Struct ArrayMesh

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

struct ArrayMesh ;

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 = 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.

Properties

NameTypeDescription
blendShapeMode[get, set] Mesh.BlendShapeModeSets the blend shape mode to one of Mesh.blendshapemode.
customAabb[get, set] AABBOverrides 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.

Methods

NameDescription
addBlendShape Adds name for a blend shape that will be added with addSurfaceFromArrays. Must be called before surface is added.
addSurfaceFromArrays 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, arraysclass="pln">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. 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 order of the vertices. Godot uses clockwise winding order for front faces of triangle primitive modes.
clearBlendShapes Removes all blend shapes from this ArrayMesh.
getBlendShapeCount Returns the number of blend shapes that the ArrayMesh holds.
getBlendShapeMode
getBlendShapeName Returns the name of the blend shape at this index.
getCustomAabb
lightmapUnwrap Will perform a UV unwrap on the ArrayMesh to prepare the mesh for lightmapping.
regenNormalmaps Will regenerate normal maps for the ArrayMesh.
setBlendShapeMode
setCustomAabb
surfaceFindByName Returns the index of the first surface with this name held within this ArrayMesh. If none are found, -1 is returned.
surfaceGetArrayIndexLen Returns the length in indices of the index array in the requested surface (see addSurfaceFromArrays).
surfaceGetArrayLen Returns the length in vertices of the vertex array in the requested surface (see addSurfaceFromArrays).
surfaceGetFormat Returns the format mask of the requested surface (see addSurfaceFromArrays).
surfaceGetName Gets the name assigned to this surface.
surfaceGetPrimitiveType Returns the primitive type of the requested surface (see addSurfaceFromArrays).
surfaceRemove Removes a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.
surfaceSetName Sets a name for a given surface.
surfaceUpdateRegion 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.

Enums

NameDescription
ArrayFormat
ArrayType
Constants