ArrayMesh¶
Inherits: Mesh < Resource < RefCounted < Object
Mesh type that provides utility for constructing a surface from arrays.
Description¶
The ArrayMesh
is used to construct a 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(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
# Create the Mesh.
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var m = MeshInstance3D.new()
m.mesh = arr_mesh
var vertices = new Godot.Collections.Array<Vector3>();
vertices.Add(new Vector3(0, 1, 0));
vertices.Add(new Vector3(1, 0, 0));
vertices.Add(new Vector3(0, 0, 1));
// Initialize the ArrayMesh.
var arrMesh = new ArrayMesh();
var arrays = new Godot.Collections.Array();
arrays.Resize((int)Mesh.ArrayType.Max);
arrays[(int)Mesh.ArrayType.Vertex] = vertices;
// Create the Mesh.
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
var m = new MeshInstance();
m.Mesh = arrMesh;
The MeshInstance3D is ready to be added to the SceneTree to be shown.
See also ImmediateMesh, MeshDataTool and SurfaceTool for procedural geometry generation.
Note: Godot uses clockwise winding order for front faces of triangle primitive modes.
Tutorials¶
Properties¶
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Methods¶
void |
add_blend_shape ( StringName name ) |
void |
add_surface_from_arrays ( PrimitiveType primitive, Array arrays, Array blend_shapes=[], Dictionary lods={}, int compress_flags=0 ) |
void |
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void |
clear_surfaces ( ) |
get_blend_shape_count ( ) const |
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get_blend_shape_name ( int index ) const |
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lightmap_unwrap ( Transform3D transform, float texel_size ) |
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void |
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void |
set_blend_shape_name ( int index, StringName name ) |
surface_find_by_name ( String name ) const |
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surface_get_array_index_len ( int surf_idx ) const |
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surface_get_array_len ( int surf_idx ) const |
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surface_get_format ( int surf_idx ) const |
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surface_get_name ( int surf_idx ) const |
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surface_get_primitive_type ( int surf_idx ) const |
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void |
surface_set_name ( int surf_idx, String name ) |
void |
surface_update_attribute_region ( int surf_idx, int offset, PackedByteArray data ) |
void |
surface_update_skin_region ( int surf_idx, int offset, PackedByteArray data ) |
void |
surface_update_vertex_region ( int surf_idx, int offset, PackedByteArray data ) |
Property Descriptions¶
BlendShapeMode blend_shape_mode
Default |
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Setter |
set_blend_shape_mode(value) |
Getter |
get_blend_shape_mode() |
Sets the blend shape mode to one of BlendShapeMode.
AABB custom_aabb
Default |
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Setter |
set_custom_aabb(value) |
Getter |
get_custom_aabb() |
Overrides the AABB with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
ArrayMesh shadow_mesh
Setter |
set_shadow_mesh(value) |
Getter |
get_shadow_mesh() |
Method Descriptions¶
void add_blend_shape ( StringName name )
Adds name for a blend shape that will be added with add_surface_from_arrays. Must be called before surface is added.
void add_surface_from_arrays ( PrimitiveType primitive, Array arrays, Array blend_shapes=[], Dictionary lods={}, int compress_flags=0 )
Creates a new surface.
Surfaces are created to be rendered using a primitive
, which may be any of the types defined in PrimitiveType. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) Mesh.get_surface_count will become the surf_idx
for this new surface.
The arrays
argument is an array of arrays. See 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 Mesh.ARRAY_INDEX if it is used.
void clear_blend_shapes ( )
Removes all blend shapes from this ArrayMesh
.
void clear_surfaces ( )
Removes all surfaces from this ArrayMesh
.
int get_blend_shape_count ( ) const
Returns the number of blend shapes that the ArrayMesh
holds.
StringName get_blend_shape_name ( int index ) const
Returns the name of the blend shape at this index.
Error lightmap_unwrap ( Transform3D transform, float texel_size )
Will perform a UV unwrap on the ArrayMesh
to prepare the mesh for lightmapping.
void regen_normal_maps ( )
Will regenerate normal maps for the ArrayMesh
.
void set_blend_shape_name ( int index, StringName name )
Sets the name of the blend shape at this index.
Returns the index of the first surface with this name held within this ArrayMesh
. If none are found, -1 is returned.
Returns the length in indices of the index array in the requested surface (see add_surface_from_arrays).
Returns the length in vertices of the vertex array in the requested surface (see add_surface_from_arrays).
Returns the format mask of the requested surface (see add_surface_from_arrays).
Gets the name assigned to this surface.
PrimitiveType surface_get_primitive_type ( int surf_idx ) const
Returns the primitive type of the requested surface (see add_surface_from_arrays).
Sets a name for a given surface.
void surface_update_attribute_region ( int surf_idx, int offset, PackedByteArray data )
void surface_update_skin_region ( int surf_idx, int offset, PackedByteArray data )
void surface_update_vertex_region ( int surf_idx, int offset, PackedByteArray data )