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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="MultiMesh" inherits="Resource" version="3.2">
- <brief_description>
- Provides high-performance mesh instancing.
- </brief_description>
- <description>
- MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance] 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).
- Since instances may have any behavior, the AABB used for visibility must be provided by the user.
- </description>
- <tutorials>
- <link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
- <link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
- </tutorials>
- <methods>
- <method name="get_aabb" qualifiers="const">
- <return type="AABB">
- </return>
- <description>
- Returns the visibility axis-aligned bounding box.
- </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>
- <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.
- </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_as_bulk_array">
- <return type="void">
- </return>
- <argument index="0" name="array" type="PoolRealArray">
- </argument>
- <description>
- Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
- All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc...
- [Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float (4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] is stored as 4 floats.
- </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.
- For the color to take effect, ensure that [member color_format] is non-[code]null[/code] on the [MultiMesh] and [member SpatialMaterial.vertex_color_use_as_albedo] is [code]true[/code] on the material.
- </description>
- </method>
- <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. The format of the number can change depending on the [enum CustomDataFormat] used.
- </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="color_format" type="int" setter="set_color_format" getter="get_color_format" enum="MultiMesh.ColorFormat" default="0">
- Format of colors in color array that gets passed to shader.
- </member>
- <member name="custom_data_format" type="int" setter="set_custom_data_format" getter="get_custom_data_format" enum="MultiMesh.CustomDataFormat" default="0">
- Format of custom data in custom data array that gets passed to shader.
- </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>
- <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
- Mesh to be drawn.
- </member>
- <member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0">
- Format of transform used to transform mesh, either 2D or 3D.
- </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>
- <constant name="TRANSFORM_2D" value="0" enum="TransformFormat">
- Use this when using 2D transforms.
- </constant>
- <constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
- Use this when using 3D transforms.
- </constant>
- <constant name="COLOR_NONE" value="0" enum="ColorFormat">
- Use when you are not using per-instance [Color]s.
- </constant>
- <constant name="COLOR_8BIT" value="1" enum="ColorFormat">
- Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
- </constant>
- <constant name="COLOR_FLOAT" value="2" enum="ColorFormat">
- The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
- </constant>
- <constant name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat">
- Use when you are not using per-instance custom data.
- </constant>
- <constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
- Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
- </constant>
- <constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
- The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
- </constant>
- </constants>
- </class>
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