Documentation
¶
Overview ¶
The SurfaceTool is used to construct a Mesh by specifying vertex attributes individually. It can be used to construct a Mesh from a script. All properties except indices need to be added before calling AddVertex. For example, to add vertex colors and UVs:
package main import ( "graphics.gd/classdb/Mesh" "graphics.gd/classdb/SurfaceTool" "graphics.gd/variant/Color" "graphics.gd/variant/Vector2" "graphics.gd/variant/Vector3" ) func ExampleSurfaceTool() { var st = SurfaceTool.New() st.Begin(Mesh.PrimitiveTriangles) st.SetColor(Color.RGBA{1, 0, 0, 1}) st.SetUv(Vector2.New(0, 0)) st.AddVertex(Vector3.New(0, 0, 0)) }
The above SurfaceTool now contains one vertex of a triangle which has a UV coordinate and a specified Color.RGBA. If another vertex were added without calling SetUv or SetColor, then the last values would be used.
Vertex attributes must be passed before calling AddVertex. Failure to do so will result in an error when committing the vertex information to a mesh.
Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.
See also ArrayMesh, ImmediateMesh and MeshDataTool for procedural geometry generation.
Note: Godot uses clockwise winding order for front faces of triangle primitive modes.
Index ¶
- type Advanced
- type Any
- type CustomFormat
- type Expanded
- type Extension
- type ID
- type Instance
- func (self Instance) AddIndex(index int)
- func (self Instance) AddTriangleFan(vertices []Vector3.XYZ)
- func (self Instance) AddVertex(vertex Vector3.XYZ)
- func (self Instance) AppendFrom(existing Mesh.Instance, surface int, transform Transform3D.BasisOrigin)
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsSurfaceTool() Instance
- func (self Instance) Begin(primitive Mesh.PrimitiveType)
- func (self Instance) Clear()
- func (self Instance) Commit() ArrayMesh.Instance
- func (self Instance) CommitToArrays() []any
- func (self Instance) CreateFrom(existing Mesh.Instance, surface int)
- func (self Instance) CreateFromArrays(arrays []any)
- func (self Instance) CreateFromBlendShape(existing Mesh.Instance, surface int, blend_shape string)
- func (self Instance) Deindex()
- func (self Instance) GenerateLod(nd_threshold Float.X) []int32
- func (self Instance) GenerateNormals()
- func (self Instance) GenerateTangents()
- func (self Instance) GetAabb() AABB.PositionSize
- func (self Instance) GetCustomFormat(channel_index int) CustomFormat
- func (self Instance) GetPrimitiveType() Mesh.PrimitiveType
- func (self Instance) GetSkinWeightCount() SkinWeightCount
- func (self Instance) ID() ID
- func (self Instance) Index()
- func (self Instance) MoreArgs() MoreArgs
- func (self Instance) OptimizeIndicesForCache()
- func (self Instance) SetBones(bones []int32)
- func (self Instance) SetColor(color Color.RGBA)
- func (self Instance) SetCustom(channel_index int, custom_color Color.RGBA)
- func (self Instance) SetCustomFormat(channel_index int, format CustomFormat)
- func (self Instance) SetMaterial(material Material.Instance)
- func (self Instance) SetNormal(normal Vector3.XYZ)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetSkinWeightCount(count SkinWeightCount)
- func (self Instance) SetSmoothGroup(index int)
- func (self Instance) SetTangent(tangent Plane.NormalD)
- func (self Instance) SetUv(uv Vector2.XY)
- func (self Instance) SetUv2(uv2 Vector2.XY)
- func (self Instance) SetWeights(weights []float32)
- func (self Instance) Virtual(name string) reflect.Value
- type MoreArgs
- func (self MoreArgs) AddTriangleFan(vertices []Vector3.XYZ, uvs []Vector2.XY, colors []Color.RGBA, ...)
- func (self MoreArgs) Commit(existing ArrayMesh.Instance, flags int) ArrayMesh.Instance
- func (self MoreArgs) CreateFromArrays(arrays []any, primitive_type Mesh.PrimitiveType)
- func (self MoreArgs) GenerateLod(nd_threshold Float.X, target_index_count int) []int32
- func (self MoreArgs) GenerateNormals(flip bool)
- type SkinWeightCount
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type CustomFormat ¶
type CustomFormat int //gd:SurfaceTool.CustomFormat
const ( // Limits range of data passed to [SetCustom] to unsigned normalized 0 to 1 stored in 8 bits per channel. See [Mesh.ArrayCustomRgba8Unorm]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRgba8Unorm CustomFormat = 0 // Limits range of data passed to [SetCustom] to signed normalized -1 to 1 stored in 8 bits per channel. See [Mesh.ArrayCustomRgba8Snorm]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRgba8Snorm CustomFormat = 1 // Stores data passed to [SetCustom] as half precision floats, and uses only red and green color channels. See [Mesh.ArrayCustomRgHalf]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRgHalf CustomFormat = 2 // Stores data passed to [SetCustom] as half precision floats and uses all color channels. See [Mesh.ArrayCustomRgbaHalf]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRgbaHalf CustomFormat = 3 // Stores data passed to [SetCustom] as full precision floats, and uses only red color channel. See [Mesh.ArrayCustomRFloat]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRFloat CustomFormat = 4 // Stores data passed to [SetCustom] as full precision floats, and uses only red and green color channels. See [Mesh.ArrayCustomRgFloat]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRgFloat CustomFormat = 5 // Stores data passed to [SetCustom] as full precision floats, and uses only red, green and blue color channels. See [Mesh.ArrayCustomRgbFloat]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRgbFloat CustomFormat = 6 // Stores data passed to [SetCustom] as full precision floats, and uses all color channels. See [Mesh.ArrayCustomRgbaFloat]. // // [SetCustom]: https://pkg.go.dev/graphics.gd/classdb/#Instance.SetCustom CustomRgbaFloat CustomFormat = 7 // Used to indicate a disabled custom channel. CustomMax CustomFormat = 8 )
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsSurfaceTool ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.SurfaceTool
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddIndex ¶
Adds a vertex to index array if you are using indexed vertices. Does not need to be called before adding vertices.
