ArrayMesh
继承: Mesh
< Resource
< RefCounted
< Object
Mesh
type that provides utility for constructing a surface from arrays.
描述
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
var vertices = new Vector3[]
{
new Vector3(0, 1, 0),
new Vector3(1, 0, 0),
new Vector3(0, 0, 1),
};
// Initialize the ArrayMesh.
var arrMesh = new ArrayMesh();
var arrays = new Godot.Collections.Array();
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: Godot uses clockwise winding order for front faces of triangle primitive modes.
属性
方法
属性说明
BlendShapeMode blend_shape_mode = 1
void
set_blend_shape_mode ( value: BlendShapeMode )- BlendShapeMode get_blend_shape_mode ( )
Sets the blend shape mode to one of BlendShapeMode.
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.
方法说明
void
add_blend_shape ( name: StringName
)
Adds name for a blend shape that will be added with add_surface_from_arrays
. Must be called before surface is added.
void
add_surface_from_arrays ( primitive: PrimitiveType, arrays: Array
, blend_shapes: Array Array
= [], lods: Dictionary
= {}, flags: ArrayFormat = 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 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 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 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 ( ) const1
Returns the number of blend shapes that the ArrayMesh holds.
StringName
get_blend_shape_name ( index: int
) const1
Returns the name of the blend shape at this index.
Error lightmap_unwrap ( transform: Transform3D
, texel_size: float
)
Performs a UV unwrap on the ArrayMesh to prepare the mesh for lightmapping.
void
regen_normal_maps ( )
Regenerates tangents for each of the ArrayMesh's surfaces.
void
set_blend_shape_name ( index: int
, name: StringName
)
Sets the name of the blend shape at this index.
int
surface_find_by_name ( name: String
) const1
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 ( surf_idx: int
) const1
Returns the length in indices of the index array in the requested surface (see add_surface_from_arrays
).
int
surface_get_array_len ( surf_idx: int
) const1
Returns the length in vertices of the vertex array in the requested surface (see add_surface_from_arrays
).
ArrayFormat surface_get_format ( surf_idx: int
) const1
Returns the format mask of the requested surface (see add_surface_from_arrays
).
String
surface_get_name ( surf_idx: int
) const1
Gets the name assigned to this surface.
PrimitiveType surface_get_primitive_type ( surf_idx: int
) const1
Returns the primitive type of the requested surface (see add_surface_from_arrays
).
void
surface_set_name ( surf_idx: int
, name: String
)
Sets a name for a given surface.
void
surface_update_attribute_region ( surf_idx: int
, offset: int
, data: PackedByteArray
)
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
void
surface_update_skin_region ( surf_idx: int
, offset: int
, data: PackedByteArray
)
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
void
surface_update_vertex_region ( surf_idx: int
, offset: int
, data: PackedByteArray
)
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。