|void||add_blend_shape ( String name )|
|void||add_surface_from_arrays ( PrimitiveType primitive, Array arrays, Array blend_shapes=[ ], int compress_flags=97280 )|
|void||clear_blend_shapes ( )|
|int||get_blend_shape_count ( ) const|
|String||get_blend_shape_name ( int index ) const|
|Error||lightmap_unwrap ( Transform transform, float texel_size )|
|void||regen_normalmaps ( )|
|int||surface_find_by_name ( String name ) const|
|int||surface_get_array_index_len ( int surf_idx ) const|
|int||surface_get_array_len ( int surf_idx ) const|
|int||surface_get_format ( int surf_idx ) const|
|String||surface_get_name ( int surf_idx ) const|
|PrimitiveType||surface_get_primitive_type ( int surf_idx ) const|
|void||surface_remove ( int surf_idx )|
|void||surface_set_name ( int surf_idx, String name )|
|void||surface_update_region ( int surf_idx, int offset, PoolByteArray data )|
- ARRAY_VERTEX = 0 --- PoolVector3Array, PoolVector2Array, or Array of vertex positions.
- ARRAY_NORMAL = 1 --- PoolVector3Array of vertex normals.
- ARRAY_TANGENT = 2 --- PoolRealArray 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 --- PoolColorArray of vertex colors.
- ARRAY_TEX_UV = 4 --- PoolVector2Array for UV coordinates.
- ARRAY_TEX_UV2 = 5 --- PoolVector2Array for second UV coordinates.
- ARRAY_BONES = 6 --- PoolRealArray or PoolIntArray of bone indices. Each element in groups of 4 floats.
- ARRAY_WEIGHTS = 7 --- PoolRealArray of bone weights. Each element in groups of 4 floats.
- ARRAY_INDEX = 8 --- PoolIntArray 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
- 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).
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 = PoolVector3Array() 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
MeshInstance is ready to be added to the SceneTree to be shown.
- BlendShapeMode blend_shape_mode
- AABB custom_aabb
Overrides the AABB with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices.
- void add_blend_shape ( String name )
Add 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=[ ], int compress_flags=97280 )
Creates a new surface.
Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See Mesh for details. (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.
arrays argument is an array of arrays. See ArrayType for the values used in this array. For example,
arrays 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
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 ( )
Remove all blend shapes from this
- int get_blend_shape_count ( ) const
Returns the number of blend shapes that the
Returns the name of the blend shape at this index.
Will perform a UV unwrap on the
ArrayMesh to prepare the mesh for lightmapping.
- void regen_normalmaps ( )
Will regenerate normal maps for the
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).
Get the name assigned to this surface.
Returns the primitive type of the requested surface (see add_surface_from_arrays).
- void surface_remove ( int surf_idx )
Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.
Set a name for a given surface.
Updates a specified region of mesh arrays on GPU. Warning: only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.