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