Inherits: Resource < Reference < Object
Inherited By: ArrayMesh, PrimitiveMesh
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.
create_convex_shape ( bool clean=true, bool simplify=false ) const
create_outline ( float margin ) const
create_trimesh_shape ( ) const
generate_triangle_mesh ( ) const
get_aabb ( ) const
get_faces ( ) const
get_surface_count ( ) const
surface_get_arrays ( int surf_idx ) const
surface_get_blend_shape_arrays ( int surf_idx ) const
surface_get_material ( int surf_idx ) const
surface_set_material ( int surf_idx, Material material )
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.
BLEND_SHAPE_MODE_NORMALIZED = 0 --- Blend shapes are normalized.
BLEND_SHAPE_MODE_RELATIVE = 1 --- Blend shapes are relative to base weight.
ARRAY_FORMAT_VERTEX = 1 --- Mesh array contains vertices. All meshes require a vertex array so this should always be present.
ARRAY_FORMAT_NORMAL = 2 --- Mesh array contains normals.
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.
Note: If this flag is enabled, vertex colors will be stored as 8-bit unsigned integers. This will clamp overbright colors to
Color(1, 1, 1, 1) and reduce colors' precision.
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_FLAG_USE_OCTAHEDRAL_COMPRESSION = 2097152 --- Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.
ARRAY_COMPRESS_DEFAULT = 2194432 --- Used to set flags ARRAY_COMPRESS_VERTEX, ARRAY_COMPRESS_NORMAL, ARRAY_COMPRESS_TANGENT, ARRAY_COMPRESS_COLOR, ARRAY_COMPRESS_TEX_UV, ARRAY_COMPRESS_TEX_UV2, ARRAY_COMPRESS_WEIGHTS, and ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION quickly.
Note: Since this flag enables ARRAY_COMPRESS_COLOR, vertex colors will be stored as 8-bit unsigned integers. This will clamp overbright colors to
Color(1, 1, 1, 1) and reduce colors' precision.
ARRAY_VERTEX = 0 --- Array of vertices.
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 ArrayType enum.
Sets a hint to be used for lightmap resolution in BakedLightmap. Overrides BakedLightmap.default_texels_per_unit.
Calculate a ConvexPolygonShape from the mesh.
true (default), duplicate and interior vertices are removed automatically. You can set it to
false to make the process faster if not needed.
true, the geometry can be further simplified to reduce the amount of vertices. Disabled by default.
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).
Shape create_trimesh_shape ( ) const
Calculate a ConcavePolygonShape from the mesh.
TriangleMesh generate_triangle_mesh ( ) const
Generate a TriangleMesh from the mesh.
AABB get_aabb ( ) const
Returns the smallest AABB enclosing this mesh in local space. Not affected by
custom_aabb. See also VisualInstance.get_transformed_aabb.
Note: This is only implemented for ArrayMesh and PrimitiveMesh.
PoolVector3Array get_faces ( ) const
Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
int get_surface_count ( ) const
Returns the amount of surfaces that the
Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see ArrayMesh.add_surface_from_arrays).
Returns the blend shape arrays for the requested surface.
Returns a Material in a given surface. Surface is rendered using this material.
Sets a Material for a given surface. Surface will be rendered using this material.