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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "MultiMesh" inherits= "Resource" category= "Core" version= "3.1" >
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<brief_description >
Provides high performance mesh instancing.
</brief_description>
<description >
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MultiMesh provides low level mesh instancing. Drawing thousands of [MeshInstance] nodes can be slow because each object is submitted to the GPU to be drawn individually.
MultiMesh is much faster because it can draw thousands of instances with a single draw call, resulting in less API overhead.
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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.
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</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "get_aabb" qualifiers= "const" >
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<return type= "AABB" >
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</return>
<description >
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Return the visibility AABB.
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</description>
</method>
<method name= "get_instance_color" qualifiers= "const" >
<return type= "Color" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<description >
Get the color of a specific instance.
</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 >
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Return the custom data that has been set for a specific instance.
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</description>
</method>
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<method name= "get_instance_transform" qualifiers= "const" >
<return type= "Transform" >
</return>
<argument index= "0" name= "instance" type= "int" >
</argument>
<description >
Return the transform 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 >
Set the color of a specific instance.
</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 >
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Set custom data for a specific instance. Although [Color] is used, it is just a container for 4 numbers.
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</description>
</method>
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<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 >
Set the transform for a specific instance.
</description>
</method>
</methods>
<members >
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<member name= "color_format" type= "int" setter= "set_color_format" getter= "get_color_format" enum= "MultiMesh.ColorFormat" >
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Format of colors in color array that gets passed to shader.
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</member>
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<member name= "custom_data_format" type= "int" setter= "set_custom_data_format" getter= "get_custom_data_format" enum= "MultiMesh.CustomDataFormat" >
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Format of custom data in custom data array that gets passed to shader.
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</member>
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<member name= "instance_count" type= "int" setter= "set_instance_count" getter= "get_instance_count" >
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Number of instances that will get drawn.
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</member>
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<member name= "mesh" type= "Mesh" setter= "set_mesh" getter= "get_mesh" >
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Mesh to be drawn.
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</member>
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<member name= "transform_format" type= "int" setter= "set_transform_format" getter= "get_transform_format" enum= "MultiMesh.TransformFormat" >
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Format of transform used to transform mesh, either 2D or 3D.
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</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.
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</constant>
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<constant name= "TRANSFORM_3D" value= "1" enum= "TransformFormat" >
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Use this when using 3D transforms.
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</constant>
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<constant name= "COLOR_NONE" value= "0" enum= "ColorFormat" >
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Use when you are not using per-instance [Color]s.
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</constant>
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<constant name= "COLOR_8BIT" value= "1" enum= "ColorFormat" >
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Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
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</constant>
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<constant name= "COLOR_FLOAT" value= "2" enum= "ColorFormat" >
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The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
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</constant>
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<constant name= "CUSTOM_DATA_NONE" value= "0" enum= "CustomDataFormat" >
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Use when you are not using per-instance custom data.
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</constant>
<constant name= "CUSTOM_DATA_8BIT" value= "1" enum= "CustomDataFormat" >
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Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision.
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</constant>
<constant name= "CUSTOM_DATA_FLOAT" value= "2" enum= "CustomDataFormat" >
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The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
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</constant>
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</constants>
</class>