Provides high performance mesh instancing.
|void||generate_aabb ( )|
|AABB||get_aabb ( ) const|
|Color||get_instance_color ( int instance ) const|
|int||get_instance_count ( ) const|
|Transform||get_instance_transform ( int instance ) const|
|Mesh||get_mesh ( ) const|
|void||set_aabb ( AABB visibility_aabb )|
|void||set_instance_color ( int instance, Color color )|
|void||set_instance_count ( int count )|
|void||set_instance_transform ( int instance, Transform transform )|
|void||set_mesh ( Mesh mesh )|
MultiMesh provides low level mesh instancing. If the amount of Mesh instances needed goes from hundreds to thousands (and most need to be visible at close proximity) creating such a large amount of MeshInstance nodes may affect performance by using too much CPU or video memory.
For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little 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, or generated with generate_aabb.
Generate a new visibility AABB, using mesh AABB and instance transforms. Since instance information is stored in the VisualServer, this function is VERY SLOW and must NOT be used often.
Return the visibility AABB.
Get the color of a specific instance.
Return the amount of instances that is going to be drawn.
Return the transform of a specific instance.
Return the Mesh resource drawn as multiple instances.
Set the visibility AABB. If not provided, MultiMesh will not be visible.
Set the color of a specific instance.
Set the amount of instances that is going to be drawn. Changing this number will erase all the existing instance transform and color data.
Set the transform for a specific instance.
Set the Mesh resource to be drawn in multiple instances.
© 2014–2017 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.