ArrayMeshArrayType Enumeration |
[Missing <summary> documentation for "T:Godot.ArrayMesh.ArrayType"]
Namespace: Godot
public enum ArrayType
Member name | Value | Description | |
---|---|---|---|
Vertex | 0 | ||
Normal | 1 | Vector3 of vertex normals. | |
Tangent | 2 | Single 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. | |
Color | 3 | Color of vertex colors. | |
TexUv | 4 | Vector2 for UV coordinates. | |
TexUv2 | 5 | Vector2 for second UV coordinates. | |
Bones | 6 | Single or Int32 of bone indices. Each element in groups of 4 floats. | |
Weights | 7 | Single of bone weights. Each element in groups of 4 floats. | |
Index | 8 | Int32 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 | 9 | Represents the size of the ArrayMeshArrayType enum. |