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-rw-r--r--doc/classes/MeshDataTool.xml34
1 files changed, 31 insertions, 3 deletions
diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml
index dcc3bbf2a6..e107b1a108 100644
--- a/doc/classes/MeshDataTool.xml
+++ b/doc/classes/MeshDataTool.xml
@@ -7,16 +7,44 @@
MeshDataTool provides access to individual vertices in a [Mesh]. It allows users to read and edit vertex data of meshes. It also creates an array of faces and edges.
To use MeshDataTool, load a mesh with [method create_from_surface]. When you are finished editing the data commit the data to a mesh with [method commit_to_surface].
Below is an example of how MeshDataTool may be used.
- [codeblock]
+ [codeblocks]
+ [gdscript]
+ var mesh = ArrayMesh.new()
+ mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new().get_mesh_arrays())
var mdt = MeshDataTool.new()
mdt.create_from_surface(mesh, 0)
for i in range(mdt.get_vertex_count()):
var vertex = mdt.get_vertex(i)
- ...
+ # In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded.
+ vertex += mdt.get_vertex_normal(i)
+ # Save your change.
mdt.set_vertex(i, vertex)
mesh.surface_remove(0)
mdt.commit_to_surface(mesh)
- [/codeblock]
+ var mi = MeshInstance.new()
+ mi.mesh = mesh
+ add_child(mi)
+ [/gdscript]
+ [csharp]
+ var mesh = new ArrayMesh();
+ mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new CubeMesh().GetMeshArrays());
+ var mdt = new MeshDataTool();
+ mdt.CreateFromSurface(mesh, 0);
+ for (var i = 0; i < mdt.GetVertexCount(); i++)
+ {
+ Vector3 vertex = mdt.GetVertex(i);
+ // In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded.
+ vertex += mdt.GetVertexNormal(i);
+ // Save your change.
+ mdt.SetVertex(i, vertex);
+ }
+ mesh.SurfaceRemove(0);
+ mdt.CommitToSurface(mesh);
+ var mi = new MeshInstance();
+ mi.Mesh = mesh;
+ AddChild(mi);
+ [/csharp]
+ [/codeblocks]
See also [ArrayMesh], [ImmediateGeometry3D] and [SurfaceTool] for procedural geometry generation.
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>