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Primitive.gd
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Primitive.gd
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extends MeshInstance
export(bool) var generate_collision_mesh = false
var st = SurfaceTool.new()
func _init():
clear()
func clear():
st.clear()
mesh = Mesh.new()
mesh.set_name(get_name().replace(' ', '_').to_lower())
func begin():
st.begin(Mesh.PRIMITIVE_TRIANGLES)
func add_tri(vertices, uv = [], normals = [], tangents = []):
for i in range(3):
if not uv.empty():
st.add_uv(uv[i])
if not normals.empty():
st.add_normal(normals[i])
if not tangents.empty():
st.add_tangent(tangents[i])
st.add_vertex(vertices[i])
func add_quad(vertices, uv = [], normals = [], tangents = []):
for i in [0, 1, 2, 2, 3, 0]:
if not uv.empty():
st.add_uv(uv[i])
if not normals.empty():
st.add_normal(normals[i])
if not tangents.empty():
st.add_tangent(tangents[i])
st.add_vertex(vertices[i])
# Set gen_normals to true if you didn't generate the normals yourself.
func end(gen_normals = false):
if gen_normals:
st.generate_normals()
st.index()
st.commit(mesh)
if generate_collision_mesh:
create_trimesh_collision()