing 4 vertices
- # Suppose we have a quad defined by 6 vertices as follows
- st.add_vertex(Vector3(-1, 1, 0))
- st.add_vertex(Vector3(1, 1, 0))
- st.add_vertex(Vector3(-1, -1, 0))
- st.add_vertex(Vector3(1, 1, 0))
- st.add_vertex(Vector3(1, -1, 0))
- st.add_vertex(Vector3(-1, -1, 0))
- # We can make the quad more efficient by using an index array and only utilizing 4 vertices
- # Creates a quad from four corner vertices.
- # add_index() can be called before or after add_vertex()
- # since it's not an attribute of a vertex itself.
- st.add_index(0)
- st.add_index(1)
- st.add_index(2)
- st.add_index(1)
- st.add_index(3)
- st.add_index(2)
- # Alternatively we can use ``st.index()`` which will create the quad for us and remove the duplicate vertices
- st.index()
- .. code-tab:: csharp
- // Creates a quad from four corner vertices.
- // AddIndex does not need to be called before AddVertex.
- st.AddIndex(0);
- st.AddIndex(1);
- st.AddIndex(2);
- st.AddIndex(1);
- st.AddIndex(3);
- st.AddIndex(2);
- // Alternatively:
- st.Index();
- Similarly, if you have an index array, but you want each vertex to be unique (e.g. because
- you want to use unique normals or colors per face instead of per-vertex), you can call ``deindex()``.
- .. tabs::
- .. code-tab:: gdscript GDScript
- st.deindex()
- .. code-tab:: csharp
- st.Deindex();
- If you don't add custom normals yourself, you can add them using ``generate_normals()``, which should
- be called after generating geometry and before committing the mesh using ``commit()`` or
- ``commit_to_arrays()``. Calling ``generate_normals(true)`` will flip the resulting normals. As a side
- note, ``generate_normals()`` only works if the primitive type is set to ``Mesh.PRIMITIVE_TRIANGLES``.
- You may notice that normal mapping or other material properties look broken on
- the generated mesh. This is because normal mapping **requires** the mesh to
- feature *tangents*, which are separate from *normals*. You can either add custom
- tangents manually, or generate them automatically with
- ``generate_tangents()``. This method requires that each vertex have UVs and
- normals set already.
- .. tabs::
- .. code-tab:: gdscript GDScript
- st.generate_normals()
- st.generate_tangents()
- st.commit(mesh)
- .. code-tab:: csharp
-
- st.GenerateNormals();
- st.GenerateTangents();
- By default, when generating normals, they will be calculated on a per-vertex basis (i.e. they will
- be "smooth normals"). If you want flat vertex normals (i.e. a single normal vector per face), when
- adding vertices, call ``add_smooth_group(i)`` where ``i`` is a unique number per vertex.
- ``add_smooth_group()`` needs to be called while building the geometry, e.g. before the call to
- ``add_vertex()``.
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