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- .. _doc_arraymesh:
- Using the ArrayMesh
- ===================
- This tutorial will present the basics of using an :ref:`ArrayMesh <class_arraymesh>`.
- To do so, we will use the function :ref:`add_surface_from_arrays() <class_ArrayMesh_method_add_surface_from_arrays>`,
- which takes up to four parameters. The first two are required, while the second two are optional.
- The first parameter is the ``PrimitiveType``, an OpenGL concept that instructs the GPU
- how to arrange the primitive based on the vertices given, i.e. whether they represent triangles,
- lines, points, etc. See :ref:`Mesh.PrimitiveType <enum_Mesh_PrimitiveType>` for the options available.
- The second parameter, ``arrays``, is the actual Array that stores the mesh information. The array is a
- normal Godot array that is constructed with empty brackets ``[]``. It stores a ``Pool**Array``
- (e.g. PoolVector3Array, PoolIntArray, etc.) for each type of information that will be used to build the surface.
- The possible elements of ``arrays`` are listed below, together with the position they must have within ``arrays``.
- See also :ref:`Mesh.ArrayType <enum_Mesh_ArrayType>`.
- .. list-table::
- :class: wrap-normal
- :width: 100%
- :widths: auto
- :header-rows: 1
- * - Index
- - Mesh.ArrayType Enum
- - Array type
- * - 0
- - ``ARRAY_VERTEX``
- - :ref:`PoolVector3Array <class_PoolVector3Array>` or :ref:`PoolVector2Array <class_PoolVector2Array>`
- * - 1
- - ``ARRAY_NORMAL``
- - :ref:`PoolVector3Array <class_PoolVector3Array>`
- * - 2
- - ``ARRAY_TANGENT``
- - :ref:`PoolRealArray <class_PoolRealArray>` of groups of 4 floats. First 3 floats determine the tangent, and
- the last the binormal direction as -1 or 1.
- * - 3
- - ``ARRAY_COLOR``
- - :ref:`PoolColorArray <class_PoolColorArray>`
- * - 4
- - ``ARRAY_TEX_UV``
- - :ref:`PoolVector2Array <class_PoolVector2Array>` or :ref:`PoolVector3Array <class_PoolVector3Array>`
- * - 5
- - ``ARRAY_TEX_UV2``
- - :ref:`PoolVector2Array <class_PoolVector2Array>` or :ref:`PoolVector3Array <class_PoolVector3Array>`
- * - 6
- - ``ARRAY_BONES``
- - :ref:`PoolRealArray <class_PoolRealArray>` of groups of 4 floats or :ref:`PoolIntArray <class_PoolIntArray>` of groups of 4 ints. Each group lists indexes of 4 bones that affects a given vertex.
- * - 7
- - ``ARRAY_WEIGHTS``
- - :ref:`PoolRealArray <class_PoolRealArray>` of groups of 4 floats. Each float lists the amount of weight an determined bone on ``ARRAY_BONES`` has on a given vertex.
- * - 8
- - ``ARRAY_INDEX``
- - :ref:`PoolIntArray <class_PoolIntArray>`
- The array of vertices (at index 0) is always required. The index array is optional and will only be used if included. We won't use it in this tutorial.
- All the other arrays carry information about the vertices. They are also optional and will only be used if included. Some of these arrays (e.g. ``ARRAY_COLOR``)
- use one entry per vertex to provide extra information about vertices. They must have the same size as the vertex array. Other arrays (e.g. ``ARRAY_TANGENT``) use
- four entries to describe a single vertex. These must be exactly four times larger than the vertex array.
- For normal usage, the last two parameters in :ref:`add_surface_from_arrays() <class_arraymesh_method_add_surface_from_arrays>` are typically left empty.
- ArrayMesh
- ---------
- In the editor, create a :ref:`MeshInstance <class_meshinstance>` and add an :ref:`ArrayMesh <class_arraymesh>` to it in the Inspector.
- Normally, adding an ArrayMesh in the editor is not useful, but in this case it allows us to access the ArrayMesh
- from code without creating one.
- Next, add a script to the MeshInstance.
- Under ``_ready()``, create a new Array.
- .. tabs::
- .. code-tab:: gdscript GDScript
- var surface_array = []
- This will be the array that we keep our surface information in - it will hold
- all the arrays of data that the surface needs. Godot will expect it to be of
- size ``Mesh.ARRAY_MAX``, so resize it accordingly.
