Class ImmediateMesh
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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 = new ImmediateMesh();
mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
mesh.SurfaceAddVertex(Vector3.Left);
mesh.SurfaceAddVertex(Vector3.Forward);
mesh.SurfaceAddVertex(Vector3.Zero);
mesh.SurfaceEnd();
Note: Generating complex geometries with ImmediateMesh is highly inefficient. Instead, it is designed to generate simple geometry that changes often.
public class ImmediateMesh : Mesh, IDisposable
- Inheritance
-
ImmediateMesh
- Implements
- Inherited Members
Constructors
ImmediateMesh()
public ImmediateMesh()
Methods
ClearSurfaces()
Clear all surfaces.
public void ClearSurfaces()
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
SurfaceAddVertex(Vector3)
Add a 3D vertex using the current attributes previously set.
public void SurfaceAddVertex(Vector3 vertex)
Parameters
vertex
Vector3
SurfaceAddVertex2D(Vector2)
Add a 2D vertex using the current attributes previously set.
public void SurfaceAddVertex2D(Vector2 vertex)
Parameters
vertex
Vector2
SurfaceBegin(PrimitiveType, Material)
Begin a new surface.
public void SurfaceBegin(Mesh.PrimitiveType primitive, Material material = null)
Parameters
primitive
Mesh.PrimitiveTypematerial
Material
SurfaceEnd()
End and commit current surface. Note that surface being created will not be visible until this function is called.
public void SurfaceEnd()
SurfaceSetColor(Color)
Set the color attribute that will be pushed with the next vertex.
public void SurfaceSetColor(Color color)
Parameters
color
Color
SurfaceSetNormal(Vector3)
Set the normal attribute that will be pushed with the next vertex.
public void SurfaceSetNormal(Vector3 normal)
Parameters
normal
Vector3
SurfaceSetTangent(Plane)
Set the tangent attribute that will be pushed with the next vertex.
public void SurfaceSetTangent(Plane tangent)
Parameters
tangent
Plane
SurfaceSetUV(Vector2)
Set the UV attribute that will be pushed with the next vertex.
public void SurfaceSetUV(Vector2 uV)
Parameters
uV
Vector2
SurfaceSetUV2(Vector2)
Set the UV2 attribute that will be pushed with the next vertex.
public void SurfaceSetUV2(Vector2 uV2)
Parameters
uV2
Vector2