Использование ArrayMesh¶
This tutorial will present the basics of using an ArrayMesh.
Для этого мы будем использовать функцию add_surface_from_arrays(), которая принимает до четырех параметров. Первые два являются обязательными, а вторые два - необязательными.
The first parameter is the PrimitiveType
, an OpenGL concept that instructs the GPU
how to arrange the primitive based on the vertices given, i.e. whether they represent triangles,
lines, points, etc. See Mesh.PrimitiveType for the options available.
The second parameter, arrays
, is the actual Array that stores the mesh information. The array is a
normal Godot array that is constructed with empty brackets []
. It stores a Pool**Array
(e.g. PoolVector3Array, PoolIntArray, etc.) for each type of information that will be used to build the surface.
The possible elements of arrays
are listed below, together with the position they must have within arrays
.
See also Mesh.ArrayType.
Индекс |
Mesh.ArrayType Enum |
Array type |
---|---|---|
0 |
|
|
1 |
|
|
2 |
|
PoolRealArray of groups of 4 floats. First 3 floats determine the tangent, and the last the binormal direction as -1 or 1. |
3 |
|
|
4 |
|
|
5 |
|
|
6 |
|
PoolRealArray of groups of 4 floats or PoolIntArray of groups of 4 ints. Each group lists indexes of 4 bones that affects a given vertex. |
7 |
|
PoolRealArray of groups of 4 floats. Each float lists the amount of weight an determined bone on |
8 |
|
The array of vertices (at index 0) is always required. The index array is optional and will only be used if included. We won't use it in this tutorial.
All the other arrays carry information about the vertices. They are also optional and will only be used if included. Some of these arrays (e.g. ARRAY_COLOR
)
use one entry per vertex to provide extra information about vertices. They must have the same size as the vertex array. Other arrays (e.g. ARRAY_TANGENT
) use
four entries to describe a single vertex. These must be exactly four times larger than the vertex array.
For normal usage, the last two parameters in add_surface_from_arrays() are typically left empty.
ArrayMesh¶
In the editor, create a MeshInstance and add an ArrayMesh to it in the Inspector. Normally, adding an ArrayMesh in the editor is not useful, but in this case it allows us to access the ArrayMesh from code without creating one.
Затем добавьте скрипт в MeshInstance.
Ниже _ready()
создайте новый массив.
var surface_array = []
This will be the array that we keep our surface information in - it will hold
all the arrays of data that the surface needs. Godot will expect it to be of
size Mesh.ARRAY_MAX
, so resize it accordingly.
var surface_array = []
surface_array.resize(Mesh.ARRAY_MAX)
Затем создайте массивы для каждого типа данных, который вы будете использовать.
var verts = PoolVector3Array()
var uvs = PoolVector2Array()
var normals = PoolVector3Array()
var indices = PoolIntArray()
После того, как вы заполнили свои массивы данных своей геометрией, вы можете создать сетку, добавив каждый массив в surface_array, а затем зафиксировав его в сетке.
surface_array[Mesh.ARRAY_VERTEX] = verts
surface_array[Mesh.ARRAY_TEX_UV] = uvs
surface_array[Mesh.ARRAY_NORMAL] = normals
surface_array[Mesh.ARRAY_INDEX] = indices
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array) # No blendshapes or compression used.
Примечание
В этом примере мы использовали Mesh.PRIMITIVE_TRIANGLES, но вы можете использовать любой примитивный тип, доступный из сетки.
Put together, the full code looks like:
extends MeshInstance
func _ready():
var surface_array= []
surface_array.resize(Mesh.ARRAY_MAX)
# PoolVector**Arrays for mesh construction.
var verts = PoolVector3Array()
var uvs = PoolVector2Array()
var normals = PoolVector3Array()
var indices = PoolIntArray()
#######################################
## Insert code here to generate mesh ##
#######################################
# Assign arrays to mesh array.
surface_array[Mesh.ARRAY_VERTEX] = verts
surface_array[Mesh.ARRAY_TEX_UV] = uvs
surface_array[Mesh.ARRAY_NORMAL] = normals
surface_array[Mesh.ARRAY_INDEX] = indices
# Create mesh surface from mesh array.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array) # No blendshapes or compression used.
The code that goes in the middle can be whatever you want. Below we will present some example code for generating a sphere.
Generating geometry¶
Здесь приведен пример кода для генерации сферы. Хотя код представлен на GDScript, в подходе к генерации сферы нет ничего специфичного для Godot. Эта реализация не имеет ничего общего с ArrayMeshes и является просто общим подходом к генерации сферы. Если у вас возникли трудности с пониманием или вы хотите узнать больше о процедурной геометрии в целом, вы можете воспользоваться любым учебником, который найдете в Интернете.
extends MeshInstance
var rings = 50
var radial_segments = 50
var height = 1
var radius = 1
func _ready():
# Insert setting up the PoolVector**Arrays here.
# Vertex indices.
var thisrow = 0
var prevrow = 0
var point = 0
# Loop over rings.
for i in range(rings + 1):
var v = float(i) / rings
var w = sin(PI * v)
var y = cos(PI * v)
# Loop over segments in ring.
for j in range(radial_segments):
var u = float(j) / radial_segments
var x = sin(u * PI * 2.0)
var z = cos(u * PI * 2.0)
var vert = Vector3(x * radius * w, y, z * radius * w)
verts.append(vert)
normals.append(vert.normalized())
uvs.append(Vector2(u, v))
point += 1
# Create triangles in ring using indices.
if i > 0 and j > 0:
indices.append(prevrow + j - 1)
indices.append(prevrow + j)
indices.append(thisrow + j - 1)
indices.append(prevrow + j)
indices.append(thisrow + j)
indices.append(thisrow + j - 1)
if i > 0:
indices.append(prevrow + radial_segments - 1)
indices.append(prevrow)
indices.append(thisrow + radial_segments - 1)
indices.append(prevrow)
indices.append(prevrow + radial_segments)
indices.append(thisrow + radial_segments - 1)
prevrow = thisrow
thisrow = point
# Insert committing to the ArrayMesh here.
Сохранение¶
Finally, we can use the ResourceSaver class to save the ArrayMesh. This is useful when you want to generate a mesh and then use it later without having to re-generate it.
# Saves mesh to a .tres file with compression enabled.
ResourceSaver.save("res://sphere.tres", mesh, ResourceSaver.FLAG_COMPRESS)