<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshDataTool" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Helper tool to access and edit [Mesh] data.
	</brief_description>
	<description>
		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 [method create_from_surface]. When you are finished editing the data commit the data to a mesh with [method commit_to_surface].
		Below is an example of how MeshDataTool may be used.
		[codeblocks]
		[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)
		[/gdscript]
		[csharp]
		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 &lt; 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);
		[/csharp]
		[/codeblocks]
		See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural geometry generation.
		[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
	</description>
	<tutorials>
		<link title="Using the MeshDataTool">$DOCS_URL/tutorials/3d/procedural_geometry/meshdatatool.html</link>
	</tutorials>
	<methods>
		<method name="clear">
			<return type="void" />
			<description>
				Clears all data currently in MeshDataTool.
			</description>
		</method>
		<method name="commit_to_surface">
			<return type="int" enum="Error" />
			<param index="0" name="mesh" type="ArrayMesh" />
			<param index="1" name="compression_flags" type="int" default="0" />
			<description>
				Adds a new surface to specified [Mesh] with edited data.
			</description>
		</method>
		<method name="create_from_surface">
			<return type="int" enum="Error" />
			<param index="0" name="mesh" type="ArrayMesh" />
			<param index="1" name="surface" type="int" />
			<description>
				Uses specified surface of given [Mesh] to populate data for MeshDataTool.
				Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES].
			</description>
		</method>
		<method name="get_edge_count" qualifiers="const">
			<return type="int" />
			<description>
				Returns the number of edges in this [Mesh].
			</description>
		</method>
		<method name="get_edge_faces" qualifiers="const">
			<return type="PackedInt32Array" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns array of faces that touch given edge.
			</description>
		</method>
		<method name="get_edge_meta" qualifiers="const">
			<return type="Variant" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns meta information assigned to given edge.
			</description>
		</method>
		<method name="get_edge_vertex" qualifiers="const">
			<return type="int" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="vertex" type="int" />
			<description>
				Returns the index of the specified [param vertex] connected to the edge at index [param idx].
				[param vertex] can only be [code]0[/code] or [code]1[/code], as edges are composed of two vertices.
			</description>
		</method>
		<method name="get_face_count" qualifiers="const">
			<return type="int" />
			<description>
				Returns the number of faces in this [Mesh].
			</description>
		</method>
		<method name="get_face_edge" qualifiers="const">
			<return type="int" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="edge" type="int" />
			<description>
				Returns the edge associated with the face at index [param idx].
				[param edge] argument must be either [code]0[/code], [code]1[/code], or [code]2[/code] because a face only has three edges.
			</description>
		</method>
		<method name="get_face_meta" qualifiers="const">
			<return type="Variant" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the metadata associated with the given face.
			</description>
		</method>
		<method name="get_face_normal" qualifiers="const">
			<return type="Vector3" />
			<param index="0" name="idx" type="int" />
			<description>
				Calculates and returns the face normal of the given face.
			</description>
		</method>
		<method name="get_face_vertex" qualifiers="const">
			<return type="int" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="vertex" type="int" />
			<description>
				Returns the specified vertex index of the given face.
				[param vertex] must be either [code]0[/code], [code]1[/code], or [code]2[/code] because faces contain three vertices.
				[codeblocks]
				[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)
				[/gdscript]
				[csharp]
				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);
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<method name="get_format" qualifiers="const">
			<return type="int" />
			<description>
				Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] flags. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code].
			</description>
		</method>
		<method name="get_material" qualifiers="const">
			<return type="Material" />
			<description>
				Returns the material assigned to the [Mesh].
			</description>
		</method>
		<method name="get_vertex" qualifiers="const">
			<return type="Vector3" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the position of the given vertex.
			</description>
		</method>
		<method name="get_vertex_bones" qualifiers="const">
			<return type="PackedInt32Array" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the bones of the given vertex.
			</description>
		</method>
		<method name="get_vertex_color" qualifiers="const">
			<return type="Color" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the color of the given vertex.
			</description>
		</method>
		<method name="get_vertex_count" qualifiers="const">
			<return type="int" />
			<description>
				Returns the total number of vertices in [Mesh].
			</description>
		</method>
		<method name="get_vertex_edges" qualifiers="const">
			<return type="PackedInt32Array" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns an array of edges that share the given vertex.
			</description>
		</method>
		<method name="get_vertex_faces" qualifiers="const">
			<return type="PackedInt32Array" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns an array of faces that share the given vertex.
			</description>
		</method>
		<method name="get_vertex_meta" qualifiers="const">
			<return type="Variant" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the metadata associated with the given vertex.
			</description>
		</method>
		<method name="get_vertex_normal" qualifiers="const">
			<return type="Vector3" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the normal of the given vertex.
			</description>
		</method>
		<method name="get_vertex_tangent" qualifiers="const">
			<return type="Plane" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the tangent of the given vertex.
			</description>
		</method>
		<method name="get_vertex_uv" qualifiers="const">
			<return type="Vector2" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the UV of the given vertex.
			</description>
		</method>
		<method name="get_vertex_uv2" qualifiers="const">
			<return type="Vector2" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns the UV2 of the given vertex.
			</description>
		</method>
		<method name="get_vertex_weights" qualifiers="const">
			<return type="PackedFloat32Array" />
			<param index="0" name="idx" type="int" />
			<description>
				Returns bone weights of the given vertex.
			</description>
		</method>
		<method name="set_edge_meta">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="meta" type="Variant" />
			<description>
				Sets the metadata of the given edge.
			</description>
		</method>
		<method name="set_face_meta">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="meta" type="Variant" />
			<description>
				Sets the metadata of the given face.
			</description>
		</method>
		<method name="set_material">
			<return type="void" />
			<param index="0" name="material" type="Material" />
			<description>
				Sets the material to be used by newly-constructed [Mesh].
			</description>
		</method>
		<method name="set_vertex">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="vertex" type="Vector3" />
			<description>
				Sets the position of the given vertex.
			</description>
		</method>
		<method name="set_vertex_bones">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="bones" type="PackedInt32Array" />
			<description>
				Sets the bones of the given vertex.
			</description>
		</method>
		<method name="set_vertex_color">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="color" type="Color" />
			<description>
				Sets the color of the given vertex.
			</description>
		</method>
		<method name="set_vertex_meta">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="meta" type="Variant" />
			<description>
				Sets the metadata associated with the given vertex.
			</description>
		</method>
		<method name="set_vertex_normal">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="normal" type="Vector3" />
			<description>
				Sets the normal of the given vertex.
			</description>
		</method>
		<method name="set_vertex_tangent">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="tangent" type="Plane" />
			<description>
				Sets the tangent of the given vertex.
				[b]Note:[/b] Even though [param tangent] is a [Plane], it does not directly represent the tangent plane. Its [member Plane.x], [member Plane.y], and [member Plane.z] represent the tangent vector and [member Plane.d] should be either [code]-1[/code] or [code]1[/code]. See also [constant Mesh.ARRAY_TANGENT].
			</description>
		</method>
		<method name="set_vertex_uv">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="uv" type="Vector2" />
			<description>
				Sets the UV of the given vertex.
			</description>
		</method>
		<method name="set_vertex_uv2">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="uv2" type="Vector2" />
			<description>
				Sets the UV2 of the given vertex.
			</description>
		</method>
		<method name="set_vertex_weights">
			<return type="void" />
			<param index="0" name="idx" type="int" />
			<param index="1" name="weights" type="PackedFloat32Array" />
			<description>
				Sets the bone weights of the given vertex.
			</description>
		</method>
	</methods>
</class>