- .. tabs::
- .. code-tab:: gdscript GDScript
- var surface_array = []
- surface_array.resize(Mesh.ARRAY_MAX)
- Next create the arrays for each data type you will use.
- .. tabs::
- .. code-tab:: gdscript GDScript
- var verts = PoolVector3Array()
- var uvs = PoolVector2Array()
- var normals = PoolVector3Array()
- var indices = PoolIntArray()
- Once you have filled your data arrays with your geometry you can create a mesh
- by adding each array to ``surface_array`` and then committing to the mesh.
- .. tabs::
- .. code-tab:: gdscript GDScript
- surface_array[Mesh.ARRAY_VERTEX] = verts
- surface_array[Mesh.ARRAY_TEX_UV] = uvs
- surface_array[Mesh.ARRAY_NORMAL] = normals
- surface_array[Mesh.ARRAY_INDEX] = indices
- mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array) # No blendshapes or compression used.
- .. note:: In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any primitive type
- available from mesh.
- Put together, the full code looks like:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends MeshInstance
- func _ready():
- var surface_array= []
- surface_array.resize(Mesh.ARRAY_MAX)
- # PoolVector**Arrays for mesh construction.
- var verts = PoolVector3Array()
- var uvs = PoolVector2Array()
- var normals = PoolVector3Array()
- var indices = PoolIntArray()
- #######################################
- ## Insert code here to generate mesh ##
- #######################################
- # Assign arrays to mesh array.
- surface_array[Mesh.ARRAY_VERTEX] = verts
- surface_array[Mesh.ARRAY_TEX_UV] = uvs
- surface_array[Mesh.ARRAY_NORMAL] = normals
- surface_array[Mesh.ARRAY_INDEX] = indices
- # Create mesh surface from mesh array.
- mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array) # No blendshapes or compression used.
- The code that goes in the middle can be whatever you want. Below we will present some example code
- for generating a sphere.
- Generating geometry
- -------------------
- Here is sample code for generating a sphere. Although the code is presented in
- GDScript, there is nothing Godot specific about the approach to generating it.
- This implementation has nothing in particular to do with ArrayMeshes and is just a
- generic approach to generating a sphere. If you are having trouble understanding it
- or want to learn more about procedural geometry in general, you can use any tutorial
- that you find online.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends MeshInstance
- var rings = 50
- var radial_segments = 50
- var height = 1
- var radius = 1
- func _ready():
- # Insert setting up the PoolVector**Arrays here.
- # Vertex indices.
- var thisrow = 0
- var prevrow = 0
- var point = 0
- # Loop over rings.
- for i in range(rings + 1):
- var v = float(i) / rings
- var w = sin(PI * v)
- var y = cos(PI * v)
- # Loop over segments in ring.
- for j in range(radial_segments):
- var u = float(j) / radial_segments
- var x = sin(u * PI * 2.0)
- var z = cos(u * PI * 2.0)
- var vert = Vector3(x * radius * w, y, z * radius * w)
- verts.append(vert)
- normals.append(vert.normalized())
- uvs.append(Vector2(u, v))
- point += 1
- # Create triangles in ring using indices.
- if i > 0 and j > 0:
- indices.append(prevrow + j - 1)
- indices.append(prevrow + j)
- indices.append(thisrow + j - 1)
- indices.append(prevrow + j)
- indices.append(thisrow + j)
- indices.append(thisrow + j - 1)
- if i > 0:
- indices.append(prevrow + radial_segments - 1)
- indices.append(prevrow)
- indices.append(thisrow + radial_segments - 1)
- indices.append(prevrow)
- indices.append(prevrow + radial_segments)
- indices.append(thisrow + radial_segments - 1)
- prevrow = thisrow
- thisrow = point
- # Insert committing to the ArrayMesh here.
- Saving
- ------
- Finally, we can use the :ref:`ResourceSaver <class_resourcesaver>` class to save the ArrayMesh.
- This is useful when you want to generate a mesh and then use it later without having to re-generate it.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Saves mesh to a .tres file with compression enabled.
- ResourceSaver.save("res://sphere.tres", mesh, ResourceSaver.FLAG_COMPRESS)
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