Class reference

ArrayMesh

Inherits Mesh

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

Description

The ArrayMesh is used to construct a Mesh by specifying the attributes as arrays. The most basic example is the creation of a single triangle:

		var vertices = 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.
		var arr_mesh = ArrayMesh.new()
		var arrays = []
		arrays.resize(Mesh.ARRAY_MAX)
		arrays[Mesh.ARRAY_VERTEX] = vertices

		# Create the Mesh.
		arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
		var m = MeshInstance3D.new()
		m.mesh = arr_mesh
		
		Vector3[] vertices =
		[
			new Vector3(0, 1, 0),
			new Vector3(1, 0, 0),
			new Vector3(0, 0, 1),
		];

		// Initialize the ArrayMesh.
		var arrMesh = new ArrayMesh();
		Godot.Collections.Array arrays = [];
		arrays.Resize((int)Mesh.ArrayType.Max);
		arrays[(int)Mesh.ArrayType.Vertex] = vertices;

		// Create the Mesh.
		arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
		var m = new MeshInstance3D();
		m.Mesh = arrMesh;
		

The MeshInstance3D is ready to be added to the SceneTree to be shown. See also ImmediateMesh, MeshDataTool and SurfaceTool for procedural geometry generation. Note: Redot uses clockwise winding order for front faces of triangle primitive modes.

Properties

int blend_shape_mode = 1

The blend shape mode.

AABB custom_aabb = AABB(0, 0, 0, 0, 0, 0)

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

ArrayMesh shadow_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.

Methods

void add_surface_from_arrays(int primitive, Array arrays, Array[] blend_shapes = [], Dictionary lods = {}, int flags = 0)

Creates a new surface. Mesh.get_surface_count() will become the surf_idx for this new surface. Surfaces are created to be rendered using a primitive, which may be any of the values defined in Mesh.PrimitiveType. The arrays argument is an array of arrays. Each of the Mesh.ARRAY_MAX elements contains an array with some of the mesh data for this surface as described by the corresponding member of Mesh.ArrayType or null 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 for Mesh.ARRAY_INDEX if it is used. The blend_shapes argument is an array of vertex data for each blend shape. Each element is an array of the same structure as arrays, but Mesh.ARRAY_VERTEX, Mesh.ARRAY_NORMAL, and Mesh.ARRAY_TANGENT are set if and only if they are set in arrays and all other entries are null. The lods argument is a dictionary with float keys and PackedInt32Array values. Each entry in the dictionary represents an LOD level of the surface, where the value is the Mesh.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. The flags argument is the bitwise OR of, as required: One value of Mesh.ArrayCustomFormat left shifted by ARRAY_FORMAT_CUSTOMn_SHIFT for each custom channel in use, Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE, Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS, or Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY. Note: When using indices, it is recommended to only use points, lines, or triangles.

void clear_blend_shapes()

Removes all blend shapes from this ArrayMesh.

void clear_surfaces()

Removes all surfaces from this ArrayMesh.

int get_blend_shape_count() const

Returns the number of blend shapes that the ArrayMesh holds.

StringName get_blend_shape_name(int index) const

Returns the name of the blend shape at this index.

void regen_normal_maps()

Regenerates tangents for each of the ArrayMesh's surfaces.

void set_blend_shape_name(int index, StringName name)

Sets the name of the blend shape at this index.

int surface_find_by_name(String name) const

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

int surface_get_array_index_len(int surf_idx) const

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

String surface_get_name(int surf_idx) const

Gets the name assigned to this surface.

void surface_remove(int surf_idx)

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

void surface_set_name(int surf_idx, String name)

Sets a name for a given surface.

Tutorials

Source revision 4f5b14abade2
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