Mesh

Inherits: Resource < RefCounted < Object

Inherited By: ArrayMesh, ImmediateMesh, PrimitiveMesh

A Resource that contains vertex array-based geometry.

Description

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.

Properties

Vector2i

lightmap_size_hint

Vector2i(0, 0)

Methods

Shape3D

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

Mesh

create_outline ( float margin ) const

Shape3D

create_trimesh_shape ( ) const

TriangleMesh

generate_triangle_mesh ( ) const

AABB

get_aabb ( ) const

PackedVector3Array

get_faces ( ) const

int

get_surface_count ( ) const

Array

surface_get_arrays ( int surf_idx ) const

Array

surface_get_blend_shape_arrays ( int surf_idx ) const

Material

surface_get_material ( int surf_idx ) const

void

surface_set_material ( int surf_idx, Material material )

Enumerations

enum PrimitiveType:

  • 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_TRIANGLES = 3 --- Render array as triangles (every three vertices a triangle is created).

  • PRIMITIVE_TRIANGLE_STRIP = 4 --- Render array as triangle strips.


enum ArrayType:

  • ARRAY_VERTEX = 0 --- PackedVector3Array, PackedVector2Array, or Array of vertex positions.

  • ARRAY_NORMAL = 1 --- PackedVector3Array of vertex normals.

  • ARRAY_TANGENT = 2 --- PackedFloat32Array of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.

  • ARRAY_COLOR = 3 --- PackedColorArray of vertex colors.

  • ARRAY_TEX_UV = 4 --- PackedVector2Array for UV coordinates.

  • ARRAY_TEX_UV2 = 5 --- PackedVector2Array for second UV coordinates.

  • ARRAY_CUSTOM0 = 6

  • ARRAY_CUSTOM1 = 7

  • ARRAY_CUSTOM2 = 8

  • ARRAY_CUSTOM3 = 9

  • ARRAY_BONES = 10 --- PackedFloat32Array or PackedInt32Array of bone indices. Each element is a group of 4 numbers.

  • ARRAY_WEIGHTS = 11 --- PackedFloat32Array of bone weights. Each element in groups of 4 floats.

  • ARRAY_INDEX = 12 --- PackedInt32Array of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.

For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.

  • ARRAY_MAX = 13 --- Represents the size of the ArrayType enum.


enum ArrayCustomFormat:

  • ARRAY_CUSTOM_RGBA8_UNORM = 0

  • ARRAY_CUSTOM_RGBA8_SNORM = 1

  • ARRAY_CUSTOM_RG_HALF = 2

  • ARRAY_CUSTOM_RGBA_HALF = 3

  • ARRAY_CUSTOM_R_FLOAT = 4

  • ARRAY_CUSTOM_RG_FLOAT = 5

  • ARRAY_CUSTOM_RGB_FLOAT = 6

  • ARRAY_CUSTOM_RGBA_FLOAT = 7

  • ARRAY_CUSTOM_MAX = 8 --- Represents the size of the ArrayCustomFormat enum.


enum ArrayFormat:

  • 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_CUSTOM0 = 64

  • ARRAY_FORMAT_CUSTOM1 = 128

  • ARRAY_FORMAT_CUSTOM2 = 256

  • ARRAY_FORMAT_CUSTOM3 = 512

  • ARRAY_FORMAT_BONES = 1024 --- Mesh array contains bones.

  • ARRAY_FORMAT_WEIGHTS = 2048 --- Mesh array contains bone weights.

  • ARRAY_FORMAT_INDEX = 4096 --- Mesh array uses indices.

  • ARRAY_FORMAT_BLEND_SHAPE_MASK = 2147475463

  • ARRAY_FORMAT_CUSTOM_BASE = 13

  • ARRAY_FORMAT_CUSTOM_BITS = 3

  • ARRAY_FORMAT_CUSTOM0_SHIFT = 13

  • ARRAY_FORMAT_CUSTOM1_SHIFT = 16

  • ARRAY_FORMAT_CUSTOM2_SHIFT = 19

  • ARRAY_FORMAT_CUSTOM3_SHIFT = 22

  • ARRAY_FORMAT_CUSTOM_MASK = 7

  • ARRAY_COMPRESS_FLAGS_BASE = 25

  • ARRAY_FLAG_USE_2D_VERTICES = 33554432 --- Flag used to mark that the array contains 2D vertices.

  • ARRAY_FLAG_USE_DYNAMIC_UPDATE = 67108864

  • ARRAY_FLAG_USE_8_BONE_WEIGHTS = 134217728


enum BlendShapeMode:

  • BLEND_SHAPE_MODE_NORMALIZED = 0 --- Blend shapes are normalized.

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

Property Descriptions

Default

Vector2i(0, 0)

Setter

set_lightmap_size_hint(value)

Getter

get_lightmap_size_hint()

Sets a hint to be used for lightmap resolution.

Method Descriptions

  • Shape3D create_convex_shape ( bool clean=true, bool simplify=false ) const

Calculate a ConvexPolygonShape3D from the mesh.

If clean 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 simplify is 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).


  • Shape3D create_trimesh_shape ( ) const

Calculate a ConcavePolygonShape3D from the mesh.


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 VisualInstance3D.get_transformed_aabb.

Note: This is only implemented for ArrayMesh and PrimitiveMesh.


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 Mesh holds.


  • Array surface_get_arrays ( int surf_idx ) const

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


  • Array surface_get_blend_shape_arrays ( int surf_idx ) const

Returns the blend shape arrays for the requested surface.


Returns a Material in a given surface. Surface is rendered using this material.


  • void surface_set_material ( int surf_idx, Material material )

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