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Inherits: :ref:`Mesh<class_Mesh>` < :ref:`Resource<class_Resource>` < :ref:`Reference<class_Reference>` < :ref:`Object<class_Object>`
:ref:`Mesh<class_Mesh>` type that provides utility for constructing a surface from arrays.
The ArrayMesh
is used to construct a :ref:`Mesh<class_Mesh>` by specifying the attributes as arrays.
The most basic example is the creation of a single triangle:
var vertices = PackedVector3Array() vertices.push_back(Vector3(0, 1, 0)) vertices.push_back(Vector3(1, 0, 0)) vertices.push_back(Vector3(0, 0, 1)) # Initialize the ArrayMesh. var arr_mesh = ArrayMesh.new() var arrays = [] arrays.resize(ArrayMesh.ARRAY_MAX) arrays[ArrayMesh.ARRAY_VERTEX] = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance.new() m.mesh = arr_mesh
The :ref:`MeshInstance<class_MeshInstance>` is ready to be added to the :ref:`SceneTree<class_SceneTree>` to be shown.
enum ArrayType:
- ARRAY_VERTEX = 0 --- :ref:`PackedVector3Array<class_PackedVector3Array>`, :ref:`PackedVector2Array<class_PackedVector2Array>`, or :ref:`Array<class_Array>` of vertex positions.
- ARRAY_NORMAL = 1 --- :ref:`PackedVector3Array<class_PackedVector3Array>` of vertex normals.
- ARRAY_TANGENT = 2 --- :ref:`PackedFloat32Array<class_PackedFloat32Array>` of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
- ARRAY_COLOR = 3 --- :ref:`PackedColorArray<class_PackedColorArray>` of vertex colors.
- ARRAY_TEX_UV = 4 --- :ref:`PackedVector2Array<class_PackedVector2Array>` for UV coordinates.
- ARRAY_TEX_UV2 = 5 --- :ref:`PackedVector2Array<class_PackedVector2Array>` for second UV coordinates.
- ARRAY_BONES = 6 --- :ref:`PackedFloat32Array<class_PackedFloat32Array>` or :ref:`PackedInt32Array<class_PackedInt32Array>` of bone indices. Each element in groups of 4 floats.
- ARRAY_WEIGHTS = 7 --- :ref:`PackedFloat32Array<class_PackedFloat32Array>` of bone weights. Each element in groups of 4 floats.
- ARRAY_INDEX = 8 --- :ref:`PackedInt32Array<class_PackedInt32Array>` of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
- ARRAY_MAX = 9 --- Represents the size of the :ref:`ArrayType<enum_ArrayMesh_ArrayType>` enum.
enum ArrayFormat:
- ARRAY_FORMAT_VERTEX = 1 --- Array format will include vertices (mandatory).
- ARRAY_FORMAT_NORMAL = 2 --- Array format will include normals.
- ARRAY_FORMAT_TANGENT = 4 --- Array format will include tangents.
- ARRAY_FORMAT_COLOR = 8 --- Array format will include a color array.
- ARRAY_FORMAT_TEX_UV = 16 --- Array format will include UVs.
- ARRAY_FORMAT_TEX_UV2 = 32 --- Array format will include another set of UVs.
- ARRAY_FORMAT_BONES = 64 --- Array format will include bone indices.
- ARRAY_FORMAT_WEIGHTS = 128 --- Array format will include bone weights.
- ARRAY_FORMAT_INDEX = 256 --- Index array will be used.
- NO_INDEX_ARRAY = -1 --- Default value used for index_array_len when no indices are present.
- ARRAY_WEIGHTS_SIZE = 4 --- Amount of weights/bone indices per vertex (always 4).
- :ref:`BlendShapeMode<enum_Mesh_BlendShapeMode>` blend_shape_mode
Default | 1 |
Setter | set_blend_shape_mode(value) |
Getter | get_blend_shape_mode() |
Sets the blend shape mode to one of :ref:`BlendShapeMode<enum_Mesh_BlendShapeMode>`.
- :ref:`AABB<class_AABB>` custom_aabb
Default | AABB( 0, 0, 0, 0, 0, 0 ) |
Setter | set_custom_aabb(value) |
Getter | get_custom_aabb() |
Overrides the :ref:`AABB<class_AABB>` with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
- void add_blend_shape ( :ref:`StringName<class_StringName>` name )
Adds name for a blend shape that will be added with :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`. Must be called before surface is added.
- void add_surface_from_arrays ( :ref:`PrimitiveType<enum_Mesh_PrimitiveType>` primitive, :ref:`Array<class_Array>` arrays, :ref:`Array<class_Array>` blend_shapes=[ ], :ref:`Dictionary<class_Dictionary>` lods={ }, :ref:`int<class_int>` compress_flags=31744 )
Creates a new surface.
Surfaces are created to be rendered using a primitive
, which may be any of the types defined in :ref:`PrimitiveType<enum_Mesh_PrimitiveType>`. (As a note, when using indices, it is recommended to only use points, lines or triangles.) :ref:`Mesh.get_surface_count<class_Mesh_method_get_surface_count>` will become the surf_idx
for this new surface.
The arrays
argument is an array of arrays. See :ref:`ArrayType<enum_ArrayMesh_ArrayType>` for the values used in this array. For example, arrays[0]
is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for :ref:`ARRAY_INDEX<class_ArrayMesh_constant_ARRAY_INDEX>` if it is used.
Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
Godot uses clockwise winding order for front faces of triangle primitive modes.
- void clear_blend_shapes ( )
Removes all blend shapes from this ArrayMesh
.
- void clear_surfaces ( )
Removes all surfaces from this ArrayMesh
.
- :ref:`int<class_int>` get_blend_shape_count ( ) const
Returns the number of blend shapes that the ArrayMesh
holds.
- :ref:`StringName<class_StringName>` get_blend_shape_name ( :ref:`int<class_int>` index ) const
Returns the name of the blend shape at this index.
- :ref:`Error<enum_@GlobalScope_Error>` lightmap_unwrap ( :ref:`Transform<class_Transform>` transform, :ref:`float<class_float>` texel_size )
Will perform a UV unwrap on the ArrayMesh
to prepare the mesh for lightmapping.
- void regen_normalmaps ( )
Will regenerate normal maps for the ArrayMesh
.
- :ref:`int<class_int>` surface_find_by_name ( :ref:`String<class_String>` name ) const
Returns the index of the first surface with this name held within this ArrayMesh
. If none are found, -1 is returned.
- :ref:`int<class_int>` surface_get_array_index_len ( :ref:`int<class_int>` surf_idx ) const
Returns the length in indices of the index array in the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
- :ref:`int<class_int>` surface_get_array_len ( :ref:`int<class_int>` surf_idx ) const
Returns the length in vertices of the vertex array in the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
- :ref:`int<class_int>` surface_get_format ( :ref:`int<class_int>` surf_idx ) const
Returns the format mask of the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
- :ref:`String<class_String>` surface_get_name ( :ref:`int<class_int>` surf_idx ) const
Gets the name assigned to this surface.
- :ref:`PrimitiveType<enum_Mesh_PrimitiveType>` surface_get_primitive_type ( :ref:`int<class_int>` surf_idx ) const
Returns the primitive type of the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
- void surface_set_name ( :ref:`int<class_int>` surf_idx, :ref:`String<class_String>` name )
Sets a name for a given surface.
- void surface_update_region ( :ref:`int<class_int>` surf_idx, :ref:`int<class_int>` offset, :ref:`PackedByteArray<class_PackedByteArray>` data )
Updates a specified region of mesh arrays on the GPU.
Warning: Only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.