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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
96 lines
3.2 KiB
XML
96 lines
3.2 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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[/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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