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.