godot/doc/classes/Mesh.xml
Rémi Verschelde 1a001ad964
doc: Sync classref with current source
And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
  already)
2020-12-04 22:28:08 +01:00

251 lines
9.8 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Mesh" inherits="Resource" version="4.0">
<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="Shape3D">
</return>
<description>
Calculate a [ConvexPolygonShape3D] from the mesh.
</description>
</method>
<method name="create_outline" qualifiers="const">
<return type="Mesh">
</return>
<argument index="0" name="margin" type="float">
</argument>
<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="Shape3D">
</return>
<description>
Calculate a [ConcavePolygonShape3D] from the mesh.
</description>
</method>
<method name="generate_triangle_mesh" qualifiers="const">
<return type="TriangleMesh">
</return>
<description>
Generate a [TriangleMesh] from the mesh.
</description>
</method>
<method name="get_aabb" qualifiers="const">
<return type="AABB">
</return>
<description>
Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance3D.get_transformed_aabb].
[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
</description>
</method>
<method name="get_faces" qualifiers="const">
<return type="PackedVector3Array">
</return>
<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">
</return>
<description>
Returns the amount of surfaces that the [Mesh] holds.
</description>
</method>
<method name="surface_get_arrays" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<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">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Returns the blend shape arrays for the requested surface.
</description>
</method>
<method name="surface_get_material" qualifiers="const">
<return type="Material">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Returns a [Material] in a given surface. Surface is rendered using this material.
</description>
</method>
<method name="surface_set_material">
<return type="void">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<argument index="1" name="material" type="Material">
</argument>
<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="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i( 0, 0 )">
Sets a hint to be used for lightmap resolution.
</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_TRIANGLES" value="3" enum="PrimitiveType">
Render array as triangles (every three vertices a triangle is created).
</constant>
<constant name="PRIMITIVE_TRIANGLE_STRIP" value="4" enum="PrimitiveType">
Render array as triangle strips.
</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_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_CUSTOM0" value="6" enum="ArrayType">
</constant>
<constant name="ARRAY_CUSTOM1" value="7" enum="ArrayType">
</constant>
<constant name="ARRAY_CUSTOM2" value="8" enum="ArrayType">
</constant>
<constant name="ARRAY_CUSTOM3" value="9" enum="ArrayType">
</constant>
<constant name="ARRAY_BONES" value="10" enum="ArrayType">
Array of bone data.
</constant>
<constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType">
Array of weights.
</constant>
<constant name="ARRAY_INDEX" value="12" enum="ArrayType">
Array of indices.
</constant>
<constant name="ARRAY_MAX" value="13" enum="ArrayType">
Represents the size of the [enum ArrayType] enum.
</constant>
<constant name="ARRAY_CUSTOM_RGBA8_UNORM" value="0" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGBA8_SNORM" value="1" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RG_HALF" value="2" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGBA_HALF" value="3" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_R_FLOAT" value="4" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RG_FLOAT" value="5" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGB_FLOAT" value="6" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGBA_FLOAT" value="7" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat">
</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_CUSTOM0" value="64" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat">
Mesh array contains bones.
</constant>
<constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat">
Mesh array contains bone weights.
</constant>
<constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat">
Mesh array uses indices.
</constant>
<constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="-8185" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat">
</constant>
<constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat">
Flag used to mark that the array contains 2D vertices.
</constant>
<constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat">
</constant>
</constants>
</class>