Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

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

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

BlendShapeMode

blend_shape_mode

1

AABB

custom_aabb

AABB(0, 0, 0, 0, 0, 0)

ArrayMesh

shadow_mesh

Methods

void

add_blend_shape ( StringName name )

void

add_surface_from_arrays ( PrimitiveType primitive, Array arrays, Array[] blend_shapes=[], Dictionary lods={}, BitField<ArrayFormat> flags=0 )

void

clear_blend_shapes ( )

void

clear_surfaces ( )

int

get_blend_shape_count ( ) const

StringName

get_blend_shape_name ( int index ) const

Error

lightmap_unwrap ( Transform3D transform, float texel_size )

void

regen_normal_maps ( )

void

set_blend_shape_name ( int index, StringName name )