Adds name for a blend shape that will be added with addSurfaceFromArrays. Must be called before surface is added.
Creates a new surface. Surfaces are created to be rendered using a primitive, which may be any of the types defined in Mesh.primitivetype. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) Mesh.getSurfaceCount will become the surf_idx for this new surface. The arrays argument is an array of arrays. See arraytype for the values used in this array. For example, arrays$(D 0) is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function 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 empty, except for constant ARRAY_INDEX if it is used.
Removes all blend shapes from this ArrayMesh.
Returns the number of blend shapes that the ArrayMesh holds.
Returns the name of the blend shape at this index.
Will perform a UV unwrap on the ArrayMesh to prepare the mesh for lightmapping.
Will regenerate normal maps for the ArrayMesh.
Returns the index of the first surface with this name held within this ArrayMesh. If none are found, -1 is returned.
Returns the length in indices of the index array in the requested surface (see addSurfaceFromArrays).
Returns the length in vertices of the vertex array in the requested surface (see addSurfaceFromArrays).
Returns the format mask of the requested surface (see addSurfaceFromArrays).
Gets the name assigned to this surface.
Returns the primitive type of the requested surface (see addSurfaceFromArrays).
Removes a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.
Sets a name for a given surface.
Updates a specified region of mesh arrays on the GPU. Warning: Only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.
Sets the blend shape mode to one of Mesh.blendshapemode.
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.
Construct a new instance of ArrayMesh. Note: use memnew!ArrayMesh instead.
var vertices = PoolVector3Array() 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(ArrayMesh.ARRAY_MAX) arraysArrayMesh.ARRAY_VERTEX = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance.new() m.mesh = arr_mesh
The MeshInstance is ready to be added to the SceneTree to be shown. See also ImmediateGeometry, MeshDataTool and SurfaceTool for procedural geometry generation. Note: Godot uses clockwise url=https://learnopengl.com/Advanced-OpenGL/Face-cullingwinding order/url for front faces of triangle primitive modes.
Mesh type that provides utility for constructing a surface from arrays.
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: