This also clarifies that `get_aabb()` returns the AABB in local space. See https://github.com/godotengine/godot/issues/42095.
213 lines
8.3 KiB
XML
213 lines
8.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Mesh" inherits="Resource" version="4.0">
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<brief_description>
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A [Resource] that contains vertex array-based geometry.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="create_convex_shape" qualifiers="const">
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<return type="Shape3D">
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</return>
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<description>
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Calculate a [ConvexPolygonShape3D] from the mesh.
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</description>
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</method>
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<method name="create_outline" qualifiers="const">
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<return type="Mesh">
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</return>
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<argument index="0" name="margin" type="float">
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</argument>
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<description>
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Calculate an outline mesh at a defined offset (margin) from the original mesh.
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[b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
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</description>
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</method>
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<method name="create_trimesh_shape" qualifiers="const">
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<return type="Shape3D">
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</return>
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<description>
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Calculate a [ConcavePolygonShape3D] from the mesh.
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</description>
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</method>
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<method name="generate_triangle_mesh" qualifiers="const">
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<return type="TriangleMesh">
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</return>
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<description>
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Generate a [TriangleMesh] from the mesh.
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</description>
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</method>
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<method name="get_aabb" qualifiers="const">
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<return type="AABB">
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</return>
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<description>
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Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance3D.get_transformed_aabb].
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[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
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</description>
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</method>
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<method name="get_faces" qualifiers="const">
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<return type="PackedVector3Array">
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</return>
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<description>
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Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
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</description>
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</method>
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<method name="get_surface_count" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the amount of surfaces that the [Mesh] holds.
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</description>
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</method>
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<method name="surface_get_arrays" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]).
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</description>
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</method>
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<method name="surface_get_blend_shape_arrays" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns the blend shape arrays for the requested surface.
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</description>
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</method>
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<method name="surface_get_material" qualifiers="const">
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<return type="Material">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns a [Material] in a given surface. Surface is rendered using this material.
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</description>
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</method>
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<method name="surface_set_material">
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<return type="void">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<argument index="1" name="material" type="Material">
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</argument>
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<description>
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Sets a [Material] for a given surface. Surface will be rendered using this material.
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</description>
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</method>
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</methods>
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<members>
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<member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i( 0, 0 )">
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Sets a hint to be used for lightmap resolution.
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</member>
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</members>
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<constants>
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<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
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Render array as points (one vertex equals one point).
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</constant>
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<constant name="PRIMITIVE_LINES" value="1" enum="PrimitiveType">
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Render array as lines (every two vertices a line is created).
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</constant>
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<constant name="PRIMITIVE_LINE_STRIP" value="2" enum="PrimitiveType">
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Render array as line strip.
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</constant>
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<constant name="PRIMITIVE_TRIANGLES" value="3" enum="PrimitiveType">
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Render array as triangles (every three vertices a triangle is created).
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</constant>
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<constant name="PRIMITIVE_TRIANGLE_STRIP" value="4" enum="PrimitiveType">
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Render array as triangle strips.
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</constant>
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<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
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Blend shapes are normalized.
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</constant>
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<constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
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Blend shapes are relative to base weight.
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</constant>
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<constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat">
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Mesh array contains vertices. All meshes require a vertex array so this should always be present.
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</constant>
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<constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat">
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Mesh array contains normals.
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</constant>
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<constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat">
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Mesh array contains tangents.
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</constant>
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<constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat">
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Mesh array contains colors.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat">
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Mesh array contains UVs.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat">
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Mesh array contains second UV.
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</constant>
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<constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat">
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Mesh array contains bones.
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</constant>
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<constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat">
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Mesh array contains bone weights.
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</constant>
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<constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat">
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Mesh array uses indices.
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</constant>
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<constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat">
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Flag used to mark a compressed (half float) normal array.
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</constant>
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<constant name="ARRAY_COMPRESS_TANGENT" value="2048" enum="ArrayFormat">
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Flag used to mark a compressed (half float) tangent array.
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</constant>
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<constant name="ARRAY_COMPRESS_COLOR" value="4096" enum="ArrayFormat">
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Flag used to mark a compressed (half float) color array.
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</constant>
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<constant name="ARRAY_COMPRESS_TEX_UV" value="8192" enum="ArrayFormat">
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Flag used to mark a compressed (half float) UV coordinates array.
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</constant>
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<constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat">
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Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
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</constant>
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<constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat">
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Flag used to mark a compressed index array.
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</constant>
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<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat">
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Flag used to mark that the array contains 2D vertices.
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</constant>
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<constant name="ARRAY_COMPRESS_DEFAULT" value="31744" enum="ArrayFormat">
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Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV] and [constant ARRAY_COMPRESS_TEX_UV2] quickly.
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</constant>
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<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
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Array of vertices.
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</constant>
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<constant name="ARRAY_NORMAL" value="1" enum="ArrayType">
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Array of normals.
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</constant>
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<constant name="ARRAY_TANGENT" value="2" enum="ArrayType">
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Array of tangents as an array of floats, 4 floats per tangent.
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</constant>
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<constant name="ARRAY_COLOR" value="3" enum="ArrayType">
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Array of colors.
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</constant>
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<constant name="ARRAY_TEX_UV" value="4" enum="ArrayType">
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Array of UV coordinates.
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</constant>
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<constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType">
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Array of second set of UV coordinates.
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</constant>
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<constant name="ARRAY_BONES" value="6" enum="ArrayType">
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Array of bone data.
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</constant>
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<constant name="ARRAY_WEIGHTS" value="7" enum="ArrayType">
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Array of weights.
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</constant>
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<constant name="ARRAY_INDEX" value="8" enum="ArrayType">
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Array of indices.
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</constant>
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<constant name="ARRAY_MAX" value="9" enum="ArrayType">
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Represents the size of the [enum ArrayType] enum.
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</constant>
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</constants>
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</class>
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