The godot.ArrayMesh
is used to construct a godot.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 godot.MeshInstance
is ready to be added to the godot.SceneTree
to be shown.
See also godot.ImmediateGeometry
, godot.MeshDataTool
and godot.SurfaceTool
for procedural geometry generation.
Note: Godot uses clockwise [https://learnopengl.com/Advanced-OpenGL/Face-culling](winding order) for front faces of triangle primitive modes.
Static variables
staticread onlyNO_INDEX_ARRAY:Int
Default value used for index_array_len when no indices are present.
Constructor
Variables
customAabb:AABB
Overrides the godot.AABB
with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
Methods
addBlendShape(name:String):Void
Adds name for a blend shape that will be added with godot.ArrayMesh.addSurfaceFromArrays
. Must be called before surface is added.
addSurfaceFromArrays(primitive:Mesh_PrimitiveType, arrays:Array, ?blendShapes:Array, ?compressFlags:UInt):Void
Creates a new surface.
Surfaces are created to be rendered using a primitive
, which may be any of the types defined in godot.Mesh_PrimitiveType
. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) godot.Mesh.getSurfaceCount
will become the surf_idx
for this new surface.
The arrays
argument is an array of arrays. See godot.ArrayMesh_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 godot.ArrayMesh_ArrayType.index
if it is used.
Parameters:
blendShapes | If the parameter is null, then the default value is new Godot.Collections.Array { } |
---|
lightmapUnwrap(transform:Transform, texelSize:Single):Error
Will perform a UV unwrap on the godot.ArrayMesh
to prepare the mesh for lightmapping.
surfaceFindByName(name:String):Int
Returns the index of the first surface with this name held within this godot.ArrayMesh
. If none are found, -1 is returned.
surfaceGetArrayIndexLen(surfIdx:Int):Int
Returns the length in indices of the index array in the requested surface (see godot.ArrayMesh.addSurfaceFromArrays
).
surfaceGetArrayLen(surfIdx:Int):Int
Returns the length in vertices of the vertex array in the requested surface (see godot.ArrayMesh.addSurfaceFromArrays
).
surfaceGetFormat(surfIdx:Int):UInt
Returns the format mask of the requested surface (see godot.ArrayMesh.addSurfaceFromArrays
).
surfaceGetPrimitiveType(surfIdx:Int):Mesh_PrimitiveType
Returns the primitive type of the requested surface (see godot.ArrayMesh.addSurfaceFromArrays
).
surfaceRemove(surfIdx:Int):Void
Removes a surface at position surf_idx
, shifting greater surfaces one surf_idx
slot down.
surfaceUpdateRegion(surfIdx:Int, offset:Int, data:HaxeArray<UInt8>):Void
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.