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/Godot 2.1

Mesh

Inherits: Resource < Reference < Object

Category: Core

Brief Description

A Resource that contains vertex-array based geometry.

Member Functions

void add_morph_target ( String name )
void add_surface ( int primitive, Array arrays, Array morph_arrays=Array(), bool alphasort=false )
void center_geometry ( )
void clear_morph_targets ( )
Shape create_convex_shape ( ) const
Mesh create_outline ( float margin ) const
Shape create_trimesh_shape ( ) const
TriangleMesh generate_triangle_mesh ( ) const
AABB get_custom_aabb ( ) const
Vector3Array get_faces ( ) const
int get_morph_target_count ( ) const
int get_morph_target_mode ( ) const
String get_morph_target_name ( int index ) const
int get_surface_count ( ) const
void regen_normalmaps ( )
void set_custom_aabb ( AABB aabb )
void set_morph_target_mode ( int mode )
int surface_get_array_index_len ( int surf_idx ) const
int surface_get_array_len ( int surf_idx ) const
int surface_get_format ( int surf_idx ) const
Material surface_get_material ( int surf_idx ) const
String surface_get_name ( int surf_idx ) const
int surface_get_primitive_type ( int surf_idx ) const
void surface_remove ( int surf_idx )
void surface_set_material ( int surf_idx, Material material )
void surface_set_name ( int surf_idx, String name )

Numeric Constants

  • NO_INDEX_ARRAY = -1 — Default value used for index_array_len when no indices are present.
  • ARRAY_WEIGHTS_SIZE = 4 — Amount of weights/bone indices per vertex (always 4).
  • ARRAY_VERTEX = 0 — Vertex array (array of Vector3 vertices).
  • ARRAY_NORMAL = 1 — Normal array (array of Vector3 normals).
  • ARRAY_TANGENT = 2 — Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
  • ARRAY_COLOR = 3 — Vertex array (array of Color colors).
  • ARRAY_TEX_UV = 4 — UV array (array of Vector3 UVs or float array of groups of 2 floats (u,v)).
  • ARRAY_TEX_UV2 = 5 — Second UV array (array of Vector3 UVs or float array of groups of 2 floats (u,v)).
  • ARRAY_BONES = 6 — Array of bone indices, as a float array. Each element in groups of 4 floats.
  • ARRAY_WEIGHTS = 7 — Array of bone weights, as a float array. Each element in groups of 4 floats.
  • ARRAY_INDEX = 8 — Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size.
  • ARRAY_FORMAT_VERTEX = 1 — Array format will include vertices (mandatory).
  • ARRAY_FORMAT_NORMAL = 2 — Array format will include normals
  • ARRAY_FORMAT_TANGENT = 4 — Array format will include tangents
  • ARRAY_FORMAT_COLOR = 8 — Array format will include a color array.
  • ARRAY_FORMAT_TEX_UV = 16 — Array format will include UVs.
  • ARRAY_FORMAT_TEX_UV2 = 32 — Array format will include another set of UVs.
  • ARRAY_FORMAT_BONES = 64 — Array format will include bone indices.
  • ARRAY_FORMAT_WEIGHTS = 128 — Array format will include bone weights.
  • ARRAY_FORMAT_INDEX = 256 — Index array will be used.
  • 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.

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.

Member Function Description

void add_morph_target ( String name )

void add_surface ( int primitive, Array arrays, Array morph_arrays=Array(), bool alphasort=false )

Create a new surface (get_surface_count that will become surf_idx for this.

Surfaces are created to be rendered using a “primitive”, which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles).

The format of a surface determines which arrays it will allocate and hold, so “format” is a combination of ARRAY_FORMAT_* mask constants ORed together. ARRAY_FORMAT_VERTEX must be always present. “array_len” determines the amount of vertices in the array (not primitives!). if ARRAY_FORMAT_INDEX is in the format mask, then it means that an index array will be allocated and “index_array_len” must be passed.

void center_geometry ( )

void clear_morph_targets ( )

Shape create_convex_shape ( ) const

Mesh create_outline ( float margin ) const

Shape create_trimesh_shape ( ) const

TriangleMesh generate_triangle_mesh ( ) const

AABB get_custom_aabb ( ) const

Vector3Array get_faces ( ) const

int get_morph_target_count ( ) const

int get_morph_target_mode ( ) const

String get_morph_target_name ( int index ) const

int get_surface_count ( ) const

Return the amount of surfaces that the Mesh holds.

void regen_normalmaps ( )

void set_custom_aabb ( AABB aabb )

void set_morph_target_mode ( int mode )

int surface_get_array_index_len ( int surf_idx ) const

Return the length in indices of the index array in the requested surface (see add_surface).

int surface_get_array_len ( int surf_idx ) const

Return the length in vertices of the vertex array in the requested surface (see add_surface).

int surface_get_format ( int surf_idx ) const

Return the format mask of the requested surface (see add_surface).

Material surface_get_material ( int surf_idx ) const

Return a Material in a given surface. Surface is rendered using this material.

String surface_get_name ( int surf_idx ) const

int surface_get_primitive_type ( int surf_idx ) const

Return the primitive type of the requested surface (see add_surface).

void surface_remove ( int surf_idx )

Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.

void surface_set_material ( int surf_idx, Material material )

Set a Material for a given surface. Surface will be rendered using this material.

void surface_set_name ( int surf_idx, String name )

© 2014–2017 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/2.1/classes/class_mesh.html