.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Mesh.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Mesh: Mesh ==== **Inherits:** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` **Inherited By:** :ref:`ArrayMesh`, :ref:`PrimitiveMesh` **Category:** Core Brief Description ----------------- A :ref:`Resource` that contains vertex-array based geometry. Member Functions ---------------- +--------------------------------------------------+-----------------------------------------------------------------------------------------------------+ | :ref:`Shape` | :ref:`create_convex_shape` **(** **)** const | +--------------------------------------------------+-----------------------------------------------------------------------------------------------------+ | :ref:`Mesh` | :ref:`create_outline` **(** :ref:`float` margin **)** const | +--------------------------------------------------+-----------------------------------------------------------------------------------------------------+ | :ref:`Shape` | :ref:`create_trimesh_shape` **(** **)** const | +--------------------------------------------------+-----------------------------------------------------------------------------------------------------+ | :ref:`TriangleMesh` | :ref:`generate_triangle_mesh` **(** **)** const | +--------------------------------------------------+-----------------------------------------------------------------------------------------------------+ | :ref:`PoolVector3Array` | :ref:`get_faces` **(** **)** const | +--------------------------------------------------+-----------------------------------------------------------------------------------------------------+ Member Variables ---------------- .. _class_Mesh_lightmap_size_hint: - :ref:`Vector2` **lightmap_size_hint** Enums ----- .. _enum_Mesh_BlendShapeMode: enum **BlendShapeMode** - **BLEND_SHAPE_MODE_NORMALIZED** = **0** - **BLEND_SHAPE_MODE_RELATIVE** = **1** .. _enum_Mesh_ArrayType: enum **ArrayType** - **ARRAY_VERTEX** = **0** - **ARRAY_NORMAL** = **1** - **ARRAY_TANGENT** = **2** - **ARRAY_COLOR** = **3** - **ARRAY_TEX_UV** = **4** - **ARRAY_TEX_UV2** = **5** - **ARRAY_BONES** = **6** - **ARRAY_WEIGHTS** = **7** - **ARRAY_INDEX** = **8** - **ARRAY_MAX** = **9** .. _enum_Mesh_ArrayFormat: enum **ArrayFormat** - **ARRAY_FORMAT_VERTEX** = **1** - **ARRAY_FORMAT_NORMAL** = **2** - **ARRAY_FORMAT_TANGENT** = **4** - **ARRAY_FORMAT_COLOR** = **8** - **ARRAY_FORMAT_TEX_UV** = **16** - **ARRAY_FORMAT_TEX_UV2** = **32** - **ARRAY_FORMAT_BONES** = **64** - **ARRAY_FORMAT_WEIGHTS** = **128** - **ARRAY_FORMAT_INDEX** = **256** - **ARRAY_COMPRESS_BASE** = **9** - **ARRAY_COMPRESS_VERTEX** = **512** - **ARRAY_COMPRESS_NORMAL** = **1024** - **ARRAY_COMPRESS_TANGENT** = **2048** - **ARRAY_COMPRESS_COLOR** = **4096** - **ARRAY_COMPRESS_TEX_UV** = **8192** - **ARRAY_COMPRESS_TEX_UV2** = **16384** - **ARRAY_COMPRESS_BONES** = **32768** - **ARRAY_COMPRESS_WEIGHTS** = **65536** - **ARRAY_COMPRESS_INDEX** = **131072** - **ARRAY_FLAG_USE_2D_VERTICES** = **262144** - **ARRAY_FLAG_USE_16_BIT_BONES** = **524288** - **ARRAY_COMPRESS_DEFAULT** = **97792** .. _enum_Mesh_PrimitiveType: enum **PrimitiveType** - **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 :ref:`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 --------------------------- .. _class_Mesh_create_convex_shape: - :ref:`Shape` **create_convex_shape** **(** **)** const Calculate a :ref:`ConvexPolygonShape` from the mesh. .. _class_Mesh_create_outline: - :ref:`Mesh` **create_outline** **(** :ref:`float` margin **)** const Calculate an outline mesh at a defined offset (margin) from the original mesh. Note: Typically returns the vertices in reverse order (e.g. clockwise to anti-clockwise). .. _class_Mesh_create_trimesh_shape: - :ref:`Shape` **create_trimesh_shape** **(** **)** const Calculate a :ref:`ConcavePolygonShape` from the mesh. .. _class_Mesh_generate_triangle_mesh: - :ref:`TriangleMesh` **generate_triangle_mesh** **(** **)** const Generate a :ref:`TriangleMesh` from the mesh. .. _class_Mesh_get_faces: - :ref:`PoolVector3Array` **get_faces** **(** **)** const Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.