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=2194432 )

void

clear_blend_shapes ( )

void

clear_surfaces ( )

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 ( )

void

set_blend_shape_name ( int index, String name )

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:

ArrayType ARRAY_VERTEX = 0

PoolVector3Array, PoolVector2Array, or Array of vertex positions.

ArrayType ARRAY_NORMAL = 1

PoolVector3Array of vertex normals.

ArrayType 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.

ArrayType ARRAY_COLOR = 3

PoolColorArray of vertex colors.

ArrayType ARRAY_TEX_UV = 4

PoolVector2Array for UV coordinates.

ArrayType ARRAY_TEX_UV2 = 5

PoolVector2Array for second UV coordinates.

ArrayType ARRAY_BONES = 6

PoolRealArray or PoolIntArray of bone indices. Each element in groups of 4 floats.

ArrayType ARRAY_WEIGHTS = 7

PoolRealArray of bone weights. Each element in groups of 4 floats.

ArrayType 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.

ArrayType ARRAY_MAX = 9

Represents the size of the ArrayType enum.


enum ArrayFormat:

ArrayFormat ARRAY_FORMAT_VERTEX = 1

Array format will include vertices (mandatory).

ArrayFormat ARRAY_FORMAT_NORMAL = 2

Array format will include normals.

ArrayFormat ARRAY_FORMAT_TANGENT = 4

Array format will include tangents.

ArrayFormat ARRAY_FORMAT_COLOR = 8

Array format will include a color array.

ArrayFormat ARRAY_FORMAT_TEX_UV = 16

Array format will include UVs.

ArrayFormat ARRAY_FORMAT_TEX_UV2 = 32

Array format will include another set of UVs.

ArrayFormat ARRAY_FORMAT_BONES = 64

Array format will include bone indices.

ArrayFormat ARRAY_FORMAT_WEIGHTS = 128

Array format will include bone weights.

ArrayFormat ARRAY_FORMAT_INDEX = 256

Index array will be used.


Constants

NO_INDEX_ARRAY = -1

Value used internally when no indices are present.

ARRAY_WEIGHTS_SIZE = 4

Amount of weights/bone indices per vertex (always 4).


Property Descriptions

BlendShapeMode blend_shape_mode = 1

Sets the blend shape mode to one of BlendShapeMode.


AABB custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )

  • void set_custom_aabb ( AABB value )

  • AABB 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=2194432 )

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.

compress_flags is a bitfield made of ArrayFormat values. It defaults to Mesh.ARRAY_COMPRESS_DEFAULT.

Note: The default compress_flags enable Mesh.ARRAY_COMPRESS_COLOR, which makes vertex colors stored as 8-bit unsigned integers. This will clamp overbright vertex colors to Color(1, 1, 1, 1) and reduce their precision. To store HDR vertex colors, remove the vertex color compression flag by passing Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh.ARRAY_COMPRESS_COLOR as the value of compress_flags.


void clear_blend_shapes ( )

Removes all blend shapes from this ArrayMesh.


void clear_surfaces ( )

Removes all surfaces 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.


void set_blend_shape_name ( int index, String name )

There is currently no description for this method. Please help us by contributing one!


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.