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MultiMesh¶
Inherits: Resource < Reference < Object
Proporciona un instanciamiento de malla de alto rendimiento.
Descripción¶
MultiMesh provides low-level mesh instancing. Drawing thousands of MeshInstance nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
Tutoriales¶
Propiedades¶
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Métodos¶
get_aabb ( ) const |
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get_instance_color ( int instance ) const |
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get_instance_custom_data ( int instance ) const |
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get_instance_transform ( int instance ) const |
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get_instance_transform_2d ( int instance ) const |
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void |
set_as_bulk_array ( PoolRealArray array ) |
void |
set_instance_color ( int instance, Color color ) |
void |
set_instance_custom_data ( int instance, Color custom_data ) |
void |
set_instance_transform ( int instance, Transform transform ) |
void |
set_instance_transform_2d ( int instance, Transform2D transform ) |
Enumeraciones¶
enum TransformFormat:
TRANSFORM_2D = 0 --- Utiliza esto cuando uses las transformadas 2D.
TRANSFORM_3D = 1 --- Utiliza esto cuando uses las transformadas 3D.
enum ColorFormat:
COLOR_NONE = 0 --- Use when you are not using per-instance Colors.
COLOR_8BIT = 1 --- Compress Color data into 8 bits when passing to shader. This uses less memory and can be faster, but the Color loses precision.
COLOR_FLOAT = 2 --- The Color passed into set_instance_color will use 4 floats. Use this for highest precision Color.
enum CustomDataFormat:
CUSTOM_DATA_NONE = 0 --- Use when you are not using per-instance custom data.
CUSTOM_DATA_8BIT = 1 --- Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
CUSTOM_DATA_FLOAT = 2 --- The Color passed into set_instance_custom_data will use 4 floats. Use this for highest precision.
Descripciones de Propiedades¶
ColorFormat color_format
Default |
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Setter |
set_color_format(value) |
Getter |
get_color_format() |
Format of colors in color array that gets passed to shader.
CustomDataFormat custom_data_format
Default |
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Setter |
set_custom_data_format(value) |
Getter |
get_custom_data_format() |
Format of custom data in custom data array that gets passed to shader.
int instance_count
Default |
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Setter |
set_instance_count(value) |
Getter |
get_instance_count() |
Número de instancias que se dibujarán. Esto limpia y (re)dimensiona los buffers. Por defecto, todas las instancias se dibujan pero puedes limitar esto con visible_instance_count.
Mesh mesh
Setter |
set_mesh(value) |
Getter |
get_mesh() |
Malla para ser dibujada.
TransformFormat transform_format
Default |
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Setter |
set_transform_format(value) |
Getter |
get_transform_format() |
Formato de transformación usado para transformar la malla, ya sea 2D o 3D.
int visible_instance_count
Default |
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Setter |
set_visible_instance_count(value) |
Getter |
get_visible_instance_count() |
Limita el número de instancias dibujadas, -1 dibuja todas las instancias. Cambiar esto no cambia el tamaño de los buffers.
Descripciones de Métodos¶
AABB get_aabb ( ) const
Returns the visibility axis-aligned bounding box in local space. See also VisualInstance.get_transformed_aabb.
Obtiene el color de una instancia específica.
Devuelve los datos personalizados que se han establecido para una instancia específica.
Devuelve la Transform de una instancia específica.
Transform2D get_instance_transform_2d ( int instance ) const
Devuelve la Transform2D de una instancia específica.
void set_as_bulk_array ( PoolRealArray array )
Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc...
Transform is stored as 12 floats, Transform2D is stored as 8 floats, COLOR_8BIT
/ CUSTOM_DATA_8BIT
is stored as 1 float (4 bytes as is) and COLOR_FLOAT
/ CUSTOM_DATA_FLOAT
is stored as 4 floats.
Sets the color of a specific instance by multiplying the mesh's existing vertex colors.
For the color to take effect, ensure that color_format is non-null
on the MultiMesh
and SpatialMaterial.vertex_color_use_as_albedo is true
on the material.
Sets custom data for a specific instance. Although Color is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the CustomDataFormat used.
Establece la Transform para una instancia específica.
void set_instance_transform_2d ( int instance, Transform2D transform )
Establece el Transform2D para una instancia específica.