Mesh

    Inherited By: ArrayMesh,

    A Resource that contains vertex array-based geometry.

    Mesh is a type of Resource that contains vertex array-based geometry, divided in surfaces. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.

    Tutorials

    Methods

    • PRIMITIVE_POINTS = 0 —- Render array as points (one vertex equals one point).

    • PRIMITIVE_LINES = 1 —- Render array as lines (every two vertices a line is created).

    • PRIMITIVE_LINE_STRIP = 2 —- Render array as line strip.

    • PRIMITIVE_LINE_LOOP = 3 —- Render array as line loop (like line strip, but closed).

    • PRIMITIVE_TRIANGLES = 4 —- Render array as triangles (every three vertices a triangle is created).

    • PRIMITIVE_TRIANGLE_STRIP = 5 —- Render array as triangle strips.

    • PRIMITIVE_TRIANGLE_FAN = 6 —- Render array as triangle fans.


    enum BlendShapeMode:

    • BLEND_SHAPE_MODE_NORMALIZED = 0 —- Blend shapes are normalized.

    • BLEND_SHAPE_MODE_RELATIVE = 1 —- Blend shapes are relative to base weight.


    enum ArrayFormat:

    • ARRAY_FORMAT_VERTEX = 1 —- Mesh array contains vertices. All meshes require a vertex array so this should always be present.

    • ARRAY_FORMAT_TANGENT = 4 —- Mesh array contains tangents.

    • ARRAY_FORMAT_COLOR = 8 —- Mesh array contains colors.

    • ARRAY_FORMAT_TEX_UV = 16 —- Mesh array contains UVs.

    • ARRAY_FORMAT_TEX_UV2 = 32 —- Mesh array contains second UV.

    • ARRAY_FORMAT_BONES = 64 —- Mesh array contains bones.

    • ARRAY_FORMAT_WEIGHTS = 128 —- Mesh array contains bone weights.

    • ARRAY_FORMAT_INDEX = 256 —- Mesh array uses indices.

    • ARRAY_COMPRESS_BASE = 9 —- Used internally to calculate other ARRAY_COMPRESS_* enum values. Do not use.

    • ARRAY_COMPRESS_VERTEX = 512 —- Flag used to mark a compressed (half float) vertex array.

    • ARRAY_COMPRESS_NORMAL = 1024 —- Flag used to mark a compressed (half float) normal array.

    • ARRAY_COMPRESS_TANGENT = 2048 —- Flag used to mark a compressed (half float) tangent array.

    • ARRAY_COMPRESS_COLOR = 4096 —- Flag used to mark a compressed (half float) color array.

    • ARRAY_COMPRESS_TEX_UV = 8192 —- Flag used to mark a compressed (half float) UV coordinates array.

    • ARRAY_COMPRESS_TEX_UV2 = 16384 —- Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.

    • ARRAY_COMPRESS_BONES = 32768 —- Flag used to mark a compressed bone array.

    • ARRAY_COMPRESS_WEIGHTS = 65536 —- Flag used to mark a compressed (half float) weight array.

    • ARRAY_COMPRESS_INDEX = 131072 —- Flag used to mark a compressed index array.

    • ARRAY_FLAG_USE_2D_VERTICES = 262144 —- Flag used to mark that the array contains 2D vertices.

    • ARRAY_FLAG_USE_16_BIT_BONES = 524288 —- Flag used to mark that the array uses 16-bit bones instead of 8-bit.

    • ARRAY_COMPRESS_DEFAULT = 2194432 —- Used to set flags , ARRAY_COMPRESS_NORMAL, , ARRAY_COMPRESS_COLOR, , ARRAY_COMPRESS_TEX_UV2, , and ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION quickly.


    enum ArrayType:

    • ARRAY_NORMAL = 1 —- Array of normals.

    • ARRAY_TANGENT = 2 —- Array of tangents as an array of floats, 4 floats per tangent.

    • ARRAY_COLOR = 3 —- Array of colors.

    • ARRAY_TEX_UV = 4 —- Array of UV coordinates.

    • ARRAY_TEX_UV2 = 5 —- Array of second set of UV coordinates.

    • ARRAY_BONES = 6 —- Array of bone data.

    • ARRAY_WEIGHTS = 7 —- Array of weights.

    • ARRAY_INDEX = 8 —- Array of indices.

    • ARRAY_MAX = 9 —- Represents the size of the enum.

    Property Descriptions

    • lightmap_size_hint

    Sets a hint to be used for lightmap resolution in BakedLightmap. Overrides .

    • create_convex_shape ( bool clean=true, simplify=false ) const

    Calculate a ConvexPolygonShape from the mesh.

    If is true (default), duplicate and interior vertices are removed automatically. You can set it to false to make the process faster if not needed.

    If is true, the geometry can be further simplified to reduce the amount of vertices. Disabled by default.


    • create_outline ( float margin ) const

    Calculate an outline mesh at a defined offset (margin) from the original mesh.

    Note: This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).


    • create_trimesh_shape ( ) const

    Calculate a ConcavePolygonShape from the mesh.


    • generate_triangle_mesh ( ) const

    Generate a TriangleMesh from the mesh.


    • get_aabb ( ) const

    Returns the smallest AABB enclosing this mesh in local space. Not affected by custom_aabb. See also .

    Note: This is only implemented for ArrayMesh and .


    Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.


    • get_surface_count ( ) const

    Returns the amount of surfaces that the holds.


    • Array surface_get_arrays ( surf_idx ) const

    Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see ArrayMesh.add_surface_from_arrays).


    • surface_get_blend_shape_arrays ( int surf_idx ) const

    Returns the blend shape arrays for the requested surface.


    • surface_get_material ( int surf_idx ) const

    • void surface_set_material ( surf_idx, Material material )

    Sets a for a given surface. Surface will be rendered using this material.