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 ( ) 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_COMPRESS_DEFAULT = 97280 —- Used to set flags ARRAY_COMPRESS_VERTEX, ARRAY_COMPRESS_NORMAL, ARRAY_COMPRESS_TANGENT, ARRAY_COMPRESS_COLOR, ARRAY_COMPRESS_TEX_UV, ARRAY_COMPRESS_TEX_UV2 and ARRAY_COMPRESS_WEIGHTS 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 ( ) const

Calculate a ConvexPolygonShape from the mesh.


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.