CustomMesh.BuilderFromMeshData


class CustomMesh.BuilderFromMeshData


Builder for CustomMesh providing raw data directly.

This builder implicitly creates an underlying MeshBuffer for you. It supports creating either a static (immutable) mesh or a dynamic mesh with fixed GPU capacities that can be updated at runtime.

Static Mesh

To create an immutable mesh, provide the Session and VertexLayout, along with required initial vertex and index data:


val builder = CustomMesh.BuilderFromMeshData(session, myLayout)
     .addVertexData(myVertexData)
     .setIndexData(myIndexData)

Dynamic Mesh

To create a dynamic mesh supporting runtime updates, specify the maximum vertex and index capacities:


val builder = CustomMesh.BuilderFromMeshData(
     session,
     myLayout,
     maxVertices = 100,
     maxIndices = 300,
)

For dynamic meshes, initial vertex and index data are optional. Passing null or omitting initial data allocates zero-initialized GPU buffers up to the specified capacities. Vertex and index data can later be updated at runtime using MeshBuffer.updateVertexData and MeshBuffer.updateIndexData accessed via CustomMesh.meshBuffer.

Topology and Subsets

From here, you have two options for defining the mesh topology:

  • You can explicitly add one or more subsets:


builder.addSubset(MeshSubset(MeshSubsetTopology.TRIANGLES, 0, subset1Count))
builder.addSubset(MeshSubset(MeshSubsetTopology.TRIANGLES, subset1Count, subset2Count))
  • Or, if the entire mesh uses the same topology, you can define a single subset that spans all the provided index data (or maximum capacity for dynamic meshes):


builder.setTopology(MeshSubsetTopology.TRIANGLES)

Bounds and Building

For dynamic meshes, it is strongly recommended to set an explicit bounding box using setBounds that encompasses all possible deformed positions across the mesh's lifetime, as automatic bounds computation only considers initial vertex data.

Finally, build the mesh:


val mesh = builder.build()

Summary

Public constructors

BuilderFromMeshData(session: Session, vertexLayout: VertexLayout)

Creates a builder for an immutable, static CustomMesh.

@RequiresSpatialApi(value = 4)
BuilderFromMeshData(
    session: Session,
    vertexLayout: VertexLayout,
    maxVertices: @IntRange(from = 1) Int,
    maxIndices: @IntRange(from = 1) Int
)

Creates a builder for a dynamic CustomMesh with fixed GPU buffer capacities.

Public functions

CustomMesh.BuilderFromMeshData

Adds a MeshSubset defining a part of the mesh.

CustomMesh.BuilderFromMeshData
addSubset(
    topology: MeshSubsetTopology,
    indexOffset: @IntRange(from = 0) Int,
    indexCount: @IntRange(from = 0) Int
)

Adds a MeshSubset defining a part of the mesh using the specified topology, index offset, and index count.

CustomMesh.BuilderFromMeshData

Adds vertex data for a single buffer.

CustomMesh.BuilderFromMeshData
addVertexData(
    buffer: ByteBuffer,
    offset: @IntRange(from = 0) Int,
    size: @IntRange(from = 1) Int
)

Adds vertex data for a single buffer using the provided ByteBuffer, offset, and size.

CustomMesh

Builds a new CustomMesh.

CustomMesh.BuilderFromMeshData

Sets an optional user-supplied bounding box for culling.

CustomMesh.BuilderFromMeshData

Sets the index data.

CustomMesh.BuilderFromMeshData
setIndexData(
    buffer: ByteBuffer,
    offset: @IntRange(from = 0) Int,
    size: @IntRange(from = 1) Int
)

Sets the index data using the provided ByteBuffer, offset, and size.

CustomMesh.BuilderFromMeshData

Sets the MeshSubsetTopology to use for the entire mesh, defining a single subset that spans all provided index data.

Public constructors

BuilderFromMeshData

Added in 1.0.0
BuilderFromMeshData(session: Session, vertexLayout: VertexLayout)

Creates a builder for an immutable, static CustomMesh.

Parameters
session: Session

the Session

vertexLayout: VertexLayout

vertex layout describing the format of vertex attributes

BuilderFromMeshData

Added in 1.1.0-alpha01
@RequiresSpatialApi(value = 4)
BuilderFromMeshData(
    session: Session,
    vertexLayout: VertexLayout,
    maxVertices: @IntRange(from = 1) Int,
    maxIndices: @IntRange(from = 1) Int
)

Creates a builder for a dynamic CustomMesh with fixed GPU buffer capacities.

The maxVertices and maxIndices parameters define the fixed maximum capacity of the underlying GPU buffers. The allocated buffer cannot be resized after creation. Any runtime updates via MeshBuffer.updateVertexData or MeshBuffer.updateIndexData that exceed these capacities will throw an IllegalArgumentException.

Parameters
session: Session

the Session

vertexLayout: VertexLayout

vertex layout describing the format of vertex attributes

maxVertices: @IntRange(from = 1) Int

fixed maximum number of vertices this mesh buffer can hold

maxIndices: @IntRange(from = 1) Int

fixed maximum number of indices this mesh buffer can hold

Throws
IllegalArgumentException

if maxVertices or maxIndices is not positive

Public functions

addSubset

Added in 1.0.0
fun addSubset(subset: MeshSubset): CustomMesh.BuilderFromMeshData

Adds a MeshSubset defining a part of the mesh.

