This page describes how to dynamically generate mesh object at runtime using a trait script.
Setup a simple scene with single plane in the center. Assign default material and create a static rigid body for the plane.
Now we can start writing a trait that will dynamically generate a mesh and spawn it in the scene. For this example Haxe is used.
Select Camera and attach a new trait using Object tab - Armory Traits - +. Hit New Script and name it BoxGenerator.

Pressing Edit Script will open our new trait script in Kode Studio. Example code below will generate a simple box, attach a rigid body trait and spawn it on the plane after pressing input.
package arm;
import iron.Scene;
import iron.data.SceneFormat;
import iron.data.Data;
import iron.data.MeshData;
import iron.data.MaterialData;
import iron.system.Input;
@:keep
class BoxGenerator extends iron.Trait {
var meshData:MeshData;
var materials:haxe.ds.Vector<MaterialData>;
function toF32(ar:Array<Float>):kha.arrays.Float32Array {
var vals = new kha.arrays.Float32Array(ar.length);
for (i in 0...vals.length) vals[i] = ar[i];
return vals;
}
function toU32(ar:Array<Int>):kha.arrays.Uint32Array {
var vals = new kha.arrays.Uint32Array(ar.length);
for (i in 0...vals.length) vals[i] = ar[i];
return vals;
}
public function new() {
super();
var pos:TVertexArray = {
attrib: "pos",
size: 3,
values: toF32([1.0,1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0])
};
var nor:TVertexArray = {
attrib: "nor",
size: 3,
values: toF32([0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,0.0,-1.0,-0.0,0.0,-1.0,-0.0,0.0,-1.0,-0.0,0.0,-1.0,-0.0,-1.0,0.0,-0.0,-1.0,0.0,-0.0,-1.0,0.0,-0.0,-1.0,0.0,-0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0])
};
var indices:TIndexArray = {
material: 0,
values: toU32([0,1,2,0,2,3,4,5,6,4,6,7,8,9,10,8,10,11,12,13,14,12,14,15,16,17,18,16,18,19,20,21,22,20,22,23])
};
var rawmeshData:TMeshData = {
name: "BoxMesh",
vertex_arrays: [pos, nor],
index_arrays: [indices]
};
new MeshData(rawmeshData, function(data:MeshData) {
// Mesh data parsed
meshData = data;
meshData.geom.calculateAABB();
// Fetch material from scene data
Data.getMaterial("Scene", "Material", function(data:MaterialData) {
// Material loaded
materials = haxe.ds.Vector.fromData([data]);
notifyOnUpdate(update);
});
});
}
function update() {
// Left mouse button was pressed / display touched / ..
var mouse = Input.getMouse();
if (mouse.started()) {
// Create new object in active scene
var object = Scene.active.addMeshObject(meshData, materials);
// Just for testing, add rigid body trait
var aabb = meshData.geom.aabb;
object.transform.loc.set(Math.random() * 8 - 4, Math.random() * 8 - 4, 5);
object.transform.buildMatrix();
object.transform.dim.set(aabb.x, aabb.y, aabb.z);
object.addTrait(new armory.trait.physics.RigidBody());
}
}
}Hit Play in Viewport to verity results!
Get the blend file at GitHub.

