ArrayMesh

Inherits: Mesh < Resource < Reference < 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 = 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

The MeshInstance is ready to be added to the SceneTree to be shown.

See also ImmediateGeometry, 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 )

Methods

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 )

Enumerations

enum ArrayType:

  • 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 --- Represents the size of the ArrayType enum.

enum ArrayFormat:

  • 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.

Constants

  • 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).

Property Descriptions

BlendShapeMode blend_shape_mode

Default 1
Setter set_blend_shape_mode(value)
Getter get_blend_shape_mode()

Sets the blend shape mode to one of BlendShapeMode.

AABB custom_aabb

Default AABB( 0, 0, 0, 0, 0, 0 )
Setter set_custom_aabb(value)
Getter get_custom_aabb()

Overrides the AABB with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.

Method Descriptions

void add_blend_shape ( String name )

Adds 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 any of the types defined in PrimitiveType. (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.

The arrays argument is an array of arrays. See ArrayType for the values used in this array. 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 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.

void clear_blend_shapes ( )

Removes all blend shapes from this ArrayMesh.

int get_blend_shape_count ( ) const

Returns the number of blend shapes that the ArrayMesh holds.

String get_blend_shape_name ( int index ) const

Returns the name of the blend shape at this index.

Error lightmap_unwrap ( Transform transform, float texel_size )

Will perform a UV unwrap on the ArrayMesh to prepare the mesh for lightmapping.

void regen_normalmaps ( )

Will regenerate normal maps for the ArrayMesh.

int surface_find_by_name ( String name ) const

Returns the index of the first surface with this name held within this ArrayMesh. If none are found, -1 is returned.

int surface_get_array_index_len ( int surf_idx ) const

Returns the length in indices of the index array in the requested surface (see add_surface_from_arrays).

int surface_get_array_len ( int surf_idx ) const

Returns the length in vertices of the vertex array in the requested surface (see add_surface_from_arrays).

int surface_get_format ( int surf_idx ) const

Returns the format mask of the requested surface (see add_surface_from_arrays).

String surface_get_name ( int surf_idx ) const

Gets the name assigned to this surface.

PrimitiveType surface_get_primitive_type ( int surf_idx ) const

Returns the primitive type of the requested surface (see add_surface_from_arrays).

void surface_remove ( int surf_idx )

Removes a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.

void surface_set_name ( int surf_idx, String name )

Sets a name for a given surface.

void surface_update_region ( int surf_idx, int offset, PoolByteArray data )

Updates a specified region of mesh arrays on the GPU.

Warning: Only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_arraymesh.html