godot/doc/classes/MeshDataTool.xml
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00

351 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshDataTool" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Helper tool to access and edit [Mesh] data.
</brief_description>
<description>
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.
[codeblocks]
[gdscript]
var mesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.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 separated faces as it is flat shaded.
vertex += mdt.get_vertex_normal(i)
# Save your change.
mdt.set_vertex(i, vertex)
mesh.clear_surfaces()
mdt.commit_to_surface(mesh)
var mi = MeshInstance.new()
mi.mesh = mesh
add_child(mi)
[/gdscript]
[csharp]
var mesh = new ArrayMesh();
mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
var mdt = new MeshDataTool();
mdt.CreateFromSurface(mesh, 0);
for (var i = 0; i &lt; mdt.GetVertexCount(); i++)
{
Vector3 vertex = mdt.GetVertex(i);
// In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
vertex += mdt.GetVertexNormal(i);
// Save your change.
mdt.SetVertex(i, vertex);
}
mesh.ClearSurfaces();
mdt.CommitToSurface(mesh);
var mi = new MeshInstance();
mi.Mesh = mesh;
AddChild(mi);
[/csharp]
[/codeblocks]
See also [ArrayMesh], [ImmediateMesh] 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>
<tutorials>
<link title="Using the MeshDataTool">$DOCS_URL/tutorials/3d/procedural_geometry/meshdatatool.html</link>
</tutorials>
<methods>
<method name="clear">
<return type="void" />
<description>
Clears all data currently in MeshDataTool.
</description>
</method>
<method name="commit_to_surface">
<return type="int" enum="Error" />
<param index="0" name="mesh" type="ArrayMesh" />
<param index="1" name="compression_flags" type="int" default="0" />
<description>
Adds a new surface to specified [Mesh] with edited data.
</description>
</method>
<method name="create_from_surface">
<return type="int" enum="Error" />
<param index="0" name="mesh" type="ArrayMesh" />
<param index="1" name="surface" type="int" />
<description>
Uses specified surface of given [Mesh] to populate data for MeshDataTool.
Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES].
</description>
</method>
<method name="get_edge_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of edges in this [Mesh].
</description>
</method>
<method name="get_edge_faces" qualifiers="const">
<return type="PackedInt32Array" />
<param index="0" name="idx" type="int" />
<description>
Returns array of faces that touch given edge.
</description>
</method>
<method name="get_edge_meta" qualifiers="const">
<return type="Variant" />
<param index="0" name="idx" type="int" />
<description>
Returns meta information assigned to given edge.
</description>
</method>
<method name="get_edge_vertex" qualifiers="const">
<return type="int" />
<param index="0" name="idx" type="int" />
<param index="1" name="vertex" type="int" />
<description>
Returns index of specified vertex connected to given edge.
Vertex argument can only be 0 or 1 because edges are comprised of two vertices.
</description>
</method>
<method name="get_face_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of faces in this [Mesh].
</description>
</method>
<method name="get_face_edge" qualifiers="const">
<return type="int" />
<param index="0" name="idx" type="int" />
<param index="1" name="edge" type="int" />
<description>
Returns specified edge associated with given face.
Edge argument must be either 0, 1, or 2 because a face only has three edges.
</description>
</method>
<method name="get_face_meta" qualifiers="const">
<return type="Variant" />
<param index="0" name="idx" type="int" />
<description>
Returns the metadata associated with the given face.
</description>
</method>
<method name="get_face_normal" qualifiers="const">
<return type="Vector3" />
<param index="0" name="idx" type="int" />
<description>
Calculates and returns the face normal of the given face.
</description>
</method>
<method name="get_face_vertex" qualifiers="const">
<return type="int" />
<param index="0" name="idx" type="int" />
<param index="1" name="vertex" type="int" />
<description>
Returns the specified vertex index of the given face.
Vertex argument must be either 0, 1, or 2 because faces contain three vertices.
[b]Example:[/b]
[codeblocks]
[gdscript]
var index = mesh_data_tool.get_face_vertex(0, 1) # Gets the index of the second vertex of the first face.
var position = mesh_data_tool.get_vertex(index)
var normal = mesh_data_tool.get_vertex_normal(index)
[/gdscript]
[csharp]
int index = meshDataTool.GetFaceVertex(0, 1); // Gets the index of the second vertex of the first face.