func (Instance) AddTriangleFan ¶
Inserts a triangle fan made of array data into Mesh being constructed.
Requires the primitive type be set to [Mesh.PrimitiveTriangles].
func (Instance) AddVertex ¶
Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
func (Instance) AppendFrom ¶
func (self Instance) AppendFrom(existing Mesh.Instance, surface int, transform Transform3D.BasisOrigin)
Append vertices from a given Mesh surface onto the current vertex array with specified Transform3D.BasisOrigin.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsSurfaceTool ¶
func (Instance) Begin ¶
func (self Instance) Begin(primitive Mesh.PrimitiveType)
Called before adding any vertices. Takes the primitive type as an argument (e.g. [Mesh.PrimitiveTriangles]).
func (Instance) Clear ¶
func (self Instance) Clear()
Clear all information passed into the surface tool so far.
func (Instance) Commit ¶
Returns a constructed ArrayMesh from current information passed in. If an existing ArrayMesh is passed in as an argument, will add an extra surface to the existing ArrayMesh.
The 'flags' argument can be the bitwise OR of [Mesh.ArrayFlagUseDynamicUpdate], [Mesh.ArrayFlagUse8BoneWeights], or [Mesh.ArrayFlagUsesEmptyVertexArray].
func (Instance) CommitToArrays ¶
Commits the data to the same format used by ArrayMesh.AddSurfaceFromArrays, ImporterMesh.AddSurface, and CreateFromArrays. This way you can further process the mesh data using the ArrayMesh or ImporterMesh APIs.
func (Instance) CreateFrom ¶
Creates a vertex array from an existing Mesh.
func (Instance) CreateFromArrays ¶
Creates this SurfaceTool from existing vertex arrays such as returned by CommitToArrays, Mesh.SurfaceGetArrays, Mesh.SurfaceGetBlendShapeArrays, ImporterMesh.GetSurfaceArrays, and ImporterMesh.GetSurfaceBlendShapeArrays. 'primitive_type' controls the type of mesh data, defaulting to [Mesh.PrimitiveTriangles].
func (Instance) CreateFromBlendShape ¶
Creates a vertex array from the specified blend shape of an existing Mesh. This can be used to extract a specific pose from a blend shape.
func (Instance) Deindex ¶
func (self Instance) Deindex()
Removes the index array by expanding the vertex array.
func (Instance) GenerateLod ¶
Generates an LOD for a given 'nd_threshold' in linear units (square root of quadric error metric), using at most 'target_index_count' indices.
func (Instance) GenerateNormals ¶
func (self Instance) GenerateNormals()
Generates normals from vertices so you do not have to do it manually. If 'flip' is true, the resulting normals will be inverted. GenerateNormals should be called after generating geometry and before committing the mesh using Commit or CommitToArrays. For correct display of normal-mapped surfaces, you will also have to generate tangents using GenerateTangents.
Note: GenerateNormals only works if the primitive type is set to [Mesh.PrimitiveTriangles].
Note: GenerateNormals takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to 0 using SetSmoothGroup or leave the smooth group at the default of 0. To generate flat normals, set the smooth group to -1 using SetSmoothGroup prior to adding vertices.
func (Instance) GenerateTangents ¶
func (self Instance) GenerateTangents()
Generates a tangent vector for each vertex. Requires that each vertex already has UVs and normals set (see GenerateNormals).
func (Instance) GetAabb ¶
func (self Instance) GetAabb() AABB.PositionSize
Returns the axis-aligned bounding box of the vertex positions.
func (Instance) GetCustomFormat ¶
func (self Instance) GetCustomFormat(channel_index int) CustomFormat
Returns the format for custom 'channel_index' (currently up to 4). Returns CustomMax if this custom channel is unused.
func (Instance) GetPrimitiveType ¶
func (self Instance) GetPrimitiveType() Mesh.PrimitiveType
Returns the type of mesh geometry, such as [Mesh.PrimitiveTriangles].
func (Instance) GetSkinWeightCount ¶
func (self Instance) GetSkinWeightCount() SkinWeightCount
By default, returns Skin4Weights to indicate only 4 bone influences per vertex are used.
