MeshLibrary

Inherits: Resource < RefCounted < Object

Library of meshes.

Description

A library of meshes. Contains a list of Mesh resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in GridMap.

Tutorials

Methods

void

clear()

void

create_item(id: int)

int

find_item_by_name(name: String) const

PackedInt32Array

get_item_list() const

Mesh

get_item_mesh(id: int) const

Transform3D

get_item_mesh_transform(id: int) const

String

get_item_name(id: int) const

int

get_item_navigation_layers(id: int) const

NavigationMesh

get_item_navigation_mesh(id: int) const

Transform3D

get_item_navigation_mesh_transform(id: int) const

Texture2D

get_item_preview(id: int) const

Array

get_item_shapes(id: int) const

int

get_last_unused_item_id() const

void

remove_item(id: int)

void

set_item_mesh(id: int, mesh: Mesh)

void

set_item_mesh_transform(id: int, mesh_transform: Transform3D)

void

set_item_name(id: int, name: String)

void

set_item_navigation_layers(id: int, navigation_layers: int)

void

set_item_navigation_mesh(id: int, navigation_mesh: NavigationMesh)

void

set_item_navigation_mesh_transform(id: int, navigation_mesh: Transform3D)

void

set_item_preview(id: int, texture: Texture2D)

void

set_item_shapes(id: int, shapes: Array)


Method Descriptions

void clear() 🔗

Clears the library.


void create_item(id: int) 🔗

Creates a new item in the library with the given ID.

You can get an unused ID from get_last_unused_item_id.


int find_item_by_name(name: String) const 🔗

Returns the first item with the given name, or -1 if no item is found.


PackedInt32Array get_item_list() const 🔗

Returns the list of item IDs in use.


Mesh get_item_mesh(id: int) const 🔗

Returns the item’s mesh.


Transform3D get_item_mesh_transform(id: int) const 🔗

Returns the transform applied to the item’s mesh.


String get_item_name(id: int) const 🔗

Returns the item’s name.


int get_item_navigation_layers(id: int) const 🔗

Returns the item’s navigation layers bitmask.


NavigationMesh get_item_navigation_mesh(id: int) const 🔗

Returns the item’s navigation mesh.


Transform3D get_item_navigation_mesh_transform(id: int) const 🔗

Returns the transform applied to the item’s navigation mesh.


Texture2D get_item_preview(id: int) const 🔗

When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using set_item_preview. Returns an empty Texture2D if no preview was manually set in a running project.


Array get_item_shapes(id: int) const 🔗

Returns an item’s collision shapes.

The array consists of each Shape3D followed by its Transform3D.


int get_last_unused_item_id() const 🔗

Gets an unused ID for a new item.


void remove_item(id: int) 🔗

Removes the item.


void set_item_mesh(id: int, mesh: Mesh) 🔗

Sets the item’s mesh.


void set_item_mesh_transform(id: int, mesh_transform: Transform3D) 🔗

Sets the transform to apply to the item’s mesh.


void set_item_name(id: int, name: String) 🔗

Sets the item’s name.

This name is shown in the editor. It can also be used to look up the item later using find_item_by_name.


void set_item_navigation_layers(id: int, navigation_layers: int) 🔗

Sets the item’s navigation layers bitmask.


void set_item_navigation_mesh(id: int, navigation_mesh: NavigationMesh) 🔗

Sets the item’s navigation mesh.


void set_item_navigation_mesh_transform(id: int, navigation_mesh: Transform3D) 🔗

Sets the transform to apply to the item’s navigation mesh.


void set_item_preview(id: int, texture: Texture2D) 🔗

Sets a texture to use as the item’s preview icon in the editor.


void set_item_shapes(id: int, shapes: Array) 🔗

Sets an item’s collision shapes.

The array should consist of Shape3D objects, each followed by a Transform3D that will be applied to it. For shapes that should not have a transform, use Transform3D.IDENTITY.


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