ArrayMesh
Hereda: Mesh < Resource < RefCounted < Object
Tipo Mesh que provee la funcionalidad para construir una superficie desde arrays.
Descripción
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
Vector3[] vertices =
[
new Vector3(0, 1, 0),
new Vector3(1, 0, 0),
new Vector3(0, 0, 1),
];
// Initialize the ArrayMesh.
var arrMesh = new ArrayMesh();
Godot.Collections.Array arrays = [];
arrays.Resize((int)Mesh.ArrayType.Max);
arrays[(int)Mesh.ArrayType.Vertex] = vertices;
// Create the Mesh.
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
var m = new MeshInstance3D();
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.
Tutoriales
Propiedades
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Métodos
Descripciones de Propiedades
BlendShapeMode blend_shape_mode = 1 🔗
void set_blend_shape_mode(value: BlendShapeMode)
BlendShapeMode get_blend_shape_mode()
El modo de blendshape.
AABB custom_aabb = AABB(0, 0, 0, 0, 0, 0) 🔗
Sobrescribe el AABB con uno definido por usuario para el uso con el tronco(frustum). Especialmente util para evitar inesperadas selecciones cuando se use un shader a vertices desplazados.
Una malla opcional que puede ser usada para renderizar sombras y el pre-pase de profundidad. Puede ser usada para aumentar el rendimiento suministrando una malla con vértices fusionados y solo datos de posición del vértice (sin normales, UVs, colores, etc.).
Nota: Esta malla debe tener exactamente las mismas posiciones de vértice que la malla fuente (incluyendo los LODs de la malla fuente, si están presentes). Si las posiciones de los vértices difieren, entonces la malla no se dibujará correctamente.
Descripciones de Métodos
void add_blend_shape(name: StringName) 🔗
Añade un nombre a una forma de mezcla que se añadira con add_surface_from_arrays(). Debe ser llamada antes que la superficie sea añadida.
void add_surface_from_arrays(primitive: PrimitiveType, arrays: Array, blend_shapes: Array[Array] = [], lods: Dictionary = {}, flags: BitField[ArrayFormat] = 0) 🔗
Creates a new surface. Mesh.get_surface_count() will become the surf_idx for this new surface.
Surfaces are created to be rendered using a primitive, which may be any of the values defined in PrimitiveType.
The arrays argument is an array of arrays. Each of the Mesh.ARRAY_MAX elements contains an array with some of the mesh data for this surface as described by the corresponding member of ArrayType or null if it is not used by the surface. 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 surface 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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for Mesh.ARRAY_INDEX if it is used.
The blend_shapes argument is an array of vertex data for each blend shape. Each element is an array of the same structure as arrays, but Mesh.ARRAY_VERTEX, Mesh.ARRAY_NORMAL, and Mesh.ARRAY_TANGENT are set if and only if they are set in arrays and all other entries are null.
The lods argument is a dictionary with float keys and PackedInt32Array values. Each entry in the dictionary represents an LOD level of the surface, where the value is the Mesh.ARRAY_INDEX array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of an LOD also increases the distance that the objects has to be from the camera before the LOD is used.
The flags argument is the bitwise OR of, as required: One value of ArrayCustomFormat left shifted by ARRAY_FORMAT_CUSTOMn_SHIFT for each custom channel in use, Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE, Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS, or Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY.
Note: When using indices, it is recommended to only use points, lines, or triangles.
void clear_blend_shapes() 🔗
Elimina todos las formas de mezcla de este ArrayMesh.
void clear_surfaces() 🔗
Elimina todas las superificies de este ArrayMesh.
int get_blend_shape_count() const 🔗
Devuelve el numero de formas de mezcla que el ArrayMesh posee.
StringName get_blend_shape_name(index: int) const 🔗
Devuelve el nombre de la forma de mezcla de este indice.
Error lightmap_unwrap(transform: Transform3D, texel_size: float) 🔗
Performs a UV unwrap on the ArrayMesh to prepare the mesh for lightmapping.
void regen_normal_maps() 🔗
Regenera las tangentes para cada una de las superficies del ArrayMesh.
void set_blend_shape_name(index: int, name: StringName) 🔗
Establece el nombre de la blendshape en este indice.
int surface_find_by_name(name: String) const 🔗
Devuelve el indice de la primer superficie con este nombre mantenido dentro de este ArrayMesh. Si no es encontrado, -1 es devuelto.
int surface_get_array_index_len(surf_idx: int) const 🔗
Devuelve la longitud en indices del array de indices de la superificie solicitada( ver add_surface_from_arrays()).
int surface_get_array_len(surf_idx: int) const 🔗
Devuelve la longitud en vertices del array de vertice en la superficie solicitada (veradd_surface_from_arrays()).
BitField[ArrayFormat] surface_get_format(surf_idx: int) const 🔗
Devuelve la mascara de formato de la superficie solicitada (veradd_surface_from_arrays()).
String surface_get_name(surf_idx: int) const 🔗
Obtiene el nombre asignado a esta superficie.
PrimitiveType surface_get_primitive_type(surf_idx: int) const 🔗
Devuelve el tipo primitivo de la superficie solicitada (véase add_surface_from_arrays()).
void surface_remove(surf_idx: int) 🔗
Elimina la superficie en el índice dado de la Mesh, desplazando las superficies con un índice mayor hacia abajo en uno.
void surface_set_name(surf_idx: int, name: String) 🔗
Obtiene un nombre para una superficie dada.
void surface_update_attribute_region(surf_idx: int, offset: int, data: PackedByteArray) 🔗
There is currently no description for this method. Please help us by contributing one!
void surface_update_skin_region(surf_idx: int, offset: int, data: PackedByteArray) 🔗
There is currently no description for this method. Please help us by contributing one!
void surface_update_vertex_region(surf_idx: int, offset: int, data: PackedByteArray) 🔗
There is currently no description for this method. Please help us by contributing one!