Vector3 position = meshDataTool.GetVertex(index);
Vector3 normal = meshDataTool.GetVertexNormal(index);
[/csharp]
[/codeblocks]
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" />
<description>
Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format flags combined together. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code].
See [enum Mesh.ArrayFormat] for a list of format flags.
</description>
</method>
<method name="get_material" qualifiers="const">
<return type="Material" />
<description>
Returns the material assigned to the [Mesh].
</description>
</method>
<method name="get_vertex" qualifiers="const">
<return type="Vector3" />
<param index="0" name="idx" type="int" />
<description>
Returns the position of the given vertex.
</description>
</method>
<method name="get_vertex_bones" qualifiers="const">
<return type="PackedInt32Array" />
<param index="0" name="idx" type="int" />
<description>
Returns the bones of the given vertex.
</description>
</method>
<method name="get_vertex_color" qualifiers="const">
<return type="Color" />
<param index="0" name="idx" type="int" />
<description>
Returns the color of the given vertex.
</description>
</method>
<method name="get_vertex_count" qualifiers="const">
<return type="int" />
<description>
Returns the total number of vertices in [Mesh].
</description>
</method>
<method name="get_vertex_edges" qualifiers="const">
<return type="PackedInt32Array" />
<param index="0" name="idx" type="int" />
<description>
Returns an array of edges that share the given vertex.
</description>
</method>
<method name="get_vertex_faces" qualifiers="const">
<return type="PackedInt32Array" />
<param index="0" name="idx" type="int" />
<description>
Returns an array of faces that share the given vertex.
</description>
</method>
<method name="get_vertex_meta" qualifiers="const">
<return type="Variant" />
<param index="0" name="idx" type="int" />
<description>
Returns the metadata associated with the given vertex.
</description>
</method>
<method name="get_vertex_normal" qualifiers="const">
<return type="Vector3" />
<param index="0" name="idx" type="int" />
<description>
Returns the normal of the given vertex.
</description>
</method>
<method name="get_vertex_tangent" qualifiers="const">
<return type="Plane" />
<param index="0" name="idx" type="int" />
<description>
Returns the tangent of the given vertex.
</description>
</method>
<method name="get_vertex_uv" qualifiers="const">
<return type="Vector2" />
<param index="0" name="idx" type="int" />
<description>
Returns the UV of the given vertex.
</description>
</method>
<method name="get_vertex_uv2" qualifiers="const">
<return type="Vector2" />
<param index="0" name="idx" type="int" />
<description>
Returns the UV2 of the given vertex.
</description>
</method>
<method name="get_vertex_weights" qualifiers="const">
<return type="PackedFloat32Array" />
<param index="0" name="idx" type="int" />
<description>
Returns bone weights of the given vertex.
</description>
</method>
<method name="set_edge_meta">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="meta" type="Variant" />
<description>
Sets the metadata of the given edge.
</description>
</method>
<method name="set_face_meta">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="meta" type="Variant" />
<description>
Sets the metadata of the given face.
</description>
</method>
<method name="set_material">
<return type="void" />
<param index="0" name="material" type="Material" />
<description>
Sets the material to be used by newly-constructed [Mesh].
</description>
</method>
<method name="set_vertex">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="vertex" type="Vector3" />
<description>
Sets the position of the given vertex.
</description>
</method>
<method name="set_vertex_bones">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="bones" type="PackedInt32Array" />
<description>
Sets the bones of the given vertex.
</description>
</method>
<method name="set_vertex_color">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="color" type="Color" />
<description>
Sets the color of the given vertex.
</description>
</method>
<method name="set_vertex_meta">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="meta" type="Variant" />
<description>
Sets the metadata associated with the given vertex.
</description>
</method>
<method name="set_vertex_normal">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="normal" type="Vector3" />
<description>
Sets the normal of the given vertex.
</description>
</method>
<method name="set_vertex_tangent">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="tangent" type="Plane" />
<description>
Sets the tangent of the given vertex.
</description>
</method>
<method name="set_vertex_uv">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="uv" type="Vector2" />
<description>
Sets the UV of the given vertex.
</description>
</method>
<method name="set_vertex_uv2">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="uv2" type="Vector2" />
<description>
Sets the UV2 of the given vertex.
</description>
</method>
<method name="set_vertex_weights">
<return type="void" />
<param index="0" name="idx" type="int" />
<param index="1" name="weights" type="PackedFloat32Array" />
<description>
Sets the bone weights of the given vertex.
</description>
</method>
</methods>
</class>