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MeshDataTool

Table of contents

MeshDataTool #

is_refcounted, is_instantiable, core, not_builtin_classes

Helper tool to access and edit Mesh data.

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 create_from_surface. When you are finished editing the data commit the data to a mesh with commit_to_surface.

Below is an example of how MeshDataTool may be used.

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)

C#

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 < 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);

See also ArrayMesh, ImmediateMesh and SurfaceTool for procedural geometry generation.

Note: Godot uses clockwise winding order for front faces of triangle primitive modes.

Members #

Methods #

func clear() -> void#

Clears all data currently in MeshDataTool.

func commit_to_surface(compression_flags: int = 0) -> intError#

Adds a new surface to specified Mesh with edited data.

func create_from_surface(surface: int) -> intError#

Uses specified surface of given Mesh to populate data for MeshDataTool.

Requires Mesh with primitive type Mesh.PRIMITIVE_TRIANGLES.

const func get_edge_count() -> int#

Returns the number of edges in this Mesh.

const func get_edge_faces(idx: int) -> PackedInt32Array#

Returns array of faces that touch given edge.

const func get_edge_meta(idx: int) -> Variant#

Returns meta information assigned to given edge.

const func get_edge_vertex(vertex: int) -> int#

Returns index of specified vertex connected to given edge.

Vertex argument can only be 0 or 1 because edges are comprised of two vertices.

const func get_face_count() -> int#

Returns the number of faces in this Mesh.

const func get_face_edge(edge: int) -> int#

Returns specified edge associated with given face.

Edge argument must be either 0, 1, or 2 because a face only has three edges.

const func get_face_meta(idx: int) -> Variant#

Returns the metadata associated with the given face.

const func get_face_normal(idx: int) -> Vector3#

Calculates and returns the face normal of the given face.

const func get_face_vertex(vertex: int) -> int#

Returns the specified vertex index of the given face.

vertex must be either 0, 1, or 2 because faces contain three vertices.

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)

C#

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);

const func get_format() -> int#

Returns the Mesh's format as a combination of the Mesh.ArrayFormat flags. For example, a mesh containing both vertices and normals would return a format of 3 because Mesh.ARRAY_FORMAT_VERTEX is 1 and Mesh.ARRAY_FORMAT_NORMAL is 2.

const func get_material() -> Material#

Returns the material assigned to the Mesh.

const func get_vertex(idx: int) -> Vector3#

Returns the position of the given vertex.

const func get_vertex_bones(idx: int) -> PackedInt32Array#

Returns the bones of the given vertex.

const func get_vertex_color(idx: int) -> Color#

Returns the color of the given vertex.

const func get_vertex_count() -> int#

Returns the total number of vertices in Mesh.

const func get_vertex_edges(idx: int) -> PackedInt32Array#

Returns an array of edges that share the given vertex.

const func get_vertex_faces(idx: int) -> PackedInt32Array#

Returns an array of faces that share the given vertex.

const func get_vertex_meta(idx: int) -> Variant#

Returns the metadata associated with the given vertex.

const func get_vertex_normal(idx: int) -> Vector3#

Returns the normal of the given vertex.

const func get_vertex_tangent(idx: int) -> Plane#

Returns the tangent of the given vertex.

const func get_vertex_uv(idx: int) -> Vector2#

Returns the UV of the given vertex.

const func get_vertex_uv2(idx: int) -> Vector2#

Returns the UV2 of the given vertex.

const func get_vertex_weights(idx: int) -> PackedFloat32Array#

Returns bone weights of the given vertex.

func set_edge_meta(meta: Variant) -> void#

Sets the metadata of the given edge.

func set_face_meta(meta: Variant) -> void#

Sets the metadata of the given face.

func set_material(material: Material) -> void#

Sets the material to be used by newly-constructed Mesh.

func set_vertex(vertex: Vector3) -> void#

Sets the position of the given vertex.

func set_vertex_bones(bones: PackedInt32Array) -> void#

Sets the bones of the given vertex.

func set_vertex_color(color: Color) -> void#

Sets the color of the given vertex.

func set_vertex_meta(meta: Variant) -> void#

Sets the metadata associated with the given vertex.

func set_vertex_normal(normal: Vector3) -> void#

Sets the normal of the given vertex.

func set_vertex_tangent(tangent: Plane) -> void#

Sets the tangent of the given vertex.

func set_vertex_uv(uv: Vector2) -> void#

Sets the UV of the given vertex.

func set_vertex_uv2(uv2: Vector2) -> void#

Sets the UV2 of the given vertex.

func set_vertex_weights(weights: PackedFloat32Array) -> void#

Sets the bone weights of the given vertex.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #