Values

Vertex

godot.Vector3, godot.Vector2, or godot.Collections_Array of vertex positions.

Normal

godot.Vector3 of vertex normals.

Tangent

Single 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.

Color

godot.Color of vertex colors.

TexUv

godot.Vector2 for UV coordinates.

TexUv2

godot.Vector2 for second UV coordinates.

Bones

Single or Int of bone indices. Each element in groups of 4 floats.

Weights

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

Index

Int 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.

Max

Represents the size of the godot.ArrayMesh_ArrayType enum.