ArrayMesh

Inherits: Mesh < Resource < RefCounted < Object

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:

GDScriptC#

  1. var vertices = PackedVector3Array()
  2. vertices.push_back(Vector3(0, 1, 0))
  3. vertices.push_back(Vector3(1, 0, 0))
  4. vertices.push_back(Vector3(0, 0, 1))
  5. # Initialize the ArrayMesh.
  6. var arr_mesh = ArrayMesh.new()
  7. var arrays = []
  8. arrays.resize(Mesh.ARRAY_MAX)
  9. arrays[Mesh.ARRAY_VERTEX] = vertices
  10. # Create the Mesh.
  11. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
  12. var m = MeshInstance3D.new()
  13. m.mesh = arr_mesh
  1. var vertices = new Vector3[]
  2. {
  3. new Vector3(0, 1, 0),
  4. new Vector3(1, 0, 0),
  5. new Vector3(0, 0, 1),
  6. };
  7. // Initialize the ArrayMesh.
  8. var arrMesh = new ArrayMesh();
  9. var arrays = new Godot.Collections.Array();
  10. arrays.Resize((int)Mesh.ArrayType.Max);
  11. arrays[(int)Mesh.ArrayType.Vertex] = vertices;
  12. // Create the Mesh.
  13. arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
  14. var m = new MeshInstance3D();
  15. 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.

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_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

BlendShapeMode blend_shape_mode = 1 🔗

Sets the blend shape mode to one of BlendShapeMode.


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

  • void set_custom_aabb(value: AABB)

  • AABB get_custom_aabb()

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.


Method Descriptions

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: BitField[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() const 🔗

Returns the number of blend shapes that the ArrayMesh holds.


StringName get_blend_shape_name(index: int) const 🔗

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) 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(surf_idx: int) const 🔗

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) const 🔗

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


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

Returns the format mask of the requested surface (see add_surface_from_arrays).


String surface_get_name(surf_idx: int) const 🔗

Gets the name assigned to this surface.


PrimitiveType surface_get_primitive_type(surf_idx: int) const 🔗

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) 🔗

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


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

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


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

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


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