Enum Mesh.ArrayType
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum Mesh.ArrayType : long
Fields
Bones = 10
float[] or int[] of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the FlagUse8BoneWeights flag.
Color = 3
Color[] of vertex colors.
Custom0 = 6
Contains custom color channel 0. byte[] if
(format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is Rgba8Unorm, Rgba8Snorm, RgHalf, or RgbaHalf. float[] otherwise.Custom1 = 7
Contains custom color channel 1. byte[] if
(format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is Rgba8Unorm, Rgba8Snorm, RgHalf, or RgbaHalf. float[] otherwise.Custom2 = 8
Contains custom color channel 2. byte[] if
(format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is Rgba8Unorm, Rgba8Snorm, RgHalf, or RgbaHalf. float[] otherwise.Custom3 = 9
Contains custom color channel 3. byte[] if
(format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is Rgba8Unorm, Rgba8Snorm, RgHalf, or RgbaHalf. float[] otherwise.Index = 12
int[] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the i'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
Max = 13
Represents the size of the Mesh.ArrayType enum.
Normal = 1
Vector3[] of vertex normals.
Tangent = 2
float[] of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
TexUV = 4
Vector2[] for UV coordinates.
TexUV2 = 5
Vector2[] for second UV coordinates.
Vertex = 0
Weights = 11
float[] or double[] of bone weights in the range
0.0
to1.0
(inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the FlagUse8BoneWeights flag.