Attention: Here be dragons
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Using ImmediateMesh¶
Unlike the SurfaceTool or ArrayMesh, ImmediateMesh is an actual node. Being a node makes it quick to add to a scene and get visual output. It uses an OpenGL 1.x-style API like SurfaceTool, but it's actually designed to create meshes on the fly.
用这个节点生成复杂的几何体(几千个顶点), 即使只做一次, 效率也很低. 相反, 它的设计是为了生成每一帧变化的简单几何体.
Before starting, you should clear the geometry by calling clear_surfaces()
. This ensures that
you are not building upon the geometry from the previous frame. If you want to keep geometry between frames, do
not call clear_surfaces()
.
To begin generating geometry you must call surface_begin()
. surface_begin()
takes a PrimitiveType
as an argument.
PrimitiveType
is an OpenGL concept that instructs the GPU how to arrange the primitive based on the
vertices given whether it is triangles, lines, points, etc. A complete list can be found under
the Mesh class reference page.
Once you have called surface_begin()
you are ready to start adding vertices. You add vertices one at a time.
First you add vertex specific attributes such as normals or UVs using surface_set_****()
(e.g. surface_set_normal()
).
Then you call surface_add_vertex()
to add a vertex with those attributes. For example:
# Add a vertex with normal and uv.
surface_set_normal(Vector3(0, 1, 0))
surface_set_uv(Vector2(1, 1))
surface_add_vertex(Vector3(0, 0, 1))
Only attributes added before the call to surface_add_vertex()
will be included in that vertex.
Finally, once you have added all your vertices call surface_end()
to signal that you have finished generating the mesh.
下面的示例代码绘制了一个三角形.
extends ImmediateMesh
func _process(_delta):
# Clean up before drawing.
clear_surfaces()
# Begin draw.
surface_begin(Mesh.PRIMITIVE_TRIANGLES)
# Prepare attributes for surface_add_vertex.
surface_set_normal(Vector3(0, 0, 1))
surface_set_uv(Vector2(0, 0))
# Call last for each vertex, adds the above attributes.
surface_add_vertex(Vector3(-1, -1, 0))
surface_set_normal(Vector3(0, 0, 1))
surface_set_uv(Vector2(0, 1))
surface_add_vertex(Vector3(-1, 1, 0))
surface_set_normal(Vector3(0, 0, 1))
surface_set_uv(Vector2(1, 1))
surface_add_vertex(Vector3(1, 1, 0))
# End drawing.
surface_end()