Class ImporterMesh
- Namespace
- Godot
- Assembly
- GodotSharp.dll
ImporterMesh is a type of Resource analogous to ArrayMesh. It contains vertex array-based geometry, divided in surfaces. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
Unlike its runtime counterpart, ImporterMesh contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling Clear(), followed by AddSurface(PrimitiveType, Array, Array<Array>, Dictionary, Material, string, ulong) for each surface.
public class ImporterMesh : Resource, IDisposable
- Inheritance
-
ImporterMesh
- Implements
- Inherited Members
Constructors
ImporterMesh()
public ImporterMesh()
Properties
_Data
public Dictionary _Data { get; set; }
Property Value
Methods
AddBlendShape(string)
Adds name for a blend shape that will be added with AddSurface(PrimitiveType, Array, Array<Array>, Dictionary, Material, string, ulong). Must be called before surface is added.
public void AddBlendShape(string name)
Parameters
name
string
AddSurface(PrimitiveType, Array, Array<Array>, Dictionary, Material, string, ulong)
Creates a new surface. GetSurfaceCount() 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 Mesh.PrimitiveType.
The arrays
argument is an array of arrays. Each of the Max elements contains an array with some of the mesh data for this surface as described by the corresponding member of Mesh.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 Index if it is used.
The blendShapes
argument is an array of vertex data for each blend shape. Each element is an array of the same structure as arrays
, but Vertex, Normal, and 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 int[] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the 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 a 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 Mesh.ArrayCustomFormat left shifted by ARRAY_FORMAT_CUSTOMn_SHIFT
for each custom channel in use, FlagUseDynamicUpdate, FlagUse8BoneWeights, or FlagUsesEmptyVertexArray.
Note: When using indices, it is recommended to only use points, lines, or triangles.
public void AddSurface(Mesh.PrimitiveType primitive, Array arrays, Array<Array> blendShapes = null, Dictionary lods = null, Material material = null, string name = "", ulong flags = 0)
Parameters
primitive
Mesh.PrimitiveTypearrays
ArrayblendShapes
Array<Array>lods
Dictionarymaterial
Materialname
stringflags
ulong
Clear()
Removes all surfaces and blend shapes from this ImporterMesh.
public void Clear()
GenerateLods(float, float, Array)
Generates all lods for this ImporterMesh.
normalMergeAngle
and normalSplitAngle
are in degrees and used in the same way as the importer settings in lods
. As a good default, use 25 and 60 respectively.
The number of generated lods can be accessed using GetSurfaceLodCount(int), and each LOD is available in GetSurfaceLodSize(int, int) and GetSurfaceLodIndices(int, int).
boneTransformArray
is an Array which can be either empty or contain Transform3Ds which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data.
public void GenerateLods(float normalMergeAngle, float normalSplitAngle, Array boneTransformArray)
Parameters
GetBlendShapeCount()
Returns the number of blend shapes that the mesh holds.
public int GetBlendShapeCount()
Returns
GetBlendShapeMode()
Returns the blend shape mode for this Mesh.
public Mesh.BlendShapeMode GetBlendShapeMode()
Returns
GetBlendShapeName(int)
Returns the name of the blend shape at this index.
public string GetBlendShapeName(int blendShapeIdx)
Parameters
blendShapeIdx
int
Returns
GetLightmapSizeHint()
Returns the size hint of this mesh for lightmap-unwrapping in UV-space.
public Vector2I GetLightmapSizeHint()
Returns
GetMesh(ArrayMesh)
Returns the mesh data represented by this ImporterMesh as a usable ArrayMesh.
This method caches the returned mesh, and subsequent calls will return the cached data until Clear() is called.
If not yet cached and baseMesh
is provided, baseMesh
will be used and mutated.
public ArrayMesh GetMesh(ArrayMesh baseMesh = null)
Parameters
baseMesh
ArrayMesh
Returns
GetSurfaceArrays(int)
Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface. See AddSurface(PrimitiveType, Array, Array<Array>, Dictionary, Material, string, ulong).
public Array GetSurfaceArrays(int surfaceIdx)
Parameters
surfaceIdx
int
Returns
GetSurfaceBlendShapeArrays(int, int)
Returns a single set of blend shape arrays for the requested blend shape index for a surface.
public Array GetSurfaceBlendShapeArrays(int surfaceIdx, int blendShapeIdx)
Parameters
Returns
GetSurfaceCount()
Returns the number of surfaces that the mesh holds.
public int GetSurfaceCount()
Returns
GetSurfaceFormat(int)
Returns the format of the surface that the mesh holds.
public ulong GetSurfaceFormat(int surfaceIdx)
Parameters
surfaceIdx
int
Returns
GetSurfaceLodCount(int)
Returns the number of lods that the mesh holds on a given surface.
public int GetSurfaceLodCount(int surfaceIdx)
Parameters
surfaceIdx
int
Returns
GetSurfaceLodIndices(int, int)
Returns the index buffer of a lod for a surface.
public int[] GetSurfaceLodIndices(int surfaceIdx, int lodIdx)
Parameters
Returns
- int[]
GetSurfaceLodSize(int, int)
Returns the screen ratio which activates a lod for a surface.
public float GetSurfaceLodSize(int surfaceIdx, int lodIdx)
Parameters
Returns
GetSurfaceMaterial(int)
Returns a Material in a given surface. Surface is rendered using this material.
public Material GetSurfaceMaterial(int surfaceIdx)
Parameters
surfaceIdx
int
Returns
GetSurfaceName(int)
Gets the name assigned to this surface.
public string GetSurfaceName(int surfaceIdx)
Parameters
surfaceIdx
int
Returns
GetSurfacePrimitiveType(int)
Returns the primitive type of the requested surface (see AddSurface(PrimitiveType, Array, Array<Array>, Dictionary, Material, string, ulong)).
public Mesh.PrimitiveType GetSurfacePrimitiveType(int surfaceIdx)
Parameters
surfaceIdx
int
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
SetBlendShapeMode(BlendShapeMode)
Sets the blend shape mode to one of Mesh.BlendShapeMode.
public void SetBlendShapeMode(Mesh.BlendShapeMode mode)
Parameters
mode
Mesh.BlendShapeMode
SetLightmapSizeHint(Vector2I)
Sets the size hint of this mesh for lightmap-unwrapping in UV-space.
public void SetLightmapSizeHint(Vector2I size)
Parameters
size
Vector2I
SetSurfaceMaterial(int, Material)
Sets a Material for a given surface. Surface will be rendered using this material.
public void SetSurfaceMaterial(int surfaceIdx, Material material)
Parameters
SetSurfaceName(int, string)
Sets a name for a given surface.
public void SetSurfaceName(int surfaceIdx, string name)