MultiMesh
继承: Resource
< RefCounted
< Object
Provides high-performance drawing of a mesh multiple times using GPU instancing.
描述
MultiMesh provides low-level mesh instancing. Drawing thousands of MeshInstance3D
nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
Note: A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will not receive any lighting.
Note: Blend Shapes will be ignored if used in a MultiMesh.
属性
方法
AABB | get_aabb ( ) const1 |
Color | get_instance_color ( instance: int ) const1 |
Color | get_instance_custom_data ( instance: int ) const1 |
Transform3D | get_instance_transform ( instance: int ) const1 |
Transform2D | get_instance_transform_2d ( instance: int ) const1 |
void | reset_instance_physics_interpolation ( instance: int ) |
void | set_buffer_interpolated ( buffer_curr: PackedFloat32Array , buffer_prev: PackedFloat32Array ) |
void | set_instance_color ( instance: int , color: Color ) |
void | set_instance_custom_data ( instance: int , custom_data: Color ) |
void | set_instance_transform ( instance: int , transform: Transform3D ) |
void | set_instance_transform_2d ( instance: int , transform: Transform2D ) |
枚举
enum TransformFormat:
TransformFormat TRANSFORM_2D = 0
Use this when using 2D transforms.
TransformFormat TRANSFORM_3D = 1
Use this when using 3D transforms.
enum PhysicsInterpolationQuality:
PhysicsInterpolationQuality INTERP_QUALITY_FAST = 0
Always interpolate using Basis lerping, which can produce warping artifacts in some situations.
PhysicsInterpolationQuality INTERP_QUALITY_HIGH = 1
Attempt to interpolate using Basis slerping (spherical linear interpolation) where possible, otherwise fall back to lerping.
属性说明
PackedFloat32Array
buffer = PackedFloat32Array()
void
set_buffer ( value:PackedFloat32Array
)PackedFloat32Array
get_buffer ( )
该属性目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
PackedColorArray
color_array
已弃用: Accessing this property is very slow. Use set_instance_color
and get_instance_color
instead.
Array containing each Color
used by all instances of this mesh.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedColorArray
for more details.
AABB
custom_aabb = AABB(0, 0, 0, 0, 0, 0)
Custom AABB for this MultiMesh resource. Setting this manually prevents costly runtime AABB recalculations.
PackedColorArray
custom_data_array
已弃用: Accessing this property is very slow. Use set_instance_custom_data
and get_instance_custom_data
instead.
Array containing each custom data value used by all instances of this mesh, as a PackedColorArray
.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedColorArray
for more details.
int
instance_count = 0
Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
By default, all instances are drawn but you can limit this with visible_instance_count
.
Mesh
mesh
Mesh
resource to be instanced.
The looks of the individual instances can be modified using set_instance_color
and set_instance_custom_data
.
PhysicsInterpolationQuality physics_interpolation_quality = 0
void
set_physics_interpolation_quality ( value: PhysicsInterpolationQuality )- PhysicsInterpolationQuality get_physics_interpolation_quality ( )
Choose whether to use an interpolation method that favors speed or quality.
When using low physics tick rates (typically below 20) or high rates of object rotation, you may get better results from the high quality setting.
Note: Fast quality does not equate to low quality. Except in the special cases mentioned above, the quality should be comparable to high quality.
PackedVector2Array
transform_2d_array
已弃用: Accessing this property is very slow. Use set_instance_transform_2d
and get_instance_transform_2d
instead.
Array containing each Transform2D
value used by all instances of this mesh, as a PackedVector2Array
. Each transform is divided into 3 Vector2
values corresponding to the transforms' x
, y
, and origin
.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array
for more details.
PackedVector3Array
transform_array
已弃用: Accessing this property is very slow. Use set_instance_transform
and get_instance_transform
instead.
Array containing each Transform3D
value used by all instances of this mesh, as a PackedVector3Array
. Each transform is divided into 4 Vector3
values corresponding to the transforms' x
, y
, z
, and origin
.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector3Array
for more details.
TransformFormat transform_format = 0
void
set_transform_format ( value: TransformFormat )- TransformFormat get_transform_format ( )
Format of transform used to transform mesh, either 2D or 3D.
bool
use_colors = false
If true
, the MultiMesh will use color data (see set_instance_color
). Can only be set when instance_count
is 0
or less. This means that you need to call this method before setting the instance count, or temporarily reset it to 0
.
bool
use_custom_data = false
If true
, the MultiMesh will use custom data (see set_instance_custom_data
). Can only be set when instance_count
is 0
or less. This means that you need to call this method before setting the instance count, or temporarily reset it to 0
.
int
visible_instance_count = -1
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
方法说明
Returns the visibility axis-aligned bounding box in local space.
Color
get_instance_color ( instance: int
) const1
Gets a specific instance's color multiplier.
Color
get_instance_custom_data ( instance: int
) const1
Returns the custom data that has been set for a specific instance.
Transform3D
get_instance_transform ( instance: int
) const1
Returns the Transform3D
of a specific instance.
Transform2D
get_instance_transform_2d ( instance: int
) const1
Returns the Transform2D
of a specific instance.
void
reset_instance_physics_interpolation ( instance: int
)
When using physics interpolation, this function allows you to prevent interpolation on an instance in the current physics tick.
This allows you to move instances instantaneously, and should usually be used when initially placing an instance such as a bullet to prevent graphical glitches.
void
set_buffer_interpolated ( buffer_curr: PackedFloat32Array
, buffer_prev: PackedFloat32Array
)
An alternative to setting the buffer
property, which can be used with physics interpolation. This method takes two arrays, and can set the data for the current and previous tick in one go. The renderer will automatically interpolate the data at each frame.
This is useful for situations where the order of instances may change from physics tick to tick, such as particle systems.
When the order of instances is coherent, the simpler alternative of setting buffer
can still be used with interpolation.
void
set_instance_color ( instance: int
, color: Color
)
Sets the color of a specific instance by multiplying the mesh's existing vertex colors. This allows for different color tinting per instance.
Note: Each component is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.
For the color to take effect, ensure that use_colors
is true
on the MultiMesh and BaseMaterial3D.vertex_color_use_as_albedo
is true
on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white (Color(1, 1, 1)
).
void
set_instance_custom_data ( instance: int
, custom_data: Color
)
Sets custom data for a specific instance. custom_data
is a Color
type only to contain 4 floating-point numbers.
Note: Each number is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.
For the custom data to be used, ensure that use_custom_data
is true
.
This custom instance data has to be manually accessed in your custom shader using INSTANCE_CUSTOM
.
void
set_instance_transform ( instance: int
, transform: Transform3D
)
Sets the Transform3D
for a specific instance.
void
set_instance_transform_2d ( instance: int
, transform: Transform2D
)
Sets the Transform2D
for a specific instance.
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。