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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="Mesh" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <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. Considers only surfaces using one of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant PRIMITIVE_TRIANGLE_STRIP], or [constant PRIMITIVE_TRIANGLE_FAN].
- </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>
- <members>
- <member name="lightmap_size_hint" type="Vector2" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2( 0, 0 )">
- Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides [member BakedLightmap.default_texels_per_unit].
- </member>
- </members>
- <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.
- [b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision.
- </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_FLAG_USE_VERTEX_CACHE_OPTIMIZATION" value="4194304" enum="ArrayFormat">
- Flag used to request vertex cache optimization.
- This re-orders indices in order to make best use of GPU vertex caches, which can improve rendering performance particularly with high poly models.
- </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.
- [b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex colors will be stored as 8-bit unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision.
- </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>
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