This cannot be used in combination with setTopology.

Throws
IllegalStateException

if a topology has already been set

addSubset

Added in 1.0.0
fun addSubset(
    topology: MeshSubsetTopology,
    indexOffset: @IntRange(from = 0) Int,
    indexCount: @IntRange(from = 0) Int
): CustomMesh.BuilderFromMeshData

Adds a MeshSubset defining a part of the mesh using the specified topology, index offset, and index count.

This cannot be used in combination with setTopology.

Throws
IllegalStateException

if a topology has already been set

IllegalArgumentException

if indexOffset or indexCount is negative

addVertexData

Added in 1.0.0
fun addVertexData(vertexData: ByteBufferRegion?): CustomMesh.BuilderFromMeshData

Adds vertex data for a single buffer.

The order in which this method is called determines the buffer index. The first call provides data for buffer index 0, the second for buffer index 1, etc. The data is copied during build, so the original ByteBuffer can be modified or released after build without affecting the underlying MeshBuffer.

When creating a dynamic mesh, initial vertex data is optional. Passing null allows skipping initial data for a specific buffer index in a multi-buffer layout while leaving that buffer zero-initialized. When creating a static mesh, passing null will throw an IllegalArgumentException.

Parameters
vertexData: ByteBufferRegion?

initial vertex data for this buffer, or null if this buffer is dynamic and should be allocated without initial data

Returns
CustomMesh.BuilderFromMeshData

this builder instance

Throws
IllegalArgumentException

if vertexData is null when creating a static mesh

addVertexData

Added in 1.0.0
fun addVertexData(
    buffer: ByteBuffer,
    offset: @IntRange(from = 0) Int = 0,
    size: @IntRange(from = 1) Int = buffer.capacity() - offset
): CustomMesh.BuilderFromMeshData

Adds vertex data for a single buffer using the provided ByteBuffer, offset, and size.

The order in which this method is called determines the buffer index. The first call provides data for buffer index 0, the second for buffer index 1, etc. The data is copied during build, so the original ByteBuffer can be modified or released after build without affecting the underlying MeshBuffer.

Parameters
buffer: ByteBuffer

containing the data

offset: @IntRange(from = 0) Int = 0

absolute starting position within the buffer (ignoring its current position) in bytes (defaults to 0)

size: @IntRange(from = 1) Int = buffer.capacity() - offset

number of bytes in the region (defaults to the remaining capacity of the buffer after the given offset)

Throws
IllegalArgumentException

if offset is negative, if size is zero or negative, if offset exceeds buffer.capacity(), or if offset + size exceeds buffer.capacity().

build

Added in 1.0.0
@MainThread
fun build(): CustomMesh

Builds a new CustomMesh.

Returns
CustomMesh

a new CustomMesh

Throws
IllegalStateException

if index data or vertex data are missing when constructing a static mesh, or if initial dynamic data exceeds allocated capacities

setBounds

Added in 1.0.0
fun setBounds(bounds: BoundingBox): CustomMesh.BuilderFromMeshData

Sets an optional user-supplied bounding box for culling.

The bounding box does not need to be perfectly tight, but tighter bounds will result in more efficient culling. It is an axis-aligned bounding box in the mesh's local coordinate space.

If not provided, an auto-computed bounding box for the supplied vertex and index data will be used.

setIndexData

Added in 1.0.0
fun setIndexData(indexData: ByteBufferRegion?): CustomMesh.BuilderFromMeshData

Sets the index data.

The data is copied during build, so the original ByteBuffer can be modified or released after build without affecting the underlying MeshBuffer.

When creating a dynamic mesh, initial index data is optional. Passing null (or omitting this call entirely) allocates the index buffer with zero-initialized content. When creating a static mesh, passing null will throw an IllegalArgumentException.

Parameters
indexData: ByteBufferRegion?

initial 32-bit index data, or null if the index buffer is dynamic and should be allocated without initial data

Returns
CustomMesh.BuilderFromMeshData

this builder instance

Throws
IllegalArgumentException

if indexData is null when creating a static mesh

setIndexData

Added in 1.0.0
fun setIndexData(
    buffer: ByteBuffer,
    offset: @IntRange(from = 0) Int = 0,
    size: @IntRange(from = 1) Int = buffer.capacity() - offset
): CustomMesh.BuilderFromMeshData

Sets the index data using the provided ByteBuffer, offset, and size.

The data is copied during build, so the original ByteBuffer can be modified or released after build without affecting the underlying MeshBuffer.

Parameters
buffer: ByteBuffer

containing the data

offset: @IntRange(from = 0) Int = 0

absolute starting position within the buffer (ignoring its current position) in bytes (defaults to 0)

size: @IntRange(from = 1) Int = buffer.capacity() - offset

number of bytes in the region (defaults to the remaining capacity of the buffer after the given offset)

Throws
IllegalArgumentException

if offset is negative, if size is zero or negative, if offset exceeds buffer.capacity(), or if offset + size exceeds buffer.capacity().

setTopology

Added in 1.0.0
fun setTopology(topology: MeshSubsetTopology): CustomMesh.BuilderFromMeshData

Sets the MeshSubsetTopology to use for the entire mesh, defining a single subset that spans all provided index data.

This cannot be used in combination with addSubset.

Throws
IllegalStateException

if subsets have already been added