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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "MultiMesh" inherits= "Resource" version= "3.2" >
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<brief_description >
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Provides high-performance mesh instancing.
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</brief_description>
<description >
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MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance] nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
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As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object).
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link > https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
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</tutorials>
<methods >
<method name= "get_aabb" qualifiers= "const" >
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<return type= "AABB" >
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</return>
<description >
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Returns the visibility axis-aligned bounding box.
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</description>
</method>
<method name= "get_instance_color" qualifiers= "const" >
<return type= "Color" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<description >
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Gets a specific instance's color.
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</description>
</method>
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<method name= "get_instance_custom_data" qualifiers= "const" >
<return type= "Color" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<description >
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Returns the custom data that has been set for a specific instance.
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</description>
</method>
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<method name= "get_instance_transform" qualifiers= "const" >
<return type= "Transform" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<description >
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Returns the [Transform] of a specific instance.
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</description>
</method>
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<method name= "get_instance_transform_2d" qualifiers= "const" >
<return type= "Transform2D" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<description >
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Returns the [Transform2D] of a specific instance.
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</description>
</method>
<method name= "set_as_bulk_array" >
<return type= "void" >
</return>
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<argument index= "0" name= "array" type= "PoolRealArray" >
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</argument>
<description >
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Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
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All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc...
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[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float (4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] is stored as 4 floats.
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</description>
</method>
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<method name= "set_instance_color" >
<return type= "void" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<argument index= "1" name= "color" type= "Color" >
</argument>
<description >
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Sets the color of a specific instance.
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For the color to take effect, ensure that [member color_format] is non-[code]null[/code] on the [MultiMesh] and [member SpatialMaterial.vertex_color_use_as_albedo] is [code]true[/code] on the material.
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</description>
</method>
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<method name= "set_instance_custom_data" >
<return type= "void" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<argument index= "1" name= "custom_data" type= "Color" >
</argument>
<description >
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Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the [enum CustomDataFormat] used.
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</description>
</method>
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<method name= "set_instance_transform" >
<return type= "void" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<argument index= "1" name= "transform" type= "Transform" >
</argument>
<description >
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Sets the [Transform] for a specific instance.
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</description>
</method>
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<method name= "set_instance_transform_2d" >
<return type= "void" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<argument index= "1" name= "transform" type= "Transform2D" >
</argument>
<description >
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Sets the [Transform2D] for a specific instance.
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</description>
</method>
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</methods>
<members >
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<member name= "color_format" type= "int" setter= "set_color_format" getter= "get_color_format" enum= "MultiMesh.ColorFormat" default= "0" >
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Format of colors in color array that gets passed to shader.
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</member>
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<member name= "custom_data_format" type= "int" setter= "set_custom_data_format" getter= "get_custom_data_format" enum= "MultiMesh.CustomDataFormat" default= "0" >
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Format of custom data in custom data array that gets passed to shader.
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</member>
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<member name= "instance_count" type= "int" setter= "set_instance_count" getter= "get_instance_count" default= "0" >
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Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with [member visible_instance_count].
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</member>
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<member name= "mesh" type= "Mesh" setter= "set_mesh" getter= "get_mesh" >
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Mesh to be drawn.
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</member>
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<member name= "transform_format" type= "int" setter= "set_transform_format" getter= "get_transform_format" enum= "MultiMesh.TransformFormat" default= "0" >
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Format of transform used to transform mesh, either 2D or 3D.
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</member>
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<member name= "visible_instance_count" type= "int" setter= "set_visible_instance_count" getter= "get_visible_instance_count" default= "-1" >
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Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
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</member>
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</members>
<constants >
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<constant name= "TRANSFORM_2D" value= "0" enum= "TransformFormat" >
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Use this when using 2D transforms.
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</constant>
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<constant name= "TRANSFORM_3D" value= "1" enum= "TransformFormat" >
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Use this when using 3D transforms.
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</constant>
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<constant name= "COLOR_NONE" value= "0" enum= "ColorFormat" >
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Use when you are not using per-instance [Color]s.
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</constant>
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<constant name= "COLOR_8BIT" value= "1" enum= "ColorFormat" >
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Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
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</constant>
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<constant name= "COLOR_FLOAT" value= "2" enum= "ColorFormat" >
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The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
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</constant>
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<constant name= "CUSTOM_DATA_NONE" value= "0" enum= "CustomDataFormat" >
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Use when you are not using per-instance custom data.
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</constant>
<constant name= "CUSTOM_DATA_8BIT" value= "1" enum= "CustomDataFormat" >
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Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
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</constant>
<constant name= "CUSTOM_DATA_FLOAT" value= "2" enum= "CustomDataFormat" >
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The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
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</constant>
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</constants>
</class>