Mesh

Inherits: Resource < Reference < Object

Inherited By: ArrayMesh, 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.

Tutorials

Properties

Vector2

lightmap_size_hint

Vector2( 0, 0 )

Methods

Shape

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

Mesh

create_outline ( float margin ) const

Shape

create_trimesh_shape ( ) const

TriangleMesh

generate_triangle_mesh ( ) const

AABB

get_aabb ( ) const

PoolVector3Array

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_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_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.

  • 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.


enum ArrayType:

  • 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.

Property Descriptions

Default

Vector2( 0, 0 )

Setter

set_lightmap_size_hint(value)

Getter

get_lightmap_size_hint()

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

Method Descriptions

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

Calculate a ConvexPolygonShape 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).


  • Shape create_trimesh_shape ( ) const

Calculate a ConcavePolygonShape 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 VisualInstance.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.