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ImmediateMesh¶
Inherits: Mesh < Resource < RefCounted < Object
Mesh optimized for creating geometry manually.
描述¶
A mesh type optimized for creating geometry manually, similar to OpenGL 1.x immediate mode.
Here's a sample on how to generate a triangular face:
var mesh = ImmediateMesh.new()
mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
mesh.surface_add_vertex(Vector3.LEFT)
mesh.surface_add_vertex(Vector3.FORWARD)
mesh.surface_add_vertex(Vector3.ZERO)
mesh.surface_end()
Note: Generating complex geometries with ImmediateMesh is highly inefficient. Instead, it is designed to generate simple geometry that changes often.
教程¶
Methods¶
void |
clear_surfaces ( ) |
void |
surface_add_vertex ( Vector3 vertex ) |
void |
surface_add_vertex_2d ( Vector2 vertex ) |
void |
surface_begin ( PrimitiveType primitive, Material material=null ) |
void |
surface_end ( ) |
void |
surface_set_color ( Color color ) |
void |
surface_set_normal ( Vector3 normal ) |
void |
surface_set_tangent ( Plane tangent ) |
void |
surface_set_uv ( Vector2 uv ) |
void |
surface_set_uv2 ( Vector2 uv2 ) |
Method Descriptions¶
void clear_surfaces ( )
Clear all surfaces.
void surface_add_vertex ( Vector3 vertex )
Add a 3D vertex using the current attributes previously set.
void surface_add_vertex_2d ( Vector2 vertex )
Add a 2D vertex using the current attributes previously set.
void surface_begin ( PrimitiveType primitive, Material material=null )
Begin a new surface.
void surface_end ( )
End and commit current surface. Note that surface being created will not be visible until this function is called.
void surface_set_color ( Color color )
Set the color attribute that will be pushed with the next vertex.
void surface_set_normal ( Vector3 normal )
Set the normal attribute that will be pushed with the next vertex.
void surface_set_tangent ( Plane tangent )
Set the tangent attribute that will be pushed with the next vertex.
void surface_set_uv ( Vector2 uv )
Set the UV attribute that will be pushed with the next vertex.
void surface_set_uv2 ( Vector2 uv2 )
Set the UV2 attribute that will be pushed with the next vertex.