godot/doc/classes/MultiMesh.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiMesh" inherits="Resource" version="4.0">
<brief_description>
Provides high-performance mesh instancing.
</brief_description>
<description>
MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object).
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">
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<return type="AABB">
</return>
<description>
Returns the visibility axis-aligned bounding box in local space. See also [method VisualInstance3D.get_transformed_aabb].
</description>
</method>
<method name="get_instance_color" qualifiers="const">
<return type="Color">
</return>
<argument index="0" name="instance" type="int">
</argument>
<description>
Gets a specific instance's color.
</description>
</method>
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<method name="get_instance_custom_data" qualifiers="const">
<return type="Color">
</return>
<argument index="0" name="instance" type="int">
</argument>
<description>
Returns the custom data that has been set for a specific instance.
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</description>
</method>
<method name="get_instance_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="instance" type="int">
</argument>
<description>
Returns the [Transform] of a specific instance.
</description>
</method>
<method name="get_instance_transform_2d" qualifiers="const">
<return type="Transform2D">
</return>
<argument index="0" name="instance" type="int">
</argument>
<description>
Returns the [Transform2D] of a specific instance.
</description>
</method>
<method name="set_instance_color">
<return type="void">
</return>
<argument index="0" name="instance" type="int">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors.
For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material.
</description>
</method>
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<method name="set_instance_custom_data">
<return type="void">
</return>
<argument index="0" name="instance" type="int">
</argument>
<argument index="1" name="custom_data" type="Color">
</argument>
<description>
Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers.
For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code].
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</description>
</method>
<method name="set_instance_transform">
<return type="void">
</return>
<argument index="0" name="instance" type="int">
</argument>
<argument index="1" name="transform" type="Transform">
</argument>
<description>
Sets the [Transform] for a specific instance.
</description>
</method>
<method name="set_instance_transform_2d">
<return type="void">
</return>
<argument index="0" name="instance" type="int">
</argument>
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
Sets the [Transform2D] for a specific instance.
</description>
</method>
</methods>
<members>
<member name="buffer" type="PackedFloat32Array" setter="set_buffer" getter="get_buffer" default="PackedFloat32Array( )">
</member>
<member name="color_array" type="PackedColorArray" setter="_set_color_array" getter="_get_color_array">
</member>
<member name="custom_data_array" type="PackedColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array">
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</member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with [member visible_instance_count].
</member>
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<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
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Mesh to be drawn.
</member>
<member name="transform_2d_array" type="PackedVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array">
</member>
<member name="transform_array" type="PackedVector3Array" setter="_set_transform_array" getter="_get_transform_array">
</member>
<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0">
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Format of transform used to transform mesh, either 2D or 3D.
</member>
<member name="use_colors" type="bool" setter="set_use_colors" getter="is_using_colors" default="false">
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If [code]true[/code], the [MultiMesh] will use color data (see [member color_array]).
</member>
<member name="use_custom_data" type="bool" setter="set_use_custom_data" getter="is_using_custom_data" default="false">
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If [code]true[/code], the [MultiMesh] will use custom data (see [member custom_data_array]).
</member>
<member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1">
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
</member>
</members>
<constants>
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<constant name="TRANSFORM_2D" value="0" enum="TransformFormat">
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Use this when using 2D transforms.
</constant>
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<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
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Use this when using 3D transforms.
</constant>
</constants>
</class>