ArrayMesh

Inherits:Mesh<Resource<RefCounted<Object

Mesh type that provides utility for constructing a surface from arrays.

Description

TheArrayMesh is used to construct aMesh by specifying the attributes as arrays.

The most basic example is the creation of a single triangle:

varvertices=PackedVector3Array()vertices.push_back(Vector3(0,1,0))vertices.push_back(Vector3(1,0,0))vertices.push_back(Vector3(0,0,1))# Initialize the ArrayMesh.vararr_mesh=ArrayMesh.new()vararrays=[]arrays.resize(Mesh.ARRAY_MAX)arrays[Mesh.ARRAY_VERTEX]=vertices# Create the Mesh.arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES,arrays)varm=MeshInstance3D.new()m.mesh=arr_mesh

TheMeshInstance3D is ready to be added to theSceneTree to be shown.

See alsoImmediateMesh,MeshDataTool andSurfaceTool for procedural geometry generation.

Note: Godot uses clockwisewinding 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)

ArrayMesh

shadow_mesh

Methods

void

add_blend_shape(name:StringName)

void

add_surface_from_arrays(primitive:PrimitiveType, arrays:Array, blend_shapes:Array[Array] = [], lods:Dictionary = {}, flags:BitField[ArrayFormat] = 0)

void

clear_blend_shapes()

void

clear_surfaces()

int

get_blend_shape_count()const

StringName

get_blend_shape_name(index:int)const

Error

lightmap_unwrap(transform:Transform3D, texel_size:float)

void

regen_normal_maps()

void

set_blend_shape_name(index:int, name:StringName)

int

surface_find_by_name(name:String)const

int

surface_get_array_index_len(surf_idx:int)const

int

surface_get_array_len(surf_idx:int)const

BitField[ArrayFormat]

surface_get_format(surf_idx:int)const

String

surface_get_name(surf_idx:int)const

PrimitiveType

surface_get_primitive_type(surf_idx:int)const

void

surface_remove(surf_idx:int)

void

surface_set_name(surf_idx:int, name:String)

void

surface_update_attribute_region(surf_idx:int, offset:int, data:PackedByteArray)

void

surface_update_skin_region(surf_idx:int, offset:int, data:PackedByteArray)

void

surface_update_vertex_region(surf_idx:int, offset:int, data:PackedByteArray)


Property Descriptions

BlendShapeModeblend_shape_mode =1🔗

Sets the blend shape mode to one ofBlendShapeMode.


AABBcustom_aabb =AABB(0,0,0,0,0,0)🔗

Overrides theAABB with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.


ArrayMeshshadow_mesh🔗

An optional mesh which can be used for rendering shadows and the depth prepass. Can be used to increase performance by supplying a mesh with fused vertices and only vertex position data (without normals, UVs, colors, etc.).

Note: This mesh must have exactly the same vertex positions as the source mesh (including the source mesh's LODs, if present). If vertex positions differ, then the mesh will not draw correctly.


Method Descriptions

voidadd_blend_shape(name:StringName)🔗

Adds name for a blend shape that will be added withadd_surface_from_arrays(). Must be called before surface is added.


voidadd_surface_from_arrays(primitive:PrimitiveType, arrays:Array, blend_shapes:Array[Array] = [], lods:Dictionary = {}, flags:BitField[ArrayFormat] = 0)🔗

Creates a new surface.Mesh.get_surface_count() will become thesurf_idx for this new surface.

Surfaces are created to be rendered using aprimitive, which may be any of the values defined inPrimitiveType.

Thearrays argument is an array of arrays. Each of theMesh.ARRAY_MAX elements contains an array with some of the mesh data for this surface as described by the corresponding member ofArrayType ornull if it is not used by the surface. 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 surface 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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except forMesh.ARRAY_INDEX if it is used.

Theblend_shapes argument is an array of vertex data for each blend shape. Each element is an array of the same structure asarrays, butMesh.ARRAY_VERTEX,Mesh.ARRAY_NORMAL, andMesh.ARRAY_TANGENT are set if and only if they are set inarrays and all other entries arenull.

Thelods argument is a dictionary withfloat keys andPackedInt32Array values. Each entry in the dictionary represents an LOD level of the surface, where the value is theMesh.ARRAY_INDEX array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of an LOD also increases the distance that the objects has to be from the camera before the LOD is used.

Theflags argument is the bitwise OR of, as required: One value ofArrayCustomFormat left shifted byARRAY_FORMAT_CUSTOMn_SHIFT for each custom channel in use,Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE,Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS, orMesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY.

Note: When using indices, it is recommended to only use points, lines, or triangles.


voidclear_blend_shapes()🔗

Removes all blend shapes from thisArrayMesh.


voidclear_surfaces()🔗

Removes all surfaces from thisArrayMesh.


intget_blend_shape_count()const🔗

Returns the number of blend shapes that theArrayMesh holds.


StringNameget_blend_shape_name(index:int)const🔗

Returns the name of the blend shape at this index.


Errorlightmap_unwrap(transform:Transform3D, texel_size:float)🔗

Performs a UV unwrap on theArrayMesh to prepare the mesh for lightmapping.


voidregen_normal_maps()🔗

Regenerates tangents for each of theArrayMesh's surfaces.


voidset_blend_shape_name(index:int, name:StringName)🔗

Sets the name of the blend shape at this index.


intsurface_find_by_name(name:String)const🔗

Returns the index of the first surface with this name held within thisArrayMesh. If none are found, -1 is returned.


intsurface_get_array_index_len(surf_idx:int)const🔗

Returns the length in indices of the index array in the requested surface (seeadd_surface_from_arrays()).


intsurface_get_array_len(surf_idx:int)const🔗

Returns the length in vertices of the vertex array in the requested surface (seeadd_surface_from_arrays()).


BitField[ArrayFormat]surface_get_format(surf_idx:int)const🔗

Returns the format mask of the requested surface (seeadd_surface_from_arrays()).


Stringsurface_get_name(surf_idx:int)const🔗

Gets the name assigned to this surface.


PrimitiveTypesurface_get_primitive_type(surf_idx:int)const🔗

Returns the primitive type of the requested surface (seeadd_surface_from_arrays()).


voidsurface_remove(surf_idx:int)🔗

Removes the surface at the given index from the Mesh, shifting surfaces with higher index down by one.


voidsurface_set_name(surf_idx:int, name:String)🔗

Sets a name for a given surface.


voidsurface_update_attribute_region(surf_idx:int, offset:int, data:PackedByteArray)🔗

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


voidsurface_update_skin_region(surf_idx:int, offset:int, data:PackedByteArray)🔗

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


voidsurface_update_vertex_region(surf_idx:int, offset:int, data:PackedByteArray)🔗

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


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