[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:
[codeblocks]
[gdscript]
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
[/gdscript]
[csharp]
var vertices = new Godot.Collections.Array<Vector3>();
vertices.Add(new Vector3(0, 1, 0));
vertices.Add(new Vector3(1, 0, 0));
vertices.Add(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 MeshInstance();
m.Mesh = arrMesh;
[/csharp]
[/codeblocks]
The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.
See also [ImmediateGeometry3D], [MeshDataTool] and [SurfaceTool] for procedural geometry generation.
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html
Adds name for a blend shape that will be added with [method add_surface_from_arrays]. Must be called before surface is added.
Creates a new surface.
Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] 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 Mesh.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.
Removes all blend shapes from this [ArrayMesh].
Removes all surfaces 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 [method add_surface_from_arrays]).
Returns the length in vertices of the vertex array in the requested surface (see [method add_surface_from_arrays]).
Returns the format mask of the requested surface (see [method add_surface_from_arrays]).
Gets the name assigned to this surface.
Returns the primitive type of the requested surface (see [method add_surface_from_arrays]).
Sets a name for a given surface.
Updates a specified region of mesh arrays on the GPU.
[b]Warning:[/b] 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 [enum ArrayMesh.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.
Blend shapes are normalized.
Blend shapes are relative to base weight.