Struct Mesh
A Resource
that contains vertex array-based geometry.
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.
Properties
Name | Type | Description |
lightmapSizeHint [get, set]
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Vector2 | Sets a hint to be used for lightmap resolution in BakedLightmap . Overrides BakedLightmap.bakeDefaultTexelsPerUnit .
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Methods
Name | Description |
createConvexShape
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Calculate a ConvexPolygonShape from the mesh.
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createOutline
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Calculate an outline mesh at a defined offset (margin) from the original mesh.
Note: This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
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createTrimeshShape
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Calculate a ConcavePolygonShape from the mesh.
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generateTriangleMesh
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Generate a TriangleMesh from the mesh.
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getAabb
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Returns the smallest AABB enclosing this mesh. Not affected by custom_aabb .
Note: This is only implemented for ArrayMesh and PrimitiveMesh .
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getFaces
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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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getLightmapSizeHint
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getSurfaceCount
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Returns the amount of surfaces that the Mesh holds.
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setLightmapSizeHint
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surfaceGetArrays
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Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see ArrayMesh.addSurfaceFromArrays ).
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surfaceGetBlendShapeArrays
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Returns the blend shape arrays for the requested surface.
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surfaceGetMaterial
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Returns a Material in a given surface. Surface is rendered using this material.
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surfaceSetMaterial
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Sets a Material for a given surface. Surface will be rendered using this material.
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