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https://github.com/godotengine/godot
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103 lines
3.5 KiB
XML
103 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ImmediateMesh" inherits="Mesh" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Mesh optimized for creating geometry manually.
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</brief_description>
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<description>
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A mesh type optimized for creating geometry manually, similar to OpenGL 1.x immediate mode.
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Here's a sample on how to generate a triangular face:
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[codeblocks]
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[gdscript]
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var mesh = ImmediateMesh.new()
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mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
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mesh.surface_add_vertex(Vector3.LEFT)
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mesh.surface_add_vertex(Vector3.FORWARD)
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mesh.surface_add_vertex(Vector3.ZERO)
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mesh.surface_end()
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[/gdscript]
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[csharp]
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var mesh = new ImmediateMesh();
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mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
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mesh.SurfaceAddVertex(Vector3.Left);
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mesh.SurfaceAddVertex(Vector3.Forward);
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mesh.SurfaceAddVertex(Vector3.Zero);
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mesh.SurfaceEnd();
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly inefficient. Instead, it is designed to generate simple geometry that changes often.
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</description>
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<tutorials>
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<link title="Using ImmediateMesh">$DOCS_URL/tutorials/3d/procedural_geometry/immediatemesh.html</link>
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</tutorials>
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<methods>
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<method name="clear_surfaces">
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<return type="void" />
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<description>
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Clear all surfaces.
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</description>
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</method>
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<method name="surface_add_vertex">
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<return type="void" />
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<param index="0" name="vertex" type="Vector3" />
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<description>
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Add a 3D vertex using the current attributes previously set.
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</description>
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</method>
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<method name="surface_add_vertex_2d">
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<return type="void" />
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<param index="0" name="vertex" type="Vector2" />
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<description>
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Add a 2D vertex using the current attributes previously set.
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</description>
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</method>
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<method name="surface_begin">
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<return type="void" />
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<param index="0" name="primitive" type="int" enum="Mesh.PrimitiveType" />
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<param index="1" name="material" type="Material" default="null" />
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<description>
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Begin a new surface.
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</description>
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</method>
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<method name="surface_end">
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<return type="void" />
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<description>
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End and commit current surface. Note that surface being created will not be visible until this function is called.
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</description>
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</method>
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<method name="surface_set_color">
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<return type="void" />
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<param index="0" name="color" type="Color" />
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<description>
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Set the color attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_normal">
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<return type="void" />
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<param index="0" name="normal" type="Vector3" />
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<description>
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Set the normal attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_tangent">
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<return type="void" />
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<param index="0" name="tangent" type="Plane" />
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<description>
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Set the tangent attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_uv">
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<return type="void" />
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<param index="0" name="uv" type="Vector2" />
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<description>
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Set the UV attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_uv2">
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<return type="void" />
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<param index="0" name="uv2" type="Vector2" />
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<description>
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Set the UV2 attribute that will be pushed with the next vertex.
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</description>
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</method>
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</methods>
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</class>
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