Returns Skin8Weights if up to 8 influences are used.
Note: This function returns an enum, not the exact number of weights.
func (Instance) Index ¶
func (self Instance) Index()
Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.
func (Instance) MoreArgs ¶
MoreArgs enables certain functions to be called with additional 'optional' arguments.
func (Instance) OptimizeIndicesForCache ¶
func (self Instance) OptimizeIndicesForCache()
Optimizes triangle sorting for performance. Requires that GetPrimitiveType is [Mesh.PrimitiveTriangles].
func (Instance) SetBones ¶
Specifies an array of bones to use for the next vertex. 'bones' must contain 4 integers.
func (Instance) SetColor ¶
Specifies a Color.RGBA to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Note: The material must have BaseMaterial3D.VertexColorUseAsAlbedo enabled for the vertex color to be visible.
func (Instance) SetCustom ¶
Sets the custom value on this vertex for 'channel_index'.
SetCustomFormat must be called first for this 'channel_index'. Formats which are not RGBA will ignore other color channels.
func (Instance) SetCustomFormat ¶
func (self Instance) SetCustomFormat(channel_index int, format CustomFormat)
Sets the color format for this custom 'channel_index'. Use CustomMax to disable.
Must be invoked after Begin and should be set before Commit or CommitToArrays.
func (Instance) SetMaterial ¶
func (Instance) SetNormal ¶
Specifies a normal to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
func (Instance) SetSkinWeightCount ¶
func (self Instance) SetSkinWeightCount(count SkinWeightCount)
Set to Skin8Weights to indicate that up to 8 bone influences per vertex may be used.
By default, only 4 bone influences are used (Skin4Weights).
Note: This function takes an enum, not the exact number of weights.
func (Instance) SetSmoothGroup ¶
Specifies the smooth group to use for the next vertex. If this is never called, all vertices will have the default smooth group of 0 and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to -1.
Note: This function actually takes a uint32_t, so C# users should use uint32.MaxValue instead of -1 to produce a mesh with flat normals.
func (Instance) SetTangent ¶
Specifies a tangent to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
func (Instance) SetUv ¶
Specifies a set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
func (Instance) SetUv2 ¶
Specifies an optional second set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
func (Instance) SetWeights ¶
Specifies weight values to use for the next vertex. 'weights' must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
type MoreArgs ¶
type MoreArgs [1]gdclass.SurfaceTool
MoreArgs is a container for Instance functions with additional 'optional' arguments.
func (MoreArgs) AddTriangleFan ¶
func (self MoreArgs) AddTriangleFan(vertices []Vector3.XYZ, uvs []Vector2.XY, colors []Color.RGBA, uv2s []Vector2.XY, normals []Vector3.XYZ, tangents []Plane.NormalD)
Inserts a triangle fan made of array data into Mesh being constructed.
Requires the primitive type be set to [Mesh.PrimitiveTriangles].
func (MoreArgs) Commit ¶
Returns a constructed ArrayMesh from current information passed in. If an existing ArrayMesh is passed in as an argument, will add an extra surface to the existing ArrayMesh.
The 'flags' argument can be the bitwise OR of [Mesh.ArrayFlagUseDynamicUpdate], [Mesh.ArrayFlagUse8BoneWeights], or [Mesh.ArrayFlagUsesEmptyVertexArray].
func (MoreArgs) CreateFromArrays ¶
func (self MoreArgs) CreateFromArrays(arrays []any, primitive_type Mesh.PrimitiveType)
Creates this SurfaceTool from existing vertex arrays such as returned by CommitToArrays, Mesh.SurfaceGetArrays, Mesh.SurfaceGetBlendShapeArrays, ImporterMesh.GetSurfaceArrays, and ImporterMesh.GetSurfaceBlendShapeArrays. 'primitive_type' controls the type of mesh data, defaulting to [Mesh.PrimitiveTriangles].
func (MoreArgs) GenerateLod ¶
Generates an LOD for a given 'nd_threshold' in linear units (square root of quadric error metric), using at most 'target_index_count' indices.
func (MoreArgs) GenerateNormals ¶
Generates normals from vertices so you do not have to do it manually. If 'flip' is true, the resulting normals will be inverted. GenerateNormals should be called after generating geometry and before committing the mesh using Commit or CommitToArrays. For correct display of normal-mapped surfaces, you will also have to generate tangents using GenerateTangents.
Note: GenerateNormals only works if the primitive type is set to [Mesh.PrimitiveTriangles].
Note: GenerateNormals takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to 0 using SetSmoothGroup or leave the smooth group at the default of 0. To generate flat normals, set the smooth group to -1 using SetSmoothGroup prior to adding vertices.
type SkinWeightCount ¶
type SkinWeightCount int //gd:SurfaceTool.SkinWeightCount
const ( // Each individual vertex can be influenced by only 4 bone weights. Skin4Weights SkinWeightCount = 0 // Each individual vertex can be influenced by up to 8 bone weights. Skin8Weights SkinWeightCount = 1 )