Mesh Builder
MeshBuilder lets you create meshes directly in script.
API Surface
MeshBuilder.Create() -> MeshBuilderAddVertex(position as Vector3, uv as Vector2, normal as Vector3) -> intAddTriangle(i0 as int, i1 as int, i2 as int) -> voidBuildMesh() -> MeshFree() -> void
Build a Triangle
BuildTriangle method() as Mesh {
builder is MeshBuilder.Create();
v0 is builder.AddVertex(Vector3(0.0, 0.5, 0.0), Vector2(0.5, 0.0), Vector3(0.0, 0.0, 1.0));
v1 is builder.AddVertex(Vector3(-0.5, -0.5, 0.0), Vector2(0.0, 1.0), Vector3(0.0, 0.0, 1.0));
v2 is builder.AddVertex(Vector3(0.5, -0.5, 0.0), Vector2(1.0, 1.0), Vector3(0.0, 0.0, 1.0));
builder.AddTriangle(v0, v1, v2);
mesh is builder.BuildMesh();
builder.Free();
return mesh;
}
UV in Script
UVs are fully authored in script via the second AddVertex argument (Vector2).
This enables:
- Procedural meshes
- Runtime UV edits
- Atlas-based mapping
Next Steps
- Scene3D Basics - Attach generated mesh to
ModelRenderer - Common Graphics Errors - Avoid common mesh mistakes