pandemonium_engine/doc/classes/Mesh.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Mesh" inherits="Resource" version="3.5">
<brief_description>
A [Resource] that contains vertex array-based geometry.
</brief_description>
<description>
Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. 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.
</description>
<tutorials>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="create_convex_shape" qualifiers="const">
<return type="Shape" />
<argument index="0" name="clean" type="bool" default="true" />
<argument index="1" name="simplify" type="bool" default="false" />
<description>
Calculate a [ConvexPolygonShape] from the mesh.
If [code]clean[/code] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
If [code]simplify[/code] is [code]true[/code], the geometry can be further simplified to reduce the amount of vertices. Disabled by default.
</description>
</method>
<method name="create_outline" qualifiers="const">
<return type="Mesh" />
<argument index="0" name="margin" type="float" />
<description>
Calculate an outline mesh at a defined offset (margin) from the original mesh.
[b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
</description>
</method>
<method name="create_trimesh_shape" qualifiers="const">
<return type="Shape" />
<description>
Calculate a [ConcavePolygonShape] from the mesh.
</description>
</method>
<method name="generate_triangle_mesh" qualifiers="const">
<return type="TriangleMesh" />
<description>
Generate a [TriangleMesh] from the mesh.
</description>
</method>
<method name="get_aabb" qualifiers="const">
<return type="AABB" />
<description>
Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance.get_transformed_aabb].
[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
</description>
</method>
<method name="get_faces" qualifiers="const">
<return type="PoolVector3Array" />
<description>
Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
</description>
</method>
<method name="get_surface_count" qualifiers="const">
<return type="int" />
<description>
Returns the amount of surfaces that the [Mesh] holds.
</description>
</method>
<method name="surface_get_arrays" qualifiers="const">
<return type="Array" />
<argument index="0" name="surf_idx" type="int" />
<description>
Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]).
</description>
</method>
<method name="surface_get_blend_shape_arrays" qualifiers="const">
<return type="Array" />
<argument index="0" name="surf_idx" type="int" />
<description>
Returns the blend shape arrays for the requested surface.
</description>
</method>
<method name="surface_get_material" qualifiers="const">
<return type="Material" />
<argument index="0" name="surf_idx" type="int" />
<description>
Returns a [Material] in a given surface. Surface is rendered using this material.
</description>
</method>
<method name="surface_set_material">
<return type="void" />
<argument index="0" name="surf_idx" type="int" />
<argument index="1" name="material" type="Material" />
<description>
Sets a [Material] for a given surface. Surface will be rendered using this material.
</description>
</method>
</methods>
<constants>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Render array as points (one vertex equals one point).
</constant>
<constant name="PRIMITIVE_LINES" value="1" enum="PrimitiveType">
Render array as lines (every two vertices a line is created).
</constant>
<constant name="PRIMITIVE_LINE_STRIP" value="2" enum="PrimitiveType">
Render array as line strip.
</constant>
<constant name="PRIMITIVE_LINE_LOOP" value="3" enum="PrimitiveType">
Render array as line loop (like line strip, but closed).
</constant>
<constant name="PRIMITIVE_TRIANGLES" value="4" enum="PrimitiveType">
Render array as triangles (every three vertices a triangle is created).
</constant>
<constant name="PRIMITIVE_TRIANGLE_STRIP" value="5" enum="PrimitiveType">
Render array as triangle strips.
</constant>
<constant name="PRIMITIVE_TRIANGLE_FAN" value="6" enum="PrimitiveType">
Render array as triangle fans.
</constant>
<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
Blend shapes are normalized.
</constant>
<constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
Blend shapes are relative to base weight.
</constant>
<constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat">
Mesh array contains vertices. All meshes require a vertex array so this should always be present.
</constant>
<constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat">
Mesh array contains normals.
</constant>
<constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat">
Mesh array contains tangents.
</constant>
<constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat">
Mesh array contains colors.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat">
Mesh array contains UVs.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat">
Mesh array contains second UV.
</constant>
<constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat">
Mesh array contains bones.
</constant>
<constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat">
Mesh array contains bone weights.
</constant>
<constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat">
Mesh array uses indices.
</constant>
<constant name="ARRAY_COMPRESS_BASE" value="9" enum="ArrayFormat">
Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum values. Do not use.
</constant>
<constant name="ARRAY_COMPRESS_VERTEX" value="512" enum="ArrayFormat">
Flag used to mark a compressed (half float) vertex array.
</constant>
<constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat">
Flag used to mark a compressed (half float) normal array.
</constant>
<constant name="ARRAY_COMPRESS_TANGENT" value="2048" enum="ArrayFormat">
Flag used to mark a compressed (half float) tangent array.
</constant>
<constant name="ARRAY_COMPRESS_COLOR" value="4096" enum="ArrayFormat">
Flag used to mark a compressed (half float) color array.
</constant>
<constant name="ARRAY_COMPRESS_TEX_UV" value="8192" enum="ArrayFormat">
Flag used to mark a compressed (half float) UV coordinates array.
</constant>
<constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat">
Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
</constant>
<constant name="ARRAY_COMPRESS_BONES" value="32768" enum="ArrayFormat">
Flag used to mark a compressed bone array.
</constant>
<constant name="ARRAY_COMPRESS_WEIGHTS" value="65536" enum="ArrayFormat">
Flag used to mark a compressed (half float) weight array.
</constant>
<constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat">
Flag used to mark a compressed index array.
</constant>
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat">
Flag used to mark that the array contains 2D vertices.
</constant>
<constant name="ARRAY_FLAG_USE_16_BIT_BONES" value="524288" enum="ArrayFormat">
Flag used to mark that the array uses 16-bit bones instead of 8-bit.
</constant>
<constant name="ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION" value="2097152" enum="ArrayFormat">
Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.
</constant>
<constant name="ARRAY_COMPRESS_DEFAULT" value="2194432" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.
</constant>
<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
Array of vertices.
</constant>
<constant name="ARRAY_NORMAL" value="1" enum="ArrayType">
Array of normals.
</constant>
<constant name="ARRAY_TANGENT" value="2" enum="ArrayType">
Array of tangents as an array of floats, 4 floats per tangent.
</constant>
<constant name="ARRAY_COLOR" value="3" enum="ArrayType">
Array of colors.
</constant>
<constant name="ARRAY_TEX_UV" value="4" enum="ArrayType">
Array of UV coordinates.
</constant>
<constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType">
Array of second set of UV coordinates.
</constant>
<constant name="ARRAY_BONES" value="6" enum="ArrayType">
Array of bone data.
</constant>
<constant name="ARRAY_WEIGHTS" value="7" enum="ArrayType">
Array of weights.
</constant>
<constant name="ARRAY_INDEX" value="8" enum="ArrayType">
Array of indices.
</constant>
<constant name="ARRAY_MAX" value="9" enum="ArrayType">
Represents the size of the [enum ArrayType] enum.
</constant>
</constants>
